Dark Pit (SSBU)

**Dark Pit** (Template:Ja, *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, thus being classified as fighter #28ε.

Antony Del Rio and Minami Takayama's portrayals of Dark Pit from *Smash 4* were repurposed for the English and Japanese versions of *Ultimate*, respectively, with the former once again remaining uncredited. However, they both provide new voice clips for certain Palutena's Guidance conversations.

## 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.

Dark Pit must then be defeated on Reset Bomb Forest for all three methods.

## 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 having identical properties. His differences, while few, are fairly notable. Silver Bow's arrows are faster and stronger but have reduced control, making them more useful as standard projectiles than for edgeguarding or zoning, while Electroshock Arm launches at a lower angle, making it better as a KOing move than Upperdash Arm.

However, Dark Pit's differences are marginal compared to some other Echo Fighters (such as Lucina, Chrom, and Ken), so choosing him over Pit is almost entirely up to personal preference.

### Aesthetics

* As with all other Echo Fighters, Dark Pit has unique taunts and victory poses.
* Dark Pit has darker colored effects for some moves, such as Power of Flight and Silver Bow.
* Dark Pit's defeated/No Contest animation is different.
* Dark Pit has a unique victory theme.
* Dark Pit's on-screen appearance has him descend while surrounded by purple rays of light as opposed to yellow ones.
* The Silver Bow's trail is silver with cerulean accents, whereas the Palutena Bow's trail is metallic gold with cerulean accents. Unlike the Palutena Bow, the Silver Bow is not accompanied with halos or an archery gauntlet.

### Special moves

* Silver Bow:
	+ 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.
	+ It travels slightly faster and further.
	+ It lasts for a shorter amount of time, and its trajectory cannot be controlled as much.
* Electroshock Arm:
	+ 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).
	+ 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.
	+ As implied by its name, Electroshock Arm has an electric effect.
* Power of Flight:
	+ Dark Pit's Power of Flight causes his wings to glow green, then blue, and then red, whereas Pit's version makes his wings glow blue, then yellow, and then red.
* Dark Pit has a unique Final Smash, being Dark Pit Staff.

## Changes from *Super Smash Bros. 4*

Dark Pit no longer has a weaker forward tilt or smaller neutral finisher, marginally buffing him in comparison to Pit. However, because of these changes, he now has a completely identical non-special moveset to his counterpart, with the only mechanical differences between him and Pit being his Silver Bow, Electroshock Arm, and Dark Pit Staff. Like Pit, he has been buffed in comparison to his *Smash 4* iteration, benefiting largely from the universal changes in *Ultimate*, and having increased KO ability on several of his moves. However, like his doppelgänger, he continues to see minimal tournament representation and results in the early metagame of *Ultimate*, though he has a small playerbase in the form of players such as Template:Sm.

### Aesthetics

* 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.
* Dark Pit's idle animation has been slightly altered.
* Dark Pit's down and side taunts are performed faster.
* Many of Dark Pit's expressions, including when Screen KOed, are now identical to Pit's.

### Attributes

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

### Ground attacks

* Neutral attack:
	+ The first hit has less startup lag (frame 5 → 4), with its total duration reduced as well (FAF 27 → 26).
	+ 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.
	+ The neutral infinite deals drastically less hitlag, making it harder to SDI out of.
	+ The 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.
	+ The finisher deals more knockback (45 base/170 scaling → 40/185).
	+ The third hit and infinite deal less damage (5% → 4% (hit 3), 0.8% → 0.5% (infinite)).
	+ The third hit has a shorter hitbox duration (frames 3-4 → 3).
	+ The infinite's finisher has more ending lag (FAF 40 → 48).
	+ 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.
	+ Neutral infinite's animation has changed. Instead of slashing horizontally with his bow fully formed like a buzzsaw, Dark Pit quickly slashes with the bow split in two.
* Forward tilt:
	+ Forward tilt has increased base knockback (15 → 40), making it identical to Pit's. This improves its KO potential.
* Up tilt:
	+ Up tilt's animation has been altered into two lunging upward kicks. The move deals two hits instead from three, with its hitbox timings altered (frames 6, 8-10, 15-16 → 6-8, 15-16).
	+ It has noticeably less ending lag (FAF 43 → 33), which combined with Dark Pit's faster jumpsquat and jump speed turns it into a reliable combo starter.
	+ 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.
	+ Up tilt deals less total damage (10% → 9%).
	+ It has smaller hitboxes (4.5u → 4u (hit 1), 7.5u → 6u (hit 2)).
	+ 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:
	+ 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.
	+ It moves Dark Pit forward slightly with each use, allowing for a pseudo-crawl.
* Dash attack:
	+ Dash attack's animation has been altered to a downward swipe of Dark Pit's blade. This gives it more vertical range.
	+ It has drastically increased knockback scaling (50 → 74), greatly improving its KO ability.
* Forward smash:
	+ Forward smash has less ending lag (FAF 59 → 55).
	+ 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.
	+ The second hit has a longer hitbox duration (frame 21 → frames 21-22).
	+ 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:
	+ Up smash's first hit has altered angles (365°/365°/105° → 365°/120°/120°/367°/105° (clean), 110° → 110°/123° (late, grounded/aerial opponents)), allowing it to connect more reliably.
* Down smash:
	+ Down smash's clean front hit has increased knockback (35 base/93 scaling → 40/98), improving its KO potential.

### Aerial attacks

* All aerials have reduced landing lag (24 frames → 14 (neutral, up), 20 → 12 (forward), 20 → 8 (back), 24 → 12 (down)).
* Neutral aerial:
	+ Neutral aerial's looping 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.
	+ The looping hits deal drastically less hitlag, making them harder to SDI out of.
	+ The looping hits have longer hitbox durations (1 frame → 2 frames).
	+ The last hit deals more damage (4% → 4.5%).
* Forward aerial:
	+ 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.
	+ The looping hits have larger hitboxes (1.5u → 2.3u).
* Back aerial:
	+ Back aerial's sweetspot launches at a lower angle (46° → 43°) and has increased knockback scaling (96 → 105), improving its KO potential.
	+ Due to its significantly reduced landing lag, the sourspot is a much more reliable combo starter.
	+ It has slightly larger hitboxes (3.4u (sweetspot)/3.2u (sourspot) → 3.7u/3.5u).
* Up aerial:
	+ 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%).
	+ 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:
	+ Down aerial's meteor smash sweetspot is larger (3u → 4u), making it easier to edgeguard with it.
	+ The clean hit's sourspot has more knockback scaling (80 → 100), while its sweetspot has more base knockback against aerial opponents (0 → 10), improving its KO potential.
	+ 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

* All grabs have increased ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).
* Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
* Pummel:
	+ Pummel deals less damage (2% → 1.3%).
	+ It deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7).
* Back throw:
	+ Back throw releases the opponent slower (frame 24 → 29), making it easier to DI.
		- However, its total duration remains unchanged, decreasing its ending lag as a result. This improves its combo ability.
	+ Back throw's speed 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:
	+ Up throw has more ending lag (FAF 33 → 38).
* Down throw:
	+ Down throw has increased combo potential due to Dark Pit's faster jumpsquat and jump speed.
* Edge attack:
	+ Edge attack deals more damage (7% → 9%).

### Special moves

* Silver Bow:
	+ Silver Bow has less startup (frame 20 (grounded)/22 (aerial) → 16), and drastically less ending lag on the ground (FAF 59 → 47).
	+ It deals considerably more damage (4.3125% → 5.5% (uncharged), 10.95% → 14% (fully charged)), making it far stronger compared to Palutena Bow.
	+ It launches at a lower angle (60° → 45°), allowing it to edgeguard more effectively.
	+ The arrows travel faster.
	+ It has received negative shield damage (0 → -2.2).
* Electroshock Arm:
	+ Grounded and aerial Electroshock Arm have less ending lag if missed (FAF 83 (grounded)/121 (aerial) → 80/105).
	+ Electroshock Arm launches at a lower angle (43° → 40°), slightly improving its KO ability.
	+ The aerial version has a shorter hitbox duration upon activation (frames 2-5 → 2-3).
	+ Dark Pit's "Electroshock!" voice clip has been moved to when he summons the Electroshock Arm rather then attacking with it and he no longer consistently vocalizes.
		- Additionally, he now uses both voice clips from using Power of Flight from *Smash 4* whenever he strikes an opponent with the attack. Should he attack an opponent after saying "Electroshock!", he will remain silent.
* Power of Flight:
	+ Power of Flight can sweetspot edges from behind.
	+ Power of Flight now flies in a slight arc, moving outwards slightly before pulling back inwards again. The overall finishing location appears unchanged, however.
	+ It takes longer for Dark Pit to move after he begins to fall, leaving him more vulnerable to attacks.
	+ Power of Flight now uses Dark Pit's charging and attacking voice grunts when using Electroshock Arm from *Smash 4*.
* Guardian Orbitars:
	+ 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.
	+ The Guardian Orbitars can be held for a longer amount of time (80 frames → 100).
		- However, they gradually shrink the longer they are held out.
* Dark Pit Staff:
	+ Dark Pit Staff deals considerably less knockback.

## Update history

Dark Pit has been buffed in patches.

 **1.1.0**

* Up throw has more ending lag (FAF 33 → 38), making it identical to Pit's.

 **3.0.0**

* Silver Bow has received negative shield damage (0 → -2.2).

 **3.1.0**

* Up smash's late first hit launches aerial opponents at a more inward angle (110° → 123°), allowing it to connect more reliably.
* Electroshock Arm has less ending lag after hitting an opponent in the air (FAF 56 → 52), making it identical to Pit's variant.

 **4.0.0**

* Neutral attack 1 has slightly less startup lag (frame 5 → 4) with its total duration reduced as well (FAF 27 → 26).
* Up tilt has less ending lag (FAF 35 → 33).
* Back aerial has less landing lag (11 frames → 8).
* Down smash's first hit deals more knockback on the sweetspot (35 base/93 scaling → 40/98), improving its KO potential.
* Down aerial's meteor smash has more base knockback against airborne opponents (0 → 10).
* Template:Bugfix

## Moveset

* Dark Pit can perform three midair jumps.

*Note: All numbers are listed as base damage, without the 1v1 multiplier.*

### On-screen appearance

* Slowly descends onto the stage while surrounded by rays of purple darkness that shine down from the sky.

### Taunts

* **Up Taunt**: Taps his shoulder with one of his blades and motions with his left hand, saying "Who wants some?"　(Template:Ja, *Bring it on.*)
* **Side Taunt**: Spins his bow in front of him while facing the screen, before swinging one of his blades and saying "Watch out!" (Template:Ja, *Here we go!*)
* **Down Taunt**: Turns around a bit, then points with his right blade, saying "Game on!" (Template:Ja, *Step right up if you want to die.*)

SSBUDarkPitTaunt1.gifDark Pit's up taunt.SSBUDarkPitTaunt2.gifDark Pit's side taunt.SSBUDarkPitTaunt3.gifDark Pit's down taunt.
### Idle poses

* Briefly fiddles with his Silver Bow. Dark Pit will split it into its blades if it is in its bow form.
* Taps the tips of his buskins

### Victory poses

* Flies down, sticks his Silver Bow to the ground, then crosses his arms before saying "Can't help but feel sorry for ya." (Template:Ja, *Wings aren't swooping down at all of you.*).
* Twirls the Dark Pit Staff, then points it outward, while saying "Looks like I'm the last man standing." (Template:Ja, *I'm still living on right here.*).
* Spreads his right hand to the side before pumping his fist out in front of him, saying "Nice try." (Template:Ja, *Hmph! Impudent.*).
	+ If Pit was present in the match, there is a chance he will instead say "Where's your goddess now?" (Template:Ja, *How's that? Piece of goddess crap.*).

 File:Victory! (Dark Pit).ogg
DarkPitVictoryPose1SSBU.gifDarkPitVictoryPose2SSBU.gifDarkPitVictoryPose3SSBU.gif
## Classic Mode: Created Warriors

 File:SSBU Congratulations Dark Pit.png
Dark Pit's opponents (with the exception of Pit) are characters that were man-made creations or genetically enhanced fighters. While never explicitly mentioned to be artificially created, the boss of his route, Galleom, could be assumed as such, due to the fact that he is a robot.

Template:-

## Spirits

Dark Pit's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Dark Pit in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces

* Dark Pit, Peach, Zelda, Falco, Olimar, and Duck Hunt are the only fighters to appear as allies in spirit battles.

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es:Pit Sombrío (SSBU)