- Game Versions
- Smash 3DS, Smash Wii U
By Gero (Chris) Zeal
Ever since I got my Nintendo Wii, I was ecstatic. Then when I got Super Smash Bros. Brawl I felt that was when I entered the World of Smash! Brawl was my first Smash Bros. game and I truly do love it. Now with Super Smash Bros. 4, there is a plethora of new characters to play. One of these characters that I loved to play and considered on my main team even in Brawl, was Pit. In SSB4 I use Dark Pit rather than Pit, but for this guide I will go over both angels and do my absolute best to give the basics and some decent combos and tricks.
SPECIAL NOTE: Considering this is the first guide I have ever written, some information may not be accurate or missing. So by all means, please feel free to inform me of any piece of info I may have missed or have gotten wrong, then I shall add it in. So please take this guide with a grain of salt.
Attacks and the Noticeable Differences
Created by the Mirror of Truth, Dark Pit was born from Pit’s image. Just like in the game Kid Icarus: Uprising, Dark Pit is a clone - albeit flawed one - of Pit. In SSB4 this is supported by their near mirror standard attacks, smash attacks and specials. Despite this, certain moves between the two have different properties.
Normals (Jab & Tilts)
Jab/A Combo:
This a standard series of slash attacks with the bow. The jab is a downward, overhead slash with good coverage above and in front of the angel. The next attack is a swipe straight across the angel’s body with a blade. The third attack is another arching slash coming from below the angel; virtually an uppercut like motion. This final attack is great for knocking enemies up into the air for aerial follow-ups. If in front of an opponent and done quickly, you perform a rapid jab for both Pit and Dart Pit were they both combine the twin blade back into the bow and spin it around their body for multiple hits. They then end the rapid hits with a finisher.
Forward Tilt:
Forward tilt is that of a slicing chop. It covers a decent area in front of the angel, comes out quickly, and good for stopping approaching opponents. This move is perfect to get a bit of melee-range spacing and an excellent surprise attack.
Up Tilt:
A series of two upward kicks more to the front of were the angel is facing akin to Captain Falcon`s Up Smash. Fairly quick and deals nice damage. Nice for popping approaching foes into the air when in range.
Down Tilt:
The angel sweeps their twin blade along the ground in front of them. Quick and is good for knocking opponents into the air. This would be a nice move to use out of shield to start an aerial combo.
Dash Attack:
The angel swings the twin blade in front of them, twirling in the process. The move is fairly quick with not too much cool down, but wary when using it; it can still be punished, especially on shield.
Smash Attacks
Forward Smash:
Two powerful front-ward slashes. The last slash is the one that has the best knockback. This move can be a nice KO option, however the cool-down for the move can leave you wide open for a punish so use it wisely.
Up Smash:
The angel detaches the bow and attacks with a series of three arching slashes upwards. The attack starts from behind the angel and stops just above the angel’s shoulders. Quick and nice for catching foes falling from the air; another potential KO move.
Down Smash:
Two stabs done close to the angels’ feet. The first attack is a frontal sweep at the front of the angel then the next is a backwards stab. This move is safe option when covering get-up and rolls, however it can be punished if it misses or is shielded.
Aerials
Neutral Air:
The angel combines the twin blades back into bow, except the blades are facing opposite directions. The angel then spins the bow like a disc-saw. Good for catching opponents trying to jumping away or into you and excellent for racking up small but quick damage.
Forward Air:
The angel combines the twin blades – again like a disc-saw and rotates the bow, this time in front of them. This move is quicker in duration but can still be used to rack up damage. This move can also be used as a kill-move to end a stock.
Back Air:
The angel thrusts both twin blades behind them. Angel mains will find themselves using this move as one of a few primary KO options; It is quick, has good knockback and little landing lag.
Up Air:
Just like the N-Air and F-Air, the angels combine the twin blades and spin them, this time above their heads. This move can catch opponents in the air and can be used to either tack on more damage or even as a KO move if the foe has enough damage or is close to the top blast-line.
Down Air:
The angel detaches the bow and swings the blade below them with an arching swipe. This move has a spike hitbox during the mid-lower portion of the swing. Timing this move well can make for a nice gimp off-stage, but even then can still be used to pop foe on the ground into the air.
Grabs & Throws
Grab:
The angel swings their free arm in front of them. The range leaves a bit to be desired so careful planning and timing is needed.
Pummel:
The angel knees the opponent in the mid-region. Fairly fast but can be wiggled out of somewhat easily.
Forward Throw:
The angel uses their bow and slashes the grabbed opponent with it, sending them forward. This throw will be good for kills near the edge at decent percents (100+%).
Back Throw:
The angel swings the opponent into the ground behind them. This throw will be good for kills near the edge at decent percents (100+%).
Up Throw:
The angel swings the opponent above them and slashes them with their blade. This throw and Down Throw are good for starting aerial juggles and combos.
Down Throw:
The angel lays the character on the ground and slams their bow into them, sending them upwards a bit. This throw and Up Throw are good for starting aerial juggles and combos.
Special Attacks
Neutral Special:
Palutena’s Bow/Arrow of Light – Pit’s neutral special. Pit combines the twin blades into the bow and draws an arrow of pure light energy. Upon firing, the arrow zoom across the stage. The arrow is also capable in changing is direction of flight before firing. Its trajectory can also be controlled after it has left the bow. This move can also be charged a bit before firing to increase damage.
Silver Bow – Dark Pit’s neutral special. Similar to Pit’s neutral, Dark Pit combines silver twin blades into a bow and draws an arrow of pure dark-purple energy. Initially, Dark Pit’s arrows are more powerful in damage in comparison to Pit’s arrows. However, in exchange it lacks the same maneuverability and control. As of the 1.1.0 patch, Dark Pit's arrows now flies slightly faster than Pit's arrows and has decreased endlag. This special can also be charged and it can have its initial launch path determined.
Side Special:
Upperdash Arm – Pit’s side special. Pit summons an arm weapon – the Upperdash Arm, from Uprising and presides to dash forward and uppercut any opponent or item he hits straight into the air. It works similarly to Captain Falcon’s Raptor Boost, however the Upperdash Arm has super-armour and will still send opponents skyward when used in the air rather than downwards. This attack does more damage grounded than in the air.
Electroshock Arm – Dark Pit’s side special. Again summoning a weapon from Uprising, Dark Pit summons the Electroshock Arm – an electric arm weapon, and dashes forward sending foes flying back. Although having similar properties to Pit’s Upperdash Arm, Electroshock Arm send opponents diagonally into the air and has an electrical effect... I wonder what attribute this weapon has. This special, like Pit, does more damage grounded than in the air.
Up Special:
Power of Flight (Pit) – Pit’s up special. Pit’s tucks in his body and lunges into the air. The player can choose the angle of flight before Pit takes off. His wings will shine and sparkle with a blue tint. It has great reach and decent speed but will leave you open for attack if you use it carelessly. So look for the opening or grab-able ledge and fly!
Power of Flight (Dark Pit) – Dark Pit’s up special. A mirror of Pit’s Up Special. Dark Pit launches into the air with black wings shining a tint of green. Boasts good range and nice speed, however it is not invincible; you can and – most often than not, will be attacked during or after the move is used perfectly timed or aimed at a grab-able ledge.
Down Special:
Guardian Orbitars (Pit) – Pit’s down special. Just like in Uprising, these orbitars are made for defence. Pit will bring up two body-sized energy shields, both in front and behind him. These shields can block attacks, reflect projectiles and pushes opponents back in the start-up of the move; the move can be held to make the shields stay longer, but they will disappear after some time. Be wary however, enough damage can cause the shields to break, then you will need to wait 10 seconds before you can use them again.
Guardian Orbitars (Dark Pit) – Dark Pit’s down special. Just like Pit, Dark Pit has a pair of Guardian Orbitars he brings into battle. Upon summoning two energy shields on both sides, it deflects projectiles, block attacks and can pushes away foes. These shields can shattered with a strong enough attack however, and then you gotta wait 10 seconds before they are usable again.
Final Smash:
Three Sacred Treasures – Pit’s Final Smash. Upon breaking the Smash Ball and pressing Neutral Special, Pit dons the Three Sacred Treasures from both Kid Icarus and Kid Icarus: Uprising. Pit will then launch a barrage of attacks on all opponents within the area. Pit then raises the bow, shooting arrows into the sky and sends pillars of light down on the battlefield. However, the first part of the Final Smash is set in only one general direction, so if one uses the move while Pit is facing away from his opponents they may not be hit by the full barrage.
Dark Pit Staff – Dark Pit’s Final Smash. Dark Pit summons his personal staff weapon from KI:U. He channels the energy from the Smash Ball into the staff and shoots a penetrating shoot in a straight line across. Similar to Zelda’s and Sheik’s Light Arrow Final Smash, the shot from the Dark Pit Staff will send foes flying back almost guaranteeing a one-hit KO; however launch power does decrease the more opponents the shot passes.
Differences and Similarities
Differences between both angels
As it may be obvious in the description of the attacks, Pit’s gameplay is more focused on speed and maneuverability while Dark Pit’s gameplay focuses on power.
Similarities between the angels
Despite the previously mentioned, Pit and Dark Pit are twins… literally. They have the same movement speed, aerial mobility and combo capability. What strategy you may have with one angel, you can generally carry over to the other. Other than their special moves, forward tilt and Final Smashes, they both have similar moves, damage outputs and properties between moves.
This pretty much makes the previous akin to a misconception.
Match-ups
In all honesty, both angels prefer to put their opponents of stage. They like aerial punishes and can effectively place their foes into the air when needed and follow up. Of course, Pit can be seen as taking a more "safe" approach by using his nimble arrows to snipe players off-stage while Dark Pit can use his Electroshock Arm on the edge of a stage to secure an earlier kill than Pit's Upperdash.
Strategies
In progress...
Pros
In progress...
Cons
In progress...
References
Although I may not play the angels often anymore, their are still some really good places of reference to get more information. These links should take you to different sites and videos showcasing the angels and their capabilities.
Clone Wars: Pit vs Dark Pit (The Difference) - Raz0r13
https://www.youtube.com/watch?v=g4sFMROOvjI
Pit (SSB4) - SmashWiki
http://www.ssbwiki.com/Pit_(SSB4)
Dark Pit (SSB4) - SmashWiki
http://www.ssbwiki.com/Dark_Pit_(SSB4)
Pit (SSBWU/3DS) - Smashpedia
http://supersmashbros.wikia.com/wiki/Pit_(SSBWU/3DS)
Dark Pit (SSBWU/3DS) - Smashpedia
http://supersmashbros.wikia.com/wiki/Dark_Pit_(SSBWU/3DS)
Ever since I got my Nintendo Wii, I was ecstatic. Then when I got Super Smash Bros. Brawl I felt that was when I entered the World of Smash! Brawl was my first Smash Bros. game and I truly do love it. Now with Super Smash Bros. 4, there is a plethora of new characters to play. One of these characters that I loved to play and considered on my main team even in Brawl, was Pit. In SSB4 I use Dark Pit rather than Pit, but for this guide I will go over both angels and do my absolute best to give the basics and some decent combos and tricks.
SPECIAL NOTE: Considering this is the first guide I have ever written, some information may not be accurate or missing. So by all means, please feel free to inform me of any piece of info I may have missed or have gotten wrong, then I shall add it in. So please take this guide with a grain of salt.
Attacks and the Noticeable Differences
Created by the Mirror of Truth, Dark Pit was born from Pit’s image. Just like in the game Kid Icarus: Uprising, Dark Pit is a clone - albeit flawed one - of Pit. In SSB4 this is supported by their near mirror standard attacks, smash attacks and specials. Despite this, certain moves between the two have different properties.
Normals (Jab & Tilts)
Jab/A Combo:
This a standard series of slash attacks with the bow. The jab is a downward, overhead slash with good coverage above and in front of the angel. The next attack is a swipe straight across the angel’s body with a blade. The third attack is another arching slash coming from below the angel; virtually an uppercut like motion. This final attack is great for knocking enemies up into the air for aerial follow-ups. If in front of an opponent and done quickly, you perform a rapid jab for both Pit and Dart Pit were they both combine the twin blade back into the bow and spin it around their body for multiple hits. They then end the rapid hits with a finisher.
Forward Tilt:
Forward tilt is that of a slicing chop. It covers a decent area in front of the angel, comes out quickly, and good for stopping approaching opponents. This move is perfect to get a bit of melee-range spacing and an excellent surprise attack.
Up Tilt:
A series of two upward kicks more to the front of were the angel is facing akin to Captain Falcon`s Up Smash. Fairly quick and deals nice damage. Nice for popping approaching foes into the air when in range.
Down Tilt:
The angel sweeps their twin blade along the ground in front of them. Quick and is good for knocking opponents into the air. This would be a nice move to use out of shield to start an aerial combo.
Dash Attack:
The angel swings the twin blade in front of them, twirling in the process. The move is fairly quick with not too much cool down, but wary when using it; it can still be punished, especially on shield.
Smash Attacks
Forward Smash:
Two powerful front-ward slashes. The last slash is the one that has the best knockback. This move can be a nice KO option, however the cool-down for the move can leave you wide open for a punish so use it wisely.
Up Smash:
The angel detaches the bow and attacks with a series of three arching slashes upwards. The attack starts from behind the angel and stops just above the angel’s shoulders. Quick and nice for catching foes falling from the air; another potential KO move.
Down Smash:
Two stabs done close to the angels’ feet. The first attack is a frontal sweep at the front of the angel then the next is a backwards stab. This move is safe option when covering get-up and rolls, however it can be punished if it misses or is shielded.
Aerials
Neutral Air:
The angel combines the twin blades back into bow, except the blades are facing opposite directions. The angel then spins the bow like a disc-saw. Good for catching opponents trying to jumping away or into you and excellent for racking up small but quick damage.
Forward Air:
The angel combines the twin blades – again like a disc-saw and rotates the bow, this time in front of them. This move is quicker in duration but can still be used to rack up damage. This move can also be used as a kill-move to end a stock.
Back Air:
The angel thrusts both twin blades behind them. Angel mains will find themselves using this move as one of a few primary KO options; It is quick, has good knockback and little landing lag.
Up Air:
Just like the N-Air and F-Air, the angels combine the twin blades and spin them, this time above their heads. This move can catch opponents in the air and can be used to either tack on more damage or even as a KO move if the foe has enough damage or is close to the top blast-line.
Down Air:
The angel detaches the bow and swings the blade below them with an arching swipe. This move has a spike hitbox during the mid-lower portion of the swing. Timing this move well can make for a nice gimp off-stage, but even then can still be used to pop foe on the ground into the air.
Grabs & Throws
Grab:
The angel swings their free arm in front of them. The range leaves a bit to be desired so careful planning and timing is needed.
Pummel:
The angel knees the opponent in the mid-region. Fairly fast but can be wiggled out of somewhat easily.
Forward Throw:
The angel uses their bow and slashes the grabbed opponent with it, sending them forward. This throw will be good for kills near the edge at decent percents (100+%).
Back Throw:
The angel swings the opponent into the ground behind them. This throw will be good for kills near the edge at decent percents (100+%).
Up Throw:
The angel swings the opponent above them and slashes them with their blade. This throw and Down Throw are good for starting aerial juggles and combos.
Down Throw:
The angel lays the character on the ground and slams their bow into them, sending them upwards a bit. This throw and Up Throw are good for starting aerial juggles and combos.
Special Attacks
Neutral Special:
Palutena’s Bow/Arrow of Light – Pit’s neutral special. Pit combines the twin blades into the bow and draws an arrow of pure light energy. Upon firing, the arrow zoom across the stage. The arrow is also capable in changing is direction of flight before firing. Its trajectory can also be controlled after it has left the bow. This move can also be charged a bit before firing to increase damage.
Silver Bow – Dark Pit’s neutral special. Similar to Pit’s neutral, Dark Pit combines silver twin blades into a bow and draws an arrow of pure dark-purple energy. Initially, Dark Pit’s arrows are more powerful in damage in comparison to Pit’s arrows. However, in exchange it lacks the same maneuverability and control. As of the 1.1.0 patch, Dark Pit's arrows now flies slightly faster than Pit's arrows and has decreased endlag. This special can also be charged and it can have its initial launch path determined.
Side Special:
Upperdash Arm – Pit’s side special. Pit summons an arm weapon – the Upperdash Arm, from Uprising and presides to dash forward and uppercut any opponent or item he hits straight into the air. It works similarly to Captain Falcon’s Raptor Boost, however the Upperdash Arm has super-armour and will still send opponents skyward when used in the air rather than downwards. This attack does more damage grounded than in the air.
Electroshock Arm – Dark Pit’s side special. Again summoning a weapon from Uprising, Dark Pit summons the Electroshock Arm – an electric arm weapon, and dashes forward sending foes flying back. Although having similar properties to Pit’s Upperdash Arm, Electroshock Arm send opponents diagonally into the air and has an electrical effect... I wonder what attribute this weapon has. This special, like Pit, does more damage grounded than in the air.
Up Special:
Power of Flight (Pit) – Pit’s up special. Pit’s tucks in his body and lunges into the air. The player can choose the angle of flight before Pit takes off. His wings will shine and sparkle with a blue tint. It has great reach and decent speed but will leave you open for attack if you use it carelessly. So look for the opening or grab-able ledge and fly!
Power of Flight (Dark Pit) – Dark Pit’s up special. A mirror of Pit’s Up Special. Dark Pit launches into the air with black wings shining a tint of green. Boasts good range and nice speed, however it is not invincible; you can and – most often than not, will be attacked during or after the move is used perfectly timed or aimed at a grab-able ledge.
Down Special:
Guardian Orbitars (Pit) – Pit’s down special. Just like in Uprising, these orbitars are made for defence. Pit will bring up two body-sized energy shields, both in front and behind him. These shields can block attacks, reflect projectiles and pushes opponents back in the start-up of the move; the move can be held to make the shields stay longer, but they will disappear after some time. Be wary however, enough damage can cause the shields to break, then you will need to wait 10 seconds before you can use them again.
Guardian Orbitars (Dark Pit) – Dark Pit’s down special. Just like Pit, Dark Pit has a pair of Guardian Orbitars he brings into battle. Upon summoning two energy shields on both sides, it deflects projectiles, block attacks and can pushes away foes. These shields can shattered with a strong enough attack however, and then you gotta wait 10 seconds before they are usable again.
Final Smash:
Three Sacred Treasures – Pit’s Final Smash. Upon breaking the Smash Ball and pressing Neutral Special, Pit dons the Three Sacred Treasures from both Kid Icarus and Kid Icarus: Uprising. Pit will then launch a barrage of attacks on all opponents within the area. Pit then raises the bow, shooting arrows into the sky and sends pillars of light down on the battlefield. However, the first part of the Final Smash is set in only one general direction, so if one uses the move while Pit is facing away from his opponents they may not be hit by the full barrage.
Dark Pit Staff – Dark Pit’s Final Smash. Dark Pit summons his personal staff weapon from KI:U. He channels the energy from the Smash Ball into the staff and shoots a penetrating shoot in a straight line across. Similar to Zelda’s and Sheik’s Light Arrow Final Smash, the shot from the Dark Pit Staff will send foes flying back almost guaranteeing a one-hit KO; however launch power does decrease the more opponents the shot passes.
Differences and Similarities
Differences between both angels
As it may be obvious in the description of the attacks, Pit’s gameplay is more focused on speed and maneuverability while Dark Pit’s gameplay focuses on power.
Similarities between the angels
Despite the previously mentioned, Pit and Dark Pit are twins… literally. They have the same movement speed, aerial mobility and combo capability. What strategy you may have with one angel, you can generally carry over to the other. Other than their special moves, forward tilt and Final Smashes, they both have similar moves, damage outputs and properties between moves.
This pretty much makes the previous akin to a misconception.
Match-ups
In all honesty, both angels prefer to put their opponents of stage. They like aerial punishes and can effectively place their foes into the air when needed and follow up. Of course, Pit can be seen as taking a more "safe" approach by using his nimble arrows to snipe players off-stage while Dark Pit can use his Electroshock Arm on the edge of a stage to secure an earlier kill than Pit's Upperdash.
Strategies
In progress...
Pros
In progress...
Cons
In progress...
References
Although I may not play the angels often anymore, their are still some really good places of reference to get more information. These links should take you to different sites and videos showcasing the angels and their capabilities.
Clone Wars: Pit vs Dark Pit (The Difference) - Raz0r13
https://www.youtube.com/watch?v=g4sFMROOvjI
Pit (SSB4) - SmashWiki
http://www.ssbwiki.com/Pit_(SSB4)
Dark Pit (SSB4) - SmashWiki
http://www.ssbwiki.com/Dark_Pit_(SSB4)
Pit (SSBWU/3DS) - Smashpedia
http://supersmashbros.wikia.com/wiki/Pit_(SSBWU/3DS)
Dark Pit (SSBWU/3DS) - Smashpedia
http://supersmashbros.wikia.com/wiki/Dark_Pit_(SSBWU/3DS)
I have some other characters in my crosshairs so I hope you can look forward to those as well.