Super Smash Bros. Obliteration/Dark Pit

Dark Pit in an Unlockable Character in Super Smash Bros. Obliteration. Dark Pit is an incomplete clone of Pit who was created from energy of the Mirror Of Truth. Dark Pit is much more Serious and Moody than the Friendly and Jovial Pit, and serves as Pit's bitter rival who clashes directly with the hero multiple times throughout Kid Icarus: Uprising. He is shown to be a true loner who prefers to work alone rather than with anyone else and is noted for his true independent streak, in which he is known for exhibiting repressed feelings that Pit keeps to himself, as well as the fact that he holds his own importance above any other person or cause. Moody, Proud, and Isolated Dark Pit is ready to unleash his ugly emotions hoping to ride his fallen wings to the top of the Mountain of Smashers. Using a moveset revolving around, Bow/Slash Attacks, Kicks, Jabs, and his Fallen Wings, Dark Pit is ready to ascend from his dark emotions in a true fight for the ages.
== Attacks  ==
Type 	Name	Damage 	Description
Neutral 	 	(2% = hits 1-2, 6% = hit 3, 1% = loop, 3% = last, 14% = total).	A triple slash ending in an uppercut. If the attack button is mashed, Dark Pit will spin his bow instead, hitting multiple times and ending in an upwards swipe. The jab infinite finisher has a smaller hitbox compared to Pit's, which can cause it to miss when Pit's would otherwise hit, slower but more powerful than Pit's variation.
Forward Tilt 	 	(10% = tip, 8% = base). 	Dark Pit closes his blades onto the opponent in a scissor slash. Severely weaker base knockback than Pit's, which makes it inferior for KOing: Dark Pit's tipper KOs at 155% while Pit's KOs at 122%, while Dark Pit's sourspot KOs at 210% and Pit's at 170%.
Up Tilt 	 	(2% = hit 1, 3% = hit 2, 5% = hit 3, 10% = total). 	Dark Pit flip kicks upwards, before correcting himself and kicking again for two hits. At low percentages, it can combo into a neutral or up aerial depending on the opponent's DI.
Down Tilt 	 	(8%) 	Dark Pit swipes one blade across the ground in front of him. Relatively high chance of tripping the enemy, while being relatively quick. Can combo with a dash attack until around 50% with middleweights and higher.
Forward Smash	 	(5% = hit 1, 10% = hit 2, 15% = total). 	Dark Pit separates his blades and slashes, before quickly putting them back and slashing again. The second hit carries all of the knockback, and has more reach than the first slash. Relatively high knockback that can KO near the edge at 90%.
Up Smash 	 	(4% = hit 1, 2% = hit 2, 8% = hit 3, 14% = total). 	A leaping triple slash to the sky. Similar to Link's up smash but is noticeably faster and weaker, Has low horizontal range despite its looks, unable to hit behind Dark Pit and only able to drag point blank opponents into the attack.
Down Smash 	 	(12% = base, 10% = tip). 	Dark Pit stabs the ground in front of, then behind him. The first hit is fast for a smash attack, although its diagonal knockback angle makes its KO potential relatively low, KOing at 145% near the edge. The second hit deals semi spike knockback and KOs at 111% near the edge.
== Aerial Attacks  ==
Type 	Name	Damage 	Description
Neutral	 	(0.7% = hits 1-7, 4% = hit 8, 8.49% = total).	Dark Pit uses his bow in a buzz saw-like motion, hitting rivals multiple times before a final hit
sends them flying with weak knockback. Can nullify weak projectiles. Has a smaller hitbox behind Dark Pit 
that connects less reliably, Useful for offstage edgeguarding or for combos. All of Dark Pit's aerials, 
including this move, auto cancel from a short hop.
Forward	 	(1.5% = hits 1-2, 4% = hit 3, 7% = total). 	Dark Pit spins his bow horizontally in front of him, slashing foes multiple times before launching
them diagonally. Lasts for a very short amount of time and has low vertical range, but is dangerous offstage 
at 100% or more due to its moderate knockback.
Back 	 	(8% = base, 12% = tip). 	A double reverse gripped thrust. It has the longest range of Dark Pit's aerials and very good KO potential
if the blades' tips land. However, the move has a very small hitbox and deals less damage and less knockback at 
point-blank range, making it difficult to land the sweetspot reliably (especially on shorter targets during 
a short-hop), It has noticeable landing lag, but it can autocancel as well as be used to space out opponents; 
the sourspot at certain percentages can also somewhat launch into a follow-up if possible.
Up 	 	(2% = hits 1-5, 1-% = total). 	Spins his bow above him like helicopter blades, with the final hit dealing upwards diagonal knockback,
Useful for aerial anti-airing for racking up damage or as a KO option near the top blast line, especially 
after multiple jumps.
Down 	 	(10%) 	A downward arcing reverse gripped slash with a single blade. Has a large hitbox that can easily catch
opponents and its sweetspot is a meteor smash, which occurs at the middle of the arc right below Dark Pit. It
has noticeable landing lag, but it can be autocanceled near the ending portions (but not in a short hop),
Regardless, its range is useful for setting up for a launch through the side-hitboxes.
== Other Attacks  ==
Type 	Name	Damage	Decription
Floor Attack (Back)	 	(7%) 	Slashes With His Staff In Both Forward/Back Directions, While Climbing UP.
Floor Attack (Back)	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip)	 	(7%) 	Slashes With His Staff In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs a Sweeping Flip Kick, While Climbing Up.
Dash Attack 	 	(12%) 	A running slash downwards with his bow. Sends foes upward which allows it to combo with a forward aerial at mid percents,
but has moderate ending lag making it punishable on shield.
== Grabs/Throws  ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent.
Pummel 	 	(2%) 	A Knee Strike, A Fairly Quick Pummel.
Forward	 	(6% = hit 1, 4% = throw, 10% = total).	Slashes away the opponent. Dark Pit's KO throw, which can KO near the edge at 155%. Can also combo
into dash attack on medium-heavyweight characters at low percents, as well as forward aerial depending 
on the opponent's reaction.
Back 	 	(5% = hit 1, 3% = total, 8% = total). 	Dark Pit spins around with the opponent trailing behind and slams them on the ground behind him, At
low percents, it can lead into a dash attack
Up 	 	(8% = hit 1, 4% = throw, 12% = total).	Dark Pit rolls on his back and handstand kicks the enemy. Can combo into an up aerial if the opponent
does not react at low percents.
Down 	 	(5% = hit 1, 2% = throw, 7% = total). 	Dark Pit quickly pins the enemy to the ground before bringing his bow down on their back like an axe,
Dark Pit's best combo starter than can lead into almost any aerial or an up smash at low percents, and up or 
forward aerial at higher percents.
== Taunts  ==
Up Taunt = Splits his bow into two, then rests one blade on his right shoulder while tauntingly signaling to come 
closer with his left blade, saying "Who wants some?". (かかってこい., Come at me.).
Side Taunt = Faces the screen and spins his bow's blades like a buzzsaw, before ending in a pose with his blades 
in a cross shape over his left leg, saying "Watch out!" (いくぜ!, Let's go!).
Down Taunt = Stands upright and points his bow in front of him , similarly to the pose in his official artwork 
(regardless if split or not), while saying "Game on!". (死に体奴は前に出ろ., Folks on the losing end step out front.),
Dark Pit's Japanese quote is a reference to Chapter 21 in Kid Icarus: Uprising, a similar quote being said by him 
during Pit's and Dark Pit's "pre-boss battle" rallying cry.
== Special Moves  ==
Type 	Name 	Damage 	Description
Neutral Special	Silver Bow 	(5% = half charged, 11% = fully charged).	Dark Pit shoots a purplish-black arrow from his bow. Can be slightly angled up or down while flying and can be aimed up while charging. More power and slightly faster than Pit's, although they cannot be curved as strongly.
Side Special 	Electroshock Arm 	(12% = ground, 10% = air). 	Dark Pit brings out his Electroshock Arm and charges forward with super armor, powerfully uppercutting the enemy. This move can deflect projectiles and sends them back at a 43 degree angle. Unlike Pit's Upperdash Arm, Dark Pit's variation sends the target flying at a lower angle and deals electrical damage.
Up Special 	Fallen Wings 	(N/A) 	Dark Pit activates Viridi's Power of Flight and ascends very high. The move can be angled in any upward direction but doesn't
inflict damage.
Down Special 	Guardian Orbiters	(1.5% = reflected projectiles). 	Dark Pit uses his Guardian Orbitars to create energy shields on either side of him. These shields reflect projectiles, push away nearby foes and block melee attacks. Reflected projectiles are 50% stronger and 70% faster. The shields can be broken if they absorb a strong enough blow, requiring 10 seconds to be used again, Has the Same duration as Pit.
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	Dark Pit Staff	(2% = startup, 40% = beam, 42% = total).	Dark Pit pulls out his namesake weapon and fires an extremely long-range and powerful charged shot, much like Zelda/Sheik's Light Arrow. Opponents are sent flying diagonally, and the closer they are to Dark Pit when the Final Smash activates, the stronger the impact.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Kid Icarus (series)
Category:Kid Icarus Characters
Category:Males