SSBU Icon.png

Dark Pit (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search


An icon for denoting incomplete things.
This article is about Dark Pit's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Dark Pit.
Dark Pit
in Super Smash Bros. Ultimate
Dark Pit SSBU.png
KidIcarusSymbol.svg
Universe Kid Icarus
Other playable appearance in SSB4


Availability Unlockable
Final Smash Dark Pit Staff
DarkPitHeadSSBU.png
Dark Pit is Pit's echo fighter. His abilities are mostly the same as Pit's, but his hair and clothes are different colors, he summons different weapons, and celebrates victory to a different tune.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Dark Pit (ブラックピット, Black Pit) is a playable character in Super Smash Bros. Ultimate. He was confirmed as a playable character on June 12th, 2018. He is an Echo Fighter of Pit. Dark Pit is classified as fighter #28ε.

Antony Del Rio and Minami Takayama reprise the role of Dark Pit in the English and Japanese versions of the game, respectively.

How to unlock

Complete one of the following:

  • Play VS. matches, with Dark Pit being the 54th character to be unlocked.
  • Clear Classic Mode with Samus or any character in her unlock tree, being the eighth character unlocked after Wario.
  • Have Dark Pit join the player's party in World of Light.

With the exception of the third method, Dark Pit must then be defeated on Reset Bomb Forest.

Differences from Pit

As in Smash 4, Dark Pit is almost completely identical to Pit, with all moves except his neutral special, side special, and Final Smash performing identically.lHis differences, while few, are fairly notable. Dark Pit offers up a different variation of Pit who has less emphasis on his arrows and a higher focus on side special. However, Dark Pit’s differences are somewhat marginal compared to some other Echo Fighters (including Lucina, Chrom, and Ken), so choosing him over Pit is up to personal preference

Aesthetics

  • Change As with all other Echo Fighters, Dark Pit has unique taunts and victory poses.
  • Change Dark Pit’s facial expressions are different.
  • Change Dark Pit has darker effects for some moves, such as Power of Flight and Silver Bow.
  • Change Dark Pit's defeated/No Contest animation is different.
  • Change Dark Pit has a different victory theme.

Special moves

  • Silver Bow:
    • Buff Silver Bow deals considerably more damage (3.2% → 5.5 (uncharged), 8.6 → 14% (fully charged)) than Palutena Bow, and launches opponents at a lower angle (60° → 45°), allowing it to KO more effectively.
    • Buff Silver Bow travels slightly faster and further.
    • Nerf Silver Bow lasts for a shorter amount of time, and its trajectory cannot be controlled as much.
  • Electroshock Arm:
    • Buff Electroshock Arm deals more damage (11% → 12% (grounded), 9% → 9.5% (aerial)), although with lower knockback values by comparison (grounded: 100 base/72 scaling → 99/67, aerial: 90 base/72 scaling → 90/58).
    • Nerf The aerial version has more ending lag upon activation (FAF 52 → 58).
    • Change Electroshock Arm sends opponents at a lower angle than Upperdash Arm (80° → 40°). This improves its KO ability near edges, but reduces it at the center of the stage.
    • Change As implied by its name, Electroshock Arm has an electric effect.
  • Change Dark Pit has a completely different Final Smash, being Dark Pit Staff.

Changes from Super Smash Bros. 4

Unlike in Smash 4, Dark Pit's standard moveset has been changed to make him completely identical to Pit in Ultimate, with his weaker forward tilt and smaller neutral attack infinite finisher having their differences removed (as their neutral infinites were completely changed). As a result, Dark Pit now plays as an actual clone of Pit, with the only mechanical differences being his Silver Bow, Electroshock Arm, and Dark Pit Staff. Like Pit, he has been drastically buffed in comparison to his Smash 4 iteration, benefitting largely from the universal changes in Ultimate, and having increased KO ability on several of his moves.

Aesthetics

  • Change As with all veterans returning from SSB4, Dark Pit's model features a more subdued color scheme. His clothing and wings now feature simple detailing, and like Pit, his eyes and hair appear more detailed.
  • Change Dark Pit's idle animation has been slightly altered.
  • Change Dark Pit's down and side taunts are performed faster.
  • Change Many of Dark Pit's expressions, including when Screen KOed, are now identical to Pit's.

Attributes

  • Buff Like all characters, Dark Pit's jumpsquat animation now takes 3 frames to complete (down from 5).
  • Buff Dark Pit walks faster (1.199 → 1.259).
  • Buff Dark Pit runs much faster (1.66215 → 1.828).
    • Buff Dark Pit's initial dash is significantly faster (1.5 → 2.09).
  • Buff Dark Pit's air speed is higher (0.89 → 0.935).
  • Buff Dark Pit's air acceleration is higher (0.065 → 0.075).
  • Buff Dark Pit's traction is significantly higher (0.0505 → 0.135), now being tied with Pit's for the second highest in the game.
  • Nerf Forward roll has more ending lag (FAF 28 → 30).
  • Nerf Back roll has more startup (frame 4 → 5) and ending lag (FAF 28 → 35).
  • Nerf Spot dodge has more startup (frame 2 → 3).
  • Nerf Air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 32 → 53).
  • Buff Air dodge grants more intangibility (frames 2-26 → 3-29).

Ground attacks

  • Neutral attack:
    • Buff Neutral infinite has a shorter gap between hits (3 frames → 2), alongside a different angle (25°/120° → 361°) and knockback values (18/4 set/100 scaling → 8 base/10 scaling). This allows it to connect much more reliably, with opponents no longer being able to jump out of it before the finisher comes out.
    • Buff Neutral infinite deals drastically less hitlag, making it harder to SDI out of.
    • Buff The neutral infinite's finisher has less startup with a longer hitbox duration (frame 5 → frames 4-5). The hitbox is also larger, making it identical to Pit's.
    • Buff The finisher deals more knockback (45 base/170 scaling → 40/185).
    • Nerf The third hit and neutral infinite deal less damage (5% → 4% (hit 3), 0.8% → 0.5% (infinite)).
    • Nerf The third hit has a shorter hitbox duration (frames 3-4 → 3).
    • Nerf The neutral infinite's finisher has more ending lag (FAF 40 → 48).
    • Change The first and second hits of neutral attack have altered angles and knockback to keep opponents close to Dark Pit, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their jab cancel setups.
    • Change Neutral infinite's animation has changed. Instead of slashing horizontally with his bow fully formed, Dark Pit now quickly slashes with the bow split in two.
  • Forward tilt:
    • Buff Forward tilt has increased base knockback (15 → 40), making it identical to Pit's. This improves its KO potential.
  • Up tilt:
    • Change Up tilt's animation has been altered into two lunging upward kicks. The move now deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).
    • Buff It has noticeably less ending lag (FAF 43 → 35), which combined with Dark Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.
    • Buff The first hit uses the autolink angle (100° → 365°) and has lower set knockback (110 → 85), enabling it to connect better into the second hit.
    • Nerf Up tilt deals less total damage (10% → 9%).
    • Change The second hit has increased base knockback (50 → 70), but significantly reduced knockback scaling (120 → 30). This removes its KO potential at high percents, but allows it to combo at a much wider percent range combined with its other changes.
  • Down tilt:
    • Buff Down tilt has less ending lag (FAF 32 → 26) and launches at a more vertical angle (55° → 75°). Combined with Dark Pit's faster jumpsquat, this significantly improves its combo potential.
    • Buff When used in quick succession, it can now make Dark Pit pseudo-crawl.
  • Dash attack:
    • Buff Dash attack's animation has been altered to a downward swipe of Dark Pit's blade. This gives it more vertical range.
    • Buff It has increased knockback scaling (50 → 74), drastically improving its KO ability.
  • Forward smash:
    • Buff Forward smash has less ending lag (FAF 59 → 55).
    • Buff The first hit has altered angles (70°/35/70°/0° → 100°/70°/35°/192°), and its outermost hitboxes' set knockback is lower against grounded opponents (43 → 20), but higher against aerial opponents (5 → 20). This allows it to connect better into the second hit, with aerial opponents no longer being to air dodge the second hit when struck by the outermost hitboxes.
    • Buff The second hit has a longer hitbox duration (frame 21 → frames 21-22).
    • Change The first hit has more range, but the second has less range. This makes it easier to land the first hit of the move and harder to land the second.
  • Up smash:
    • Change Up smash's clean first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105°).

Aerial attacks

  • Buff All aerials have reduced landing lag (24 frames → 14 (neutral), 20 frames → 12 (forward), 20 frames → 11 (back), 24 frames → 14 (up), 24 frames → 12 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's multi-hits use five different hitboxes instead of four, which have altered angles (65°/125°/25°/160° → 48°/335°/220°/140°/130°) and set knockback values (70/70/20/20 → 50/30/30/30/65). This allows them to connect more reliably and reduces the blindspots around Dark Pit.
    • Buff The multi-hits deal drastically less hitlag, making them harder to SDI out of.
    • Buff The multi-hits have longer hitbox durations (1 frame → 2 frames).
    • Buff The last hit deals more damage (4% → 4.5%).
  • Forward aerial:
    • Buff Forward aerial deals noticeably more damage (1.5% → 2.5% (hits 1-2), 4% → 6% (hit 3); 7% → 11% (total)), with knockback scaling not fully compensated on the last hit (180 → 148), allowing it to KO slightly earlier.
    • Change The first two hits use a different kind of autolink angle (366° → 367°).
  • Back aerial:
    • Buff Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
  • Up aerial:
    • Buff Up aerial's linking hits deal less damage (2% → 1.5%), but the last hit deals substantially more damage (2% → 5%), increasing its total output (10% → 11%).
    • Buff The last hit has different knockback values (5 base/270 scaling → 50/130), which compensate for its KO ability at higher percents, but increase its knockback at lower percents, improving its juggling ability.
  • Down aerial:
    • Buff Down aerial's meteor smash hitbox is larger, making it easier to edgeguard with it.
    • Buff The clean hit's sourspot has increased knockback scaling (80 → 100), improving its KO potential.
    • Buff The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage at high percents, compounded further by its reduced landing lag.

Throws and other attacks

  • Nerf All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
  • Nerf Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Pummel:
    • Nerf Pummel deals less damage (2% → 1.3%).
  • Back throw:
    • Nerf Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
      • Buff However, its total duration remains unchanged, decreasing its ending lag as a result. This improves its combo ability.
    • Buff Back throw is no longer weight-dependent. This gives it far more combo ability on heavyweights, while still being increased on lightweights due to its lower ending lag.
  • Up throw:
    • Nerf Up throw has more ending lag (FAF 33 → 38).
  • Down throw:
    • Buff Down throw has increased combo potential due to Dark Pit's faster jumpsquat and jump speed.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special Moves

  • Silver Bow:
    • Buff Silver Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47).
    • Buff It deals considerably more damage (4.3125% → 5.5% (uncharged), 10.95% → 14% (fully charged)), making it far stronger compared to Palutena Bow.
    • Buff It launches at a lower angle (60° → 45°), allowing it to edgeguard more effectively.
    • Buff The arrows travel faster, now slightly outspeeding Palutena Bow's arrows.
  • Electroshock Arm:
    • Buff Grounded and aerial Electroshock Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105).
    • Buff Electroshock Arm launches at a lower angle (43° → 40°), slightly improving its KO ability.
    • Nerf The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).
    • Change Dark Pit always shouts "Electroshock!" when using Electroshock Arm. His other voice clip is used when he activates the Power of Flight.
  • Power of Flight:
    • Buff Power of Flight can now sweetspot edges from behind.
    • Nerf It takes longer for Dark Pit to move after he begins to fall, leaving him more vulnerable to attacks.
  • Guardian Orbitars:
    • Buff Guardian Orbitars has less startup (frame 9 → 7), and much less ending lag if not extended (FAF 64 → 50), making it more reliable for reflecting projectiles.
    • Buff The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).
      • Nerf However, they now gradually shrink the longer they are held out.

Update history

1.1.0

  • Nerf Up throw's ending lag has been increased (FAF 33 → 38), making it identical to Pit's.

Classic Mode: Created Warriors

Dark Pit's opponents (with the exception of Pit) are characters that were man-made creations or genetically enhanced fighters.

Round Opponent Stage Music Notes
1 Mewtwo Spear Pillar Battle! (Dialga/Palkia) / Spear Pillar
2 Dark Samus Frigate Orpheon Opening/Menu - Metroid Prime
3 Link (3x) Temple Great Temple / Temple All Links have the Dark Link alt.
4 Cloud Midgar Fight On!
5 Captain Falcon Big Blue Devil’s Call in Your Heart Captain Falcon is in his red costume, referencing Blood Falcon.
6 Pit Palutena's Temple Dark Pit’s Theme
Bonus Stage
Final Galleom ? Boss Battle - Super Smash Bros. Brawl Pit appears as a teammate.

Role in World of Light

Dark Pit was among the fighters that were summoned to fight the army of Master Hands.

Dark Pit was present when Galeem unleashed its beams of light. He was flying alongside Pit to escape the beams, but after Palutena was vaporized, they lost their Power of Flight and fell victim to the beams as well. They were both placed under Galeem's imprisonment along with the rest of the fighters, excluding Kirby.

Dark Pit was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He can be found in the Dracula's Castle sub-area.

Alternate costumes

Dark Pit Palette (SSBU).png
DarkPitHeadSSBU.png DarkPitHeadGreenSSBU.png DarkPitHeadBrownSSBU.png DarkPitHeadYellowSSBU.png DarkPitHeadRedSSBU.png DarkPitHeadBlueSSBU.png DarkPitHeadWhiteSSBU.png DarkPitHeadPurpleSSBU.png

Gallery

Character Showcase Video

<youtube>q2hJjyP8FGA</youtube>

Trivia

  • Dark Pit and Lucina are the first and only full clones to retain their full clone status for two consecutive games.
  • In the World of Light trailer, Dark Pit is seen losing his Power of Flight with the loss of Palutena, and his wings glow blue during use. This is unlike the in-game move, where his wings use a green glow, which occurs when the ability is granted by Viridi.