Crispy_
Smash Cadet
Ahh, thanks for the correction.Both side-specials have super armour, actually. Consider them payback for getting a spike that isn't the size of an ant.![]()
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Ahh, thanks for the correction.Both side-specials have super armour, actually. Consider them payback for getting a spike that isn't the size of an ant.![]()
Actually, Pit's Guiding Bow turns slighty sharper and goes an insignificant distance further, and it's only DP's Ftilt and the Guiding Bows that can start a jab lock.Dark Pit actually does have quite a few things going for him over Pit. I'm sure this: http://smashboards.com/threads/soaring-to-new-heights-advancing-the-pit-pitoo-meta.403018/ is much more informative but basically Pittoo can jab-lock with dairs, ftilts, and jabs, while all Pit can do to jablock is guiding arrow. This, combined with the fact that if you can get your opponent near the ledge, you can kill him earlier with side-b, make Pittoo a more technical character and give a slightly better reward for using him properly.
Also, Dark Pit's Guiding Arrow has the same navigability as Pits, negating that bonus in customs-on tourneys.
Yup, I agree that Dark Pit quite convincingly trumps Pit in the Rosalina MU. Also, to follow up on what I mentioned above:Against Rosalina, I do know that Dark Pit handles the Luma better than Pit, since Electroshock Arm offers more horizontal knockback, while Upperdash Arm offers mostly vertical knockback.
I actually did this strategy in a tourney not too long ago. Was two-stocked by a RosaLuma first match as Dark Pit on Battlefield, counter-picked to Duck Hunt for Game 2, and actually had an incredibly closer match. Both stocks I lived to way higher percents from the significantly higher ceiling, as well as the Rosalina staling usmash and uair trying to kill me, whereas I KO'd her at a very reasonable percent with offstage fair.Consider if you are a Pit main facing an MU that often KOs off the ceiling; Dark Pit might be worth considering as a counterpick so you can pick a stage with a high ceiling and don't have to worry about nerfing your side-b kill potential. Just know that your arrows are a different style of projectile, and the side-b kills off the sides, and you've got almost all the differences accounted for.
Actually, both of you are slightly off.
Even at no charge, Dark Pit's arrows are a 1% stronger. Upperdash does 11% and launches almost straight up, Electroshock does 11.5% and launches at a more traditional angle and is lethal offstage because of it. Dark Pit's Ftilt only has weaker knockback and has the same damage and tipper hitbox Pit has, and unlike Pit's it can be used for jablock combos.
There's also a few more differences in customs. Striking Flight is more powerful on Dark Pit, but the mov
Um... They're the same.I love Dark Pit's fall speed. I hate Pit's.
They're not. Check my recent post in the game mechanics thread.Um... They're the same.
You weren't wrong at all, that's 100% correctOverall they have the same playstyle, with a few minor differences which only affects certain situations.
Their arrows have the same charge time, but Dark Pit's builds up percent slightly faster (dealing 2% more damage at full charge), while Pit's has more flexibility. One of them has more range, but I can't remember who. Also, Dark Pit's arrow kills earlier than Pit's (With a fully charged arrow, I killed Jigglypuff at 193% with Dark Pit and 232% with Pit). This means Dark Pit's arrows are better at gimping or even killing when the opponent is far enough off stage. Of course, the opponents have to be in front of Dark Pit due to lack of flexibility.
The biggest difference between the two in my opinion is their side special. Upperdash Arm sends foes upwards which can lead to juggling while Electroshock Arm sends opponents at a diagonal angle that can lead to edge guarding (kinda). Electroshock kills earlier at the edge while Upperdash kills earlier at the center when comparing the two. Electroshock is more useful against Luma and Little Mac, since Luma gets sent offstage and Little Mac gets put in a bad position. Also, Upperdash is a better tool on stages with a small ceiling. Not sure if this part is true, but I believe Electroshock has more hitlag because of the electricity effect which makes it slightly more punishable in teams or when you hit Luma.
F-tilt does the same amount of damage, but Pit's has more knockback. What this means is that Pit's f-tilt is a more viable kill option, but Dark Pit's is the one that can jab lock.
That's really all I can think of. Please correct me if I messed something up.
Are you 100% sure on the fall speeds? That's interesting. Can you link me to the thread?They're not. Check my recent post in the game mechanics thread.
It's easy to pass their attributes off as "the same" (especially when you spend a lot of time on the boards telling people that some attributes that are the same are, indeed, the same) because they have so many things in common but there are minute differences in their styles. SideB, FTilt, arrows, and fall speed are included in but possibly not limited to the differences between the two.
Their difference in small speed leads me to an interesting revelation: that Dark Pit is actually more defensive than regular Pit, with a fall speed that gets him to the ground faster, a FTilt that jab locks better and can't be used for kills, a SideB that doesn't kill as well, and arrows that sadly aren't as diverse as regular Pit's. Plus Pit can kill a lot better.
This, of course, supports the idea that Dark Pit is a worse character much like how Lucas is worse than Ness when he has defensive variations of the things that they do do similarly.
They're the same, I got it all sorted out. Smash lab or something posted some incorrect data.You weren't wrong at all, that's 100% correct
Are you 100% sure on the fall speeds? That's interesting. Can you link me to the thread?
I thought so. Thanks for clearing that upThey're the same, I got it all sorted out. Smash lab or something posted some incorrect data.