![]() ![]() During the dash, Dark Pit has super armor, and can reflect projectiles. Side Special (Electroshock Arm)ĭark Pit's side special will dash towards the opponent. Dark Pit's arrow deals more damage and knockback, but it is harder to change the direction of, making it harder to use for edgeguarding, while Pit's is easier to control, and thus easier to hit opponents off stage with. The largest difference in Dark Pit and Pit is in this move. After firing, you can continue to use the control stick to change the trajectory of the arrow, to make it go up or down slightly. Also, by using the control stick left or right, you can aim which direction that Dark Pit will fire it in. Side Special (Grounded Startup Animation)ĭark Pit's neutral special fires a fast purple arrow. Down Airĭark Pit's down air can meteor smash opponents if the very bottom of the move connects with an opponent, so when your opponent is recovering, bait them with an arrow and go for a spike. It can beused as a follow-up aerial attack in combos, or to juggle opponents in disadvantage. Up Airĭark Pit's up air has a very long active hitbox, which hits on both left and right sides, making it easy to catch your opponents. Bair is -8 on shield, making it a good attack to pressure shields with proper spacing. It is also one of Dark Pit's few KO moves, so you can use this move when looking to KO. Back Airīair has great range and knockback power. It must be spaced properly or else an opponent will be able to punish it out of shield. However, it has little knockback, and is a weaker aerial attack. Forward Airĭark Pit's forward air has better range than nair, so use it in the air to keep your opponent in check. ![]() However, it has a short range, so it is easy for your opponent's attack to out-range nair. It also has a lingering hitbox, allowing you to use it to prevent recoveries. (← or → Opposite of the direction you are facing + A while airborne)ĭark Pit's neutral air comes out fast and can cover all around him, making it useful as a get-off-me attack. (Hold ← or → in the direction you are facing + A while airborne) The second attack behind comes out later, but is more powerful, and can setup for an edgeguard. While the the first attack to the front comes out fast, its knockback power is mediocre and it sends opponents diagonally away, making it difficult to KO with. Down Smashĭark Pit's down smash also comes out fast. Its fast startup makes it a great out of shield option. It is a fast attack despite it being a smash attack, and can be used to catch an opponent's air dodges and as an anti-aerial. It can send your opponent very far, so even if they do manage to survive, you can go for an edgeguard to prevent their recovery. Due to Dark Pit crouching during the attack and its short endlag, it can be hard to counter for your opponent, especially if followed with a buffered spotdodge, making it a good tool for poking.ĭark Pit's forward smash has high knockback power. Down Tiltĭown tilt is a fast attack with few cooldown frames. Generally, you should use up smash instead of this attack. Up Tiltĭark Pit's up tilt comes out fast, but it has short range, which makes it difficult to land. Forward Tiltĭark Pit's forward tilt has great range, but noticeable end lag, so only use it against opponents who have shorter Dark Pit can outrange. Dash Attack / Tiltsĭark Pit's dash attack comes out fast and should be used at mid ranged distances to catch landings or whiff punish. Since there is a 3 hit and rapid jab variant, you can hit an opponent's shield once or twice with the jab, before dashing away and coming back in as a mixup. ・Struggles to land after being put in disadvantageĭark Pit's jab comes out fast, so it can be used as a get-off-me attack for persistent opponents. ・Down Special can reflect projectiles and shield attacks ・Very good recovery (Multiple Jumps, Up Special, Side Special), allowing for edgeguards See Our Tier List Here! Dark Pit's Strengths and Weaknesses Strengths If you can get the hang of edgeguarding with him, through use of moves such as Nair and arrows (B), this problem can be somewhat remedied. This makes Dark Pit a rather easy character for almost anyone to pick up and play.ĭark Pit's main weakness lies in the fact that he doesn't have many moves that will take stocks early, which can make it difficult for him to KO. Like his non-echo fighter counterpart, Dark Pit is an all-arounder, with access to a good projectile in his Neutral Special (B), a reflector / shield in his Down Special (↓ + B), and several moves with good range (Dash Attack, Forward Tilt, Neutral Aerial, etc). An all-arounder with several useful tools ![]()
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