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Pit & Dark Pit Wii U KO%s / Update 1.1.0 changelog (WIP)

LancerStaff

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Some things first. SSBU has much smaller blastzones then SSB3D, making data obtained from it inaccurate. So that's why I'm redoing all of it.

I am testing this on FD against a Mario set to control, meaning he's doing absolutely nothing at all. I'm also doing this in training, so no staleness/freshness modifiers or rage. This means that in practice everything will KO faster because of rage and, depending on freshness or staleness, will go down or further up from there.

Aerials will make use of Tanooki Tails for consistency, along with not moving as to not add aerial movement knockback. Projectiles get weaker as they travel, so minimum distance will be used. Arms used in the air will be done so frame perfectly.

The first number will be a KO from the absolute center after a respawn, second from the initial position which is also the position he's put in after a reset. Also note this is the % they start with and not finish at.

Missing some obscure stuff, but other then that... It's done.


Jab and Dash Attack
Jab 1 & 2
Cannot kill

Jab 3
215%?, 214%? (Which of the first hit's hitboxes connects has a minor effect on KO% as it alters Mario's position, I used the closest for consistency... Which actually isn't all that consistent. Searching for more consistent method.)

Jab infinite
233%, 181% (Just the finisher for consistency)

Dash Attack
244%, 235% (Mario clearly leaves hitstun for a moment but dies anyway on the ledge KO?)

Tilts
Ftilt
238%, 198% (Dark Pit, sour)
174%, 144% (Dark Pit, sweet)
198%, 159% (Pit, sour)
144%, 113% (Pit, sweet)

Dtilt
470%, 377%

Utilt
174%, 174%

Smashes
Fsmash
108%, 83% (Just the second hit for consistency)

Usmash
118%, 118%

Dsmash
195%, 164% (front, sour)
164%, 137% (front, sweet)
162%, 132% (back, sour)
136%, 104% (back, sweet)

Aerials
Nair
290%, 215% (Inconsistent due to multihit nature and not ending quick enough with a frame perfect tanooki float)

Fair
182%, 147%

Uair
172%, 172%

Dair
177%, 177% (pop-up)
315%, 315% (spike)

Bair
147%, 119% (sweet)
216%, 216% (sour)

Throws
Fthrow
178%, 138%

Uthrow
198%, 198%

Dthrow
407%, 407%

Bthrow
245%, 180% (across the closer ledge)

Getups
Ledge getup
lel%, 980%

Other getups
Hey look%, who cares?%

Other Customs
Impact Orbitars
197%, 147%

Striking Flight
142%, 108% (base, Pit)
%, % (top, Pit)
135%, 102% (base, Dark Pit)
%, % (top, Dark Pit)

Pit's Bows
Palutena Bow
563%, 550% (no charge)
274%, 268% (max charge) (KO% in the middle of the stage KOs off the top)

Piercing Bow
377%, 363% (no charge)
186%, 180% (max charge)

Guiding Bow
625%, 526% (no charge)
313%, 263% (max charge)

Pit's Arms
Upperdash Arm
136%, 136% (grounded)
181%, 181% (aerial)

Interception Arm
111%, 111% (grounded)
150%, 150% (aerial)

Quickdash Arm
216%, 157% (grounded)
294%, 222% (aerial)

Dark Pit's Bows
Silver Bow
508%, 495% (no charge)
229%, 224% (max charge)

Piercing Bow
326%, 317% (no charge)
167%, Oops% (max charge)

Guiding Bow
557%, 468% (no charge)
281%, 236% (max charge)

Dark Pit's Arms
Electroshock Arm
154%, 106% (grounded)
206%, 149% (aerial)

Electrocut Arm
130%, 89% (grounded)
172%, 124% (aerial)

Quickshock Arm
212%, 152% (grounded)
275%, 202% (aerial)
 
Last edited:

LancerStaff

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This is the patch checker. Here, every move that can be tested in one trip is put in order of lowest KO% to the highest. This is going to be for Dark Pit, who's more likely to get changes, and the % listed will be of Mario in the default/reset position. Note that damage changes also change KB, so if there's a damage buff KB goes up too.


Fsmash (second hit) 83%
Striking Flight (base) 102%
Dsmash (back, sweet) 104%
Electroshock Arm (ground) 106%
Usmash 118%
Bair (sweet) 119%
Dsmash (back, sour) 132%
Dsmash (front, sweet) 137%
Fthrow 138%
Ftilt (sweet) 144%
Fair 147%
Impact Orbitars 147%
Electroshock Arm 149%
Dsmash (front, sour) 164%
Uair 172%
Utilt 174%
Dair (pop-up) 177%
Bthrow (across closer edge) 180%
Jab Infinite 181%
Ftilt (sour) 198%
Uthrow 198%
Jab 3 214ish%
Nair 215ish%
Bair 216%
Silver Bow (max charge) 224%
Dash Attack 235%
Dair (spike) 315%
Dtilt 377%
Dthrow 407%
Silver Bow (no charge) 495%
Ledge Getup 980%
 
Last edited:

LancerStaff

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I killed a Jigglypuff at like 130 (maybe 140) with that ground bounce yesterday. It was Jigglypuff and it was in-game but surely 315 for standard killing on Mario is a bit high??
I'll take a quick look later when I get back to it. Any chance she was charging a Smash attack? Because it increases KB taken.
 

TMNTSSB4

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So, Pit's better pretty much, by a little bit?
 

LancerStaff

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So, Pit's better pretty much, by a little bit?
Pretty much. Ftilt has jab lock stuff on Dark Pit so it's not entirely worthless, but the arrows are still bad. With customs, Dark Pit gets usable arrows, but Pit gets two. And besides the Guiding Bow which I'd say is equal, Dark Pit's customs are strictly better. Not that most of them are useful at all...
 

TMNTSSB4

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Pretty much. Ftilt has jab lock stuff on Dark Pit so it's not entirely worthless, but the arrows are still bad. With customs, Dark Pit gets usable arrows, but Pit gets two. And besides the Guiding Bow which I'd say is equal, Dark Pit's customs are strictly better. Not that most of them are useful at all...
Dark Pit has better customs, and Pit has a better default moveset. If a tourney allows customs, go Dark Pit. If it has none, go Pit.
 
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