This time, it's
everyone's favourite clone, Dark Pit! He looks pretty similar to Pit, and unfortunately, based on the customisations of his default special, his custom specials may be quite similar too, but I haven't unlocked all of Pits moves, so who knows!
Neutral Special 1 (Silver Bow)
Acts similarly to Pit's Palutena Bow, hold the button to charge and release to fire, if you hold the button for too long the arrow will automatically be fired, it can also be aimed upwards.
The arrow can be controlled mid flight but the level of control is tiny, only being able to move it up or down ever so slightly.
Charge duration increases the damage dealt and slightly increases the travel distance, doing 3-4% damage at minimum charge and 10-11% at max charge. Knockback also increases as the move is charged, but the increase is negligible.
Neutral Special 2 (Silver Greatbow)
Takes longer to charge, but fires a larger, piercing and more damaging arrow. But, it travels slower and the endlag on the move is increased, so you're more vulnerable.
Does 6% at minimum charge and 13% at max charge, knockback is equivalent to the default neutral special, and you have no level of control over the arrow whatsoever, it will only fly straight.
Seems to be a move more intended for hitting multiple people in FFA, but if you'd prefer a harder hitting arrow, this is for you, just watch out for the easy punish if you miss.
Neutral Special 3 (Control Arrow)
This time the arrow only does 2-3% damage at minimum charge and 6-7% damage at maximum charge, but you have a much greater level of control over the arrow to compensate, allowing you to hit someone from practically anywhere, even under the stage if you need to.
This version seems more like an edgeguarding tool, as you're able to hit them pretty much anywhere offstage, the endlag is still quite large, giving you only about half a second of movement afterwards until the arrow expires, so there's not any really fancy stuff you can do with it, but some people may find it more useful.
Side Special 1 (Electroshock Arm)
Dark pit dashes forward about half the distance of the base platform of Battlefield, Electroshock Arm dragging behind him. For about 80% of the move's duration, the Electroshock Arm has sparks all around it, and if you come into contact with someone during this time, Dark Pit will swing it upwards, doing 10-11% damage and good diagonal knockback.
The startup and dash portion of the move has super armour on it and if you come into contact with a projectile during the dash, the move will activate and reflect the projectile.
The endlag on the move is less when it connects either with a person, a projectile or a shield, if you miss the move, the endlag is considerably greater,
especially if you use the move in the air (for example if you do it off the edge of Battlefield, you don't actually regain control until you're outside the screen's view).
The move is very unsafe on shield due to no shieldstun, if you hit a shield it will activate but the hitbox is only active for the first few frames, meaning people can punish you whilst the move looks like it's still active.
If you use it to recover you have to make sure that you're either going to make it towards the stage or that you're going to hit someone, because if you miss, you're in a bad position, but if it hits you'll actually get some extra upwards momentum.
Side Special 2 (Electroshock Uppercut)
This seems like a heavier variant that rewards proper spacing, Dark Pit doesn't dash at all with this move, instead doing a slight back step, the same as the previous move applies in that, if an opponent is in front of you during the time where the Electroshock arm is sparking, the move will activate, doing 13-14% damage and greater knockback.
Same rules apply about endlag when hitting and missing, whether in the air or on the ground, this variation will also completely stall all momentum once used in the air, so you can use it to bait people somewhat, but the amount of time you're going to be vulnerable afterwards means it's not advisable, you're probably going to be punished for it.
The Super Armour on startup and the projectile reflecting properties are all still there.
Side Special 3 (Electroshock Dash)
This move gives the opponent more of an opportunity to react by having more startup frames, but the distance travelled is increased to over half the length of Battlefield if it misses and almost the full length if it hits.
It has the same super armour and projectile reflecting properties as the default Electroshock Arm and it does the same damage and knockback, so it seems like the only differences with this variation is that it's a better recovery but easier to avoid.
Endlag both on hit and miss, both grounded and airborne seems exactly the same.
Up Special 1 (Power of Flight)
Press the input and then either up, left, right, up-left or up-right, to shoot upwards a great distance.
Does no damage whatsoever and puts you into special fall.
Up Special 2 (Explosive Flight)
Pressing the input will cause Dark Pit to crouch for half a second longer than the default and you can only go in three directions (up-left, up and up-right), though you can curve your trajectory somewhat. When you do launch yourself, you'll do 9-10% damage and decent knockback to anyone standing next to you, you can also do the damage and knockback to people you collide with during the first second or so of flight.
The knockback is decent but nothing to write home about (Kills Samus off the side of Battlefield at ~130%), but it could be used for edgeguarding someone that's trying to recover high as it covers quite a bit of vertical distance with a decent hitbox.
Up Special 3 (Tornado Flight)
Very similar to the default Up Special, but sacrifices travel distance for a push back effect, the push back is better than most moves that have it as an effect, but overall, not a very useful variation.
Down Special 1 (Guardian Orbitars)
Two shields appear at either side of Dark Pit, pushing back enemies during the startup and reflecting projectiles, the projectiles get their damage multiplied by around 1.5, so a 10% damage Super Missile will do 15% when reflected. Knockback will probably be multiplied as well but that's harder to test.
It will also block physical attacks whilst the move is active, but you can still be grabbed.
The button can be held to keep your shields up, but the move cannot be held indefinitely.
Down Special 2 (Explosive Guardian Orbitars)
This move loses the ability to reflect projectiles (though it does have super armour on startup) and gains the ability to do damage and knockback.
The button can't be held to keep the shields up, they just appear, flash and then the move ends with the same amount of endlag as the default special.
The damage it does is only 5% and the knockback is pretty standard, one of those moves that you switch to just because the opponent doesn't have a projectile but it's still not going to come in handy that often.
Down Special 3 (Fragile Guardian Orbitars)
This variation increases the damage multiplier of reflected projectiles to 2x (a 10% super missile will do 20% damage when reflected), but they break if they get hit by physical attacks, meaning for the next 2-3 seconds if you try to use the move, the animation will play but no shields will appear.
The shields themselves do no push back or damage, so it's purely a better reflector with the downside of being vulnerable to physical attacks, the move can be held just as long as the default one and it has no super armour on startup.