Trophy Description
Pit’s mysterious, black-clad doppelgänger, Dark Pit. (Some call him Pittoo, but he really doesn’t like that.) When he first appears, he immediately goes after both Pit and the Underworld Army. In Smash Bros., he uses moves a lot like Pit’s, though both his bow and his Sacred Treasures are different.
Statistics
Maximum Number of Jumps: 4
Can Wall Jump: No
Can Wall Cling: No
Can Crawl: No
Alternate Colors
Smash Attacks
SIDE SMASH DAMAGE 5~10% MAX DAMAGE 15% : 2 Hits
Dark Pit strikes forward with each of his blades. The second attack deals more damage and knocks your opponent away.
DOWN SMASH DAMAGE 10~12%
Dark Pit slashes his blade at your opponent’s feet. Sends the opponent diagonally away. This attack hits in front of Dark Pit, then behind Dark Pit.
UP SMASH DAMAGE 2~8% MAX DAMAGE 13% : 3 Hits
Dark Pit swings his blades around as he leaps into the air, hitting your opponent multiple times. The last hit sends the opponent upward.
Basic Attacks
Standing Attack DAMAGE 2%, 2%, 5% RAPID STRIKES 9% : 8 Hits
Dark Pit strikes forward with his blades in this three-hit attack. The last hit knocks the opponent up into the air.
Side Tilt DAMAGE 7~10%
Dark Pit swings his blades together like a pair of scissors. Fairly quick with good range.
Up Tilt DAMAGE 2~5% MAX DAMAGE 10% : 3 Hits
A flipkick attack followed up by two additional kicks. The last kick launches opponents vertically.
Down Tilt DAMAGE 6%
Dark Pit sweeps his opponent with one of his blades.
Dash Attack DAMAGE 11%
Dark Pit dashes forward with both blades extended in front of him.
Edge Attack
Dark Pit swings himself back up to the stage and kicks your opponent away.
Air Attacks
Neutral Air Attack DAMAGE 0.7~4% MAX DAMAGE 8.9% : 8 Hits
Dark Pit spins his blades around his body, hitting opponents multiple times. Only the last hit knocks the opponent away.
Up Air Attack DAMAGE 2% MAX DAMAGE 10% : 5 Hits
Dark Pit spins his blades above his head like a helicopter. Hits multiple times and knocks the opponent upward.
Down Air Attack DAMAGE 10%
Dark Pit swipes a blade in an arc below him. This has a meteor effect at the start of the move.
Forward Air Attack DAMAGE 1.5~4% MAX DAMAGE 7% : 3 Hits
Dark Pit spins his blades in front of him. Opponents caught in this attack are hit multiple times and are launched away diagonally.
Back Air Attack DAMAGE 8~12%
Dark Pit quickly thrusts both blades behind him. Great range and knockback.
Special Attacks
Silver Bow (Neutral Special) DAMAGE 3.9~10.5%
With this primary projectile attack, Dark Pit fires an arrow of darkness. Charge it to add strength, range, and speed to the arrows. You can also move the arrows up or down after firing but not by much. Hold Up while charging to aim upward.
Piercing Bow DAMAGE 6.1~13%
This arrow pierces opponents and deals more damage, but it cannot be curved. It takes longer to charge up to maximum, and it has a longer recovery period after firing.
Guiding Bow DAMAGE 2.6~6.9%
This arrow is much more maneuverable than normal. While the power and speed are decreased, its lifespan is longer. You can only have one arrow out at a time, and the recovery period is longer.
Electroshock Arm (Side Special) ON LAND 11.5% IN AIR 9.5%
Dark Pit charges forward before releasing an uppercut to his opponent. This attack launches the opponent diagonally away.
Electrocut Arm ON LAND 13.5% IN AIR 11.5%
Dark Pit holds a pose with super armor then uppercuts anyone who attacks him. This functions similarly to a counter, as he doesn’t dash forward.
Quickshock Arm ON LAND 9.2% IN AIR 7.2%
The startup of the dash is slower, but this variation travels farther and faster. This also deals less damage.
Pandora Wings (Up Special) DAMAGE 0%
Dark Pit launches himself extremely far, thanks to his wings. You can aim this in any upward direction, but it’s a recovery tool only, not an attack. You are in a fall state after using this move.
Striking Flight DAMAGE 6.5~9.5%
Deal damage and knock away nearby enemies. You can’t control the angle at which Pit flies as much.
Breezy Flight DAMAGE 0%
With a slightly slower startup but a quicker launch, this version creates a wind around Pit that pushes opponents out of the way.
Guardian Orbitars (Down Special) DAMAGE 0%
Bring out shields to reflect projectiles and block attacks. The shields also push away any opponents who are too close. This only protects Dark Pit from the sides.
Impact Orbitars DAMAGE 5%
The Impact Orbitars damage opponents and knock them away; however, they don’t shield you or reflect projectiles.
Amplifying Orbitars DAMAGE 0%
Any projectiles reflected are returned faster and more powerful. The shields can be kept out much longer, but they break much easier as well. This version doesn’t push away nearby opponents.
| Orbitars Data | |||||
|---|---|---|---|---|---|
| Startup | Shortest Duration | Longest Duration | Damage Scaling | Speed Scaling | |
| Guardian Orbitars | 9th frame | 20 frames | 80 frames | 1.5x | 1.7x |
| Amplifying Orbitars | 11th frame | 16 frames | 150 frames | 2x | 2x |
Final Smash
Dark Pit Staff
Dark Pit fires a beam from his staff that launches anyone in its path. This directional Final Smash has incredibly long range, able to reach nearly all the way across Gerudo Valley! As this has minimal vertical range, line up as many opponents as possible. The camera will zoom in on anyone hit by the beam, unless they are off screen.
Strategy
Dark Pit is an average-weight character with great air mobility, thanks to his multiple jumps. Overall, the main difference between Pit and Dark Pit is in the arrows they shoot with their Neutral Special. The angle at which opponents are launched with their Side Special is also slightly different. They suffer from the same weakness in that their KO power is lacking. Both must rack up damage with their multi-hitting attacks before trying to KO opponents. On the ground, your multi-hitting options are rapid jabs, Up Tilt, Side Smash, and Up Smash. In general, your ground options start up quickly, have decent range, and recover fairly quickly. For ground-based pokes, try Side Tilt, Down Tilt and Dark Pit’s three-hit jab string.
Compared to Pit’s Palutena Bow, Dark Pit’s Silver Bow’s main differences are that the arrows are more damaging and curve less. This means they are slightly easier to avoid because they are a little easier to predict. If they do hit, though, they do a little more damage. It’s still important to move them up and down when fighting at a distance, especially from the air. Electroshock Arm launches less vertically than Pit’s similar Special, but it also does slightly more damage and is a good horizontal approach option. To aid in your defense, Guardian Orbitars are useful to push out close opponents, shield Dark Pit from attacks, and reflect projectiles.
Dark Pit’s main strength is in his aerial mobility. Use his four jumps to be less predictable in approaching enemies while harassing them with Silver Bow. All Dark Pit’s aerial attacks except Back Air and Down Air will hit multiple times to rack up damage. Since they all use his blades, they extend Dark Pit’s range, keeping him a little safer. Back Air is your best option to KO opponents when airborne, and Down Air’s meteor effect can be useful against opponents off-stage. Down Air is also useful when it doesn’t meteor smash, though, because it launches opponents up and away.
Recovery
Dark Pit has a bunch of great options for recovery. First, he has four jumps, but vertically the third and fourth jumps gain less and less height. You can still use the four jumps to cover great horizontal distance. And for horizontal recovery, Dark Pit can use Electroshock Arm, which sends him flying across the stage but doesn’t put him in a fall state! Finally, for vertical recovery, Dark Pit has Pandora Wings, which is one of the longest-reaching tools in the game. The only downside to it is that it is not an attack. Still, you can also use it as either a horizontal or a diagonal recovery. Between Dark Pit’s four jumps, Pandora Wings, and Electroshock Arm, you shouldn’t have too much difficulty getting him back to the stage.