LancerStaff
Smash Hero
Apologies in advance if this is untidy, I'm gathering data and formating.
Anyway, as the title implies, this is a guide for the angels' moves and techniques. When I say techniques, I mean every technique that either of them can make use of. But first, I'll cover their moves.
Moves
For those who don't know, our two angels are largely the same. As in, most moves are exactly the same. It's just the arrows and the Arms that are different, along with the associated customs. If you find a difference/something wrong, I want you to be absolutely sure, because there's been tons of misinformation surrounding Dark Pit since we've gotten the game. Credit goes to @Katakiri for finding %s for most of the angels' moves, and the complete KO %s are coming soon.
Oh, and the KO%s are against Mario on FD, center (right below the respawn) and then the side. (Where he starts/ends up after hitting reset.)
Jab/Dash Attack/Tilts
123 Jab
2%, 2%, 5%
KO%s 229%, 229%
Notes: Hold A when you want to perform the move, as tapping often results in an infinite jab.
Infinite Jab
2%, 2%, 1%, 1%,... 2% (10% for minimum length if everything hits)
KO%s 269%, 216%
Dash Attack
11%
KO%s 258%, 258%
Utilt
5%, 5% (sweetspot)
2%, 5% (sourspot)
Sweet KO%s 183%, 183%
Sour KO%s 186%, 186%
Note: Sweetspot is right next to our angels, apparently does 8% to somebody on BF's platform.
Ftilt
10% (tipper)
7% (sourspot)
Tipper KO%s 163%, 134%
Sour KO%s 223%, 184%
Note: Right next to them is a blind spot where he'll step past the average opponent.
Dtilt
6%
KO%s 493%, 447%
Note: Can whiff if too close, but it's highly unlikely. Unconfirmed if it spikes.
Aerials
Nair
0.6% x7 Hits, 4% (8%)
KO%s 314%, 254%
Uair
2%, 2%, 2%, 2%, 2%
KO%s 171%, 171%
Notes: KO% tested with Mario on Battlefield's middle platforms, as doing it without is inconsistent. Utilt still KOs at 183 on the main platform, so it should be consistent.
Fair
1.5%, 1.5%, 4%
KO%s 204%, 169%
Notes: Tested via Super Leaf.
Dair
10%
KO%s 220%, 220%
Notes: Spikes in the middle of the swing. Appears to have three distinct knockback angles at the beginning, middle, and end of the swing. Data is currently about the end of the swing, more testing later.
Bair
12% (tipper)
8% (sour)
KO%s 165%, 137% (tipper)
KO%s 225%, 225% (sour)
Notes: KO% Tested via Super Leaf.
Smashes
Usmash
2%, 3%, 8.334%
KO%s 125%, 125%
Fsmash
5.1556%, 10.1556%
KO%s 121%, 98%
Dsmash
12.3334% (forward and back sweetspots?)
10% (sourspot on both swings) [check for decimal damage]
KO%s 165%, 152% (front)
KO%s 145%, 121% (back)
Notes: Sourspot on both is the tip of the blades, doesn't appear to effect knockback.
Throws and Pummel
Pummel
2%
Uthrow
4%, 7%
KO%s 211%, 211%
Fthrow
6%, 4%
KO%s 164%, 206%
Dthrow
2%, 4%
KO%s Negligible
Bthrow
8%
KO%s 286%, 232%
Getup Attacks
Ledge Getup
7%
KO%s negligible
More to come.
Specials: Shared
Uspecial 1
0%
Notes: Ledge snaps in the later half, and reaches all the way from the bottom platform of Tomadachi to just above the rail in the background. Can be angled, can nearly go horizontal but no lower.
Uspecial 2
9%
KO%s Around 140%, ?%
Notes: Ledge snaps in later half, and reaches from the bottom of Tomadachi to almost the top platform. Can be angled, but only diagonally. Notably slower startup.
Dspecial 1
0%
Notes: Blocks incoming attacks and reflects projectiles at 1.5 times damage. Pushes those like they were pushed by a character, but much stronger. Can be broken by a somewhat charged Ike Fsmash, and takes 15 seconds to regenerate. More definite data coming soon.
Dspecial 2
5%
KO%s about 150%, ?%
Notes: Doesn't block anything, hitbox only exists at the beginning of the move, can't be held out, likely cannot be broken.
Dspecial 3
0%
Notes: 2.0 reflector (?), more easily broken. More to come.
Specials: Pit's
Nspecial 1
3.334% (Uncharged)
8.5% (Fully Charged)
Notes: Can be controlled with the analog stick, goes in the direction pressed. Turns sharper with less charge, and goes further with more.
Sspecial 1
11%
KO%s 142%, 142%
Notes: Has Super Armor (the SSB kind, not the KIU kind) on most of the dashing forward animation.
More to come.
Specials: Dark Pit's
Nspecial 1
3.8% (Uncharged)
10.5% (Fully Charged)
Notes: Can be weakly controlled, basically just enough to hit those with low crouches. Easier to control with less charge, goes further with more.
Sspecial 1
11.5%
KO%s 184%, 136%
Notes: Has Super Armor (the SSB kind, not KIU) on most of the dashing animation.
More to come.
Techniques & Miscellaneous
Bow notes/Bow Walking?
Shooting up has less lag for Pit, not taking into account the time taken to lift up the bow. This is because it's the Brawl animation, along with the rest of the bow turning animations.
More importantly, our angels can only shoot when the old arrow is gone/changed ownership. Otherwise they won't even play an animation.
So there's an incredibly small window of time where you can walk between shots, and even more of one when firing up. Basically I'm saying you need TAS fingers to make use of this in any meaningful way, and anything less will give you pixels of movement. It's worth writing down incase something else is discovered, at any rate.
All discovered by @ LancerStaff
Bow Dancing
Effect: Stalling out a fully charged arrow for as long as you want by rapidly changing stance.
Requirements: Pit or Dark Pit.
How to: Either tap left and right (the easiest) or up in a rhythm to "dance." Since you can't turn and shoot, you'll hold on until you stop dancing.
Found by: @ LancerStaff found it himself in SSB4, and needs to figure out who found it in Brawl.
Bowdoken Low Shot
Effect: Easily fire an arrow low on the more controlable shots.
Requirements: Pit's Nspecial 1, either Nspecial 2.
How to: Either press downforward to forward when/after firing (the easiest), or just press downforward really quickly when/after firing.
Notes: Technically applies to any direction and can be reaimed slightly up in the same fashion, but the main use is hitting low crouchers.
Found by: @ LancerStaff
Easy ledge snap
Effect: Grab the ledge instead of overshooting an Uspecial without falling a ways to compensate.
How to: Aim for the wall below the ledge, hitting the side of the stage, and you'll slowly slide up to the ledge and grab on as soon as possible. Possible on any Omega stage, including oddballs like Brinstar, Arena Ferox, and Flatzone 2.
Found by: @ LancerStaff
To Do List (You can help too!)
Hey look, Important things!
Pictures!
Frame data!
Banner. (I'm no artist lol, no way I'll do it.)
Test Dair's knockback hitboxes and KO%S.
Dthrow's KO%s.
Back and front getup attacks' %.
Uspecial 3's distance.
Dspecial and Dspecial 3's properties.
Uspecial and Dspecial 2's KO%s.
Bow and Arm custom specials in general.
Write ups for techniques. (Ex: Roll Cancel Grab)
Charged attack KO%s.
Default Arm air-attack data.
Hey look, who cares?
Dthrow's KO%s.
Getups' KO%s.
Final Smash info.
Write more KIU jokes into the guide.
That's it for now. Thoughts, questions, corrections, or contributions?
Anyway, as the title implies, this is a guide for the angels' moves and techniques. When I say techniques, I mean every technique that either of them can make use of. But first, I'll cover their moves.
Moves
For those who don't know, our two angels are largely the same. As in, most moves are exactly the same. It's just the arrows and the Arms that are different, along with the associated customs. If you find a difference/something wrong, I want you to be absolutely sure, because there's been tons of misinformation surrounding Dark Pit since we've gotten the game. Credit goes to @Katakiri for finding %s for most of the angels' moves, and the complete KO %s are coming soon.
Oh, and the KO%s are against Mario on FD, center (right below the respawn) and then the side. (Where he starts/ends up after hitting reset.)
Jab/Dash Attack/Tilts
123 Jab
2%, 2%, 5%
KO%s 229%, 229%
Notes: Hold A when you want to perform the move, as tapping often results in an infinite jab.
Infinite Jab
2%, 2%, 1%, 1%,... 2% (10% for minimum length if everything hits)
KO%s 269%, 216%
Dash Attack
11%
KO%s 258%, 258%
Utilt
5%, 5% (sweetspot)
2%, 5% (sourspot)
Sweet KO%s 183%, 183%
Sour KO%s 186%, 186%
Note: Sweetspot is right next to our angels, apparently does 8% to somebody on BF's platform.
Ftilt
10% (tipper)
7% (sourspot)
Tipper KO%s 163%, 134%
Sour KO%s 223%, 184%
Note: Right next to them is a blind spot where he'll step past the average opponent.
Dtilt
6%
KO%s 493%, 447%
Note: Can whiff if too close, but it's highly unlikely. Unconfirmed if it spikes.
Aerials
Nair
0.6% x7 Hits, 4% (8%)
KO%s 314%, 254%
Uair
2%, 2%, 2%, 2%, 2%
KO%s 171%, 171%
Notes: KO% tested with Mario on Battlefield's middle platforms, as doing it without is inconsistent. Utilt still KOs at 183 on the main platform, so it should be consistent.
Fair
1.5%, 1.5%, 4%
KO%s 204%, 169%
Notes: Tested via Super Leaf.
Dair
10%
KO%s 220%, 220%
Notes: Spikes in the middle of the swing. Appears to have three distinct knockback angles at the beginning, middle, and end of the swing. Data is currently about the end of the swing, more testing later.
Bair
12% (tipper)
8% (sour)
KO%s 165%, 137% (tipper)
KO%s 225%, 225% (sour)
Notes: KO% Tested via Super Leaf.
Smashes
Usmash
2%, 3%, 8.334%
KO%s 125%, 125%
Fsmash
5.1556%, 10.1556%
KO%s 121%, 98%
Dsmash
12.3334% (forward and back sweetspots?)
10% (sourspot on both swings) [check for decimal damage]
KO%s 165%, 152% (front)
KO%s 145%, 121% (back)
Notes: Sourspot on both is the tip of the blades, doesn't appear to effect knockback.
Throws and Pummel
Pummel
2%
Uthrow
4%, 7%
KO%s 211%, 211%
Fthrow
6%, 4%
KO%s 164%, 206%
Dthrow
2%, 4%
KO%s Negligible
Bthrow
8%
KO%s 286%, 232%
Getup Attacks
Ledge Getup
7%
KO%s negligible
More to come.
Specials: Shared
Uspecial 1
0%
Notes: Ledge snaps in the later half, and reaches all the way from the bottom platform of Tomadachi to just above the rail in the background. Can be angled, can nearly go horizontal but no lower.
Uspecial 2
9%
KO%s Around 140%, ?%
Notes: Ledge snaps in later half, and reaches from the bottom of Tomadachi to almost the top platform. Can be angled, but only diagonally. Notably slower startup.
Dspecial 1
0%
Notes: Blocks incoming attacks and reflects projectiles at 1.5 times damage. Pushes those like they were pushed by a character, but much stronger. Can be broken by a somewhat charged Ike Fsmash, and takes 15 seconds to regenerate. More definite data coming soon.
Dspecial 2
5%
KO%s about 150%, ?%
Notes: Doesn't block anything, hitbox only exists at the beginning of the move, can't be held out, likely cannot be broken.
Dspecial 3
0%
Notes: 2.0 reflector (?), more easily broken. More to come.
Specials: Pit's
Nspecial 1
3.334% (Uncharged)
8.5% (Fully Charged)
Notes: Can be controlled with the analog stick, goes in the direction pressed. Turns sharper with less charge, and goes further with more.
Sspecial 1
11%
KO%s 142%, 142%
Notes: Has Super Armor (the SSB kind, not the KIU kind) on most of the dashing forward animation.
More to come.
Specials: Dark Pit's
Nspecial 1
3.8% (Uncharged)
10.5% (Fully Charged)
Notes: Can be weakly controlled, basically just enough to hit those with low crouches. Easier to control with less charge, goes further with more.
Sspecial 1
11.5%
KO%s 184%, 136%
Notes: Has Super Armor (the SSB kind, not KIU) on most of the dashing animation.
More to come.
Techniques & Miscellaneous
Bow notes/Bow Walking?
Shooting up has less lag for Pit, not taking into account the time taken to lift up the bow. This is because it's the Brawl animation, along with the rest of the bow turning animations.
More importantly, our angels can only shoot when the old arrow is gone/changed ownership. Otherwise they won't even play an animation.
So there's an incredibly small window of time where you can walk between shots, and even more of one when firing up. Basically I'm saying you need TAS fingers to make use of this in any meaningful way, and anything less will give you pixels of movement. It's worth writing down incase something else is discovered, at any rate.
All discovered by @ LancerStaff
Bow Dancing
Effect: Stalling out a fully charged arrow for as long as you want by rapidly changing stance.
Requirements: Pit or Dark Pit.
How to: Either tap left and right (the easiest) or up in a rhythm to "dance." Since you can't turn and shoot, you'll hold on until you stop dancing.
Found by: @ LancerStaff found it himself in SSB4, and needs to figure out who found it in Brawl.
Effect: Easily fire an arrow low on the more controlable shots.
Requirements: Pit's Nspecial 1, either Nspecial 2.
How to: Either press downforward to forward when/after firing (the easiest), or just press downforward really quickly when/after firing.
Notes: Technically applies to any direction and can be reaimed slightly up in the same fashion, but the main use is hitting low crouchers.
Found by: @ LancerStaff
Easy ledge snap
Effect: Grab the ledge instead of overshooting an Uspecial without falling a ways to compensate.
How to: Aim for the wall below the ledge, hitting the side of the stage, and you'll slowly slide up to the ledge and grab on as soon as possible. Possible on any Omega stage, including oddballs like Brinstar, Arena Ferox, and Flatzone 2.
Found by: @ LancerStaff
To Do List (You can help too!)
Hey look, Important things!
Pictures!
Frame data!
Banner. (I'm no artist lol, no way I'll do it.)
Test Dair's knockback hitboxes and KO%S.
Dthrow's KO%s.
Back and front getup attacks' %.
Uspecial 3's distance.
Dspecial and Dspecial 3's properties.
Uspecial and Dspecial 2's KO%s.
Bow and Arm custom specials in general.
Write ups for techniques. (Ex: Roll Cancel Grab)
Charged attack KO%s.
Default Arm air-attack data.
Hey look, who cares?
Dthrow's KO%s.
Getups' KO%s.
Final Smash info.
That's it for now. Thoughts, questions, corrections, or contributions?
Last edited: