kyoskue
Smash Journeyman
- Joined
- Jun 8, 2007
- Messages
- 234
- Location
- still stuck in the Ginnungagap
- NNID
- Kyoskue
- 3DS FC
- 4468-0977-7278
Because I was hunting for differences between the two characters, I figured that I may as well change the scope of this thread to be more like that of a general guide, and as such have made numerous changes to its layout and presented information.
Still a work in progress.
Here are my results:
*Any K.O. percents used take an equal amount of "Rage" into account, but they DO NOT take the "Fresh Move Bonus" or "Critical Knockback" into account.
*Light Blue text refers exclusively to Pit, while Violet text refers to Dark Pit.
*Red text indicates a change between updates, specifically the text in red no longer applies to the current version. Alternatively it means that I messed up the first time around.
In either case, getting someone to check my findings against an original version would be appreciative.
*Green text indicates another user's contributions, if the the text next to it is red then I have tested it again since myself and agree with their findings, if its still white I either haven't thoroughly tested their suggestion or don't agree with their data.
*Yellow text indicates that further testing is required.
~Pit / Dark Pit~
Palutena Bow / Silver Bow
Normal Damage: ~3.29% / ~3.87%
*Approximate Damage: 3%-3%-3%-4%-3%-3%-4% (pattern: 3% three times, 4% once, 3% twice, 4% once, repeat)
*Approximate Damage: 3%-4%-4%-4%-4%-4%-4% (pattern: 3% once, 4% six times, repeat)
Pit Normal Reach: The entire length of Final Destination
Dark Pit Normal Reach:When dodge rolled all the way left, the middle of the "U" in CPU from where the CPU spawns in training mode
Charged Damage: ~8.875% / 10.5%
*Approximate Damage: 8%-9%-8%-9%-9%... (shot to K.O. at 34 shots, no pattern yet, twenty 9%'s compared to fourteen 8%'s)
Pit Charged Reach: Significantly more than the entire length of the "Camera Fixed" screen on Final Destination
Dark Pit Charged Reach: Just over the entire length of the "Camera Fixed" screen on Final Destination
Forward Angles: +/- 180º by arrow's end / +/- 10º by arrow's end
Upward Angles: +/- 180º by arrow's end / +/- 10º by arrow's end
*Arrows launch at faster speed after charging.
Upperdash Arm / Electroshock Arm
*B-Reversing either Pit's Arm in the air or on the ground causes him to warp roughly one character length forward, effectively increasing the Arm's range and covered distance by one character length
-Grounded-
Damage: 11% / 11.5%
Pit Launch: On Omega Reset Bomb when Mario's damage is at 30%, Pit's Upperdash Arm will send Mario at a 80º angle, the apex of his height being the top of the highest window in the background, and he will land just left of Pit.
Dark Pit Launch: On Omega Reset Bomb when Mario's damage is at 30%, Dark Pit's Electroshock Arm will send Mario at a60º 50º angle, the apex of his height will have his feet resting on the top of the lower section of wall, and he will land just left of the first window.
-Aerial-
Damage: 9% / 9.5%
Pit Launch: On Omega Reset Bomb when Mario's damage is at 30%, Pit's aerial Upperdash Arm will send Mario at a 80º angle, the apex of his height being the bottom-right corner of the highest window in the background, and he will land about two character lengths left of Pit.
Dark Pit Launch: On Omega Reset Bomb when Mario's damage is at 30%, Dark Pit's aerial Electroshock Arm will send Mario at a75º 50º angle, the apex of his height will have his hat just brushing top of the lower section of wall, and he will land between the two lower windows.
Forward Tilt
Normal Hit
Damage: 7% / 7%
Base Knockback: 40 / 15
Side K.O.: 183% / 223% to hit right-side blast line from CPU spawn point
Center K.O.: 220% / 266%
"Scissor/Tipper" Sweetspot
Damage: 10% / 10%
Base Knockback: 40 / 15
Side K.O.: 134% / 161% to hit right-side blast line from CPU spawn point
Center K.O.: 162% / 196%
All Other Attacks (Damage)
*All of the following attacks are the same for both Pit and Dark Pit
3-Hit Jab Combo: 2%>2%>5% (9%)
Rapid Attack: 1%...
Rapid Finisher: 2%
Up Tilt: 2%>3%>5% (10%)
*Get in close to land all three hits
Down Tilt: 6%
Forward Smash Uncharged:~5.048%>~10.048% (15%) 5%>10% (15%)
*Sandbag registers as 6% and 11% respectively, adds 1% every seven fully registered hits,
*Previously recorded decimal damage was due to how quickly Pit enters the "charaging state" of his Smash attacks.
Forward Smash Charged: 7%>14% (21%)
Up Smash Uncharged:~3.048%>~2.048%>~8.048% (13%) 3%>2%>8% (13%)
*Sandbag registers as 4%, 3%, and 9% respectively, adds 1% every seven fully registered hits, attack with some distance to land all three hits
*Previously recorded decimal damage was due to how quickly Pit enters the "charaging state" of his Smash attacks.
Up Smash Charged: ~4.5%>~2.5%>~11.2% (~18.2%)
*Approximate Damage: 18%-36%-54%-72%-91%, attack with some distance to land all three hits
Down Smash "Far" Sourspot Uncharged:~10.?% 10%
*Sandbag registers as 11%, but I couldn't find any hint of decimal damage
*Previously recorded decimal damage was due to how quickly Pit enters the "charaging state" of his Smash attacks.
Down Smash "Far" Sourspot Charged: 14%
Down Smash "Close" Sweetspot Uncharged:~12.?% 12%
*Sandbag registers as 11%, but I couldn't find any hint of decimal damage
*Previously recorded decimal damage was due to how quickly Pit enters the "charaging state" of his Smash attacks
Down Smash "Close" Sweetspot Charged: ~16.8%
Dash Attack: 11%
Neutral Air:0.6%>0.6%>0.6%>0.6%>0.6%>0.6%>0.6%>4.3% (8.5%)
0.7%>0.7%>0.7%>0.7%>0.7%>0.7%>0.7%>4% (8.9%)
*Approximate Damage: 0%-1%-1%-2%-3%-3%-4% (8%, 9% on even hits), first seven blows register as"0%" damage each (ie; decimal damage)
*Approximate Damage: 0%-1%-2%-2%-3%-4%-4% (8%, 9% on even hits), first seven blows register as"0%" damage each (ie; decimal damage)
Forward Air:~1.?%>2%>4% (7%) ~1.5%>1.5%>4% (7%)
*Sandbag registers as 2%, but I couldn't find any hint of decimal damage, 0%-Center K.O., still no decimal damage obvious
Back Air "Close" Sourspot: 8%
Back Air "Tip" Sweetspot: 12%
Up Air: 2%>2%>2%>2%>2% (10%)
Down Air: 10%
Forward Throw: 4%>6% (10%)
Back Throw: 8%
Up Throw: 4%>7% (11%)
Down Throw: 2%>4% (6%)
Pummel: 2%
Ledge Attack: 7%
Get-Up Attack: 7%
*both the face up and face down versions of the Get-Up Attack are the same
K.O. Percents
Placeholder Text
Custom Moves
Placeholder Text
Taunts
Pit
Up Taunt: "Come On!"
-Time: ~1.1 Seconds
Side Taunt: "That all you got?!"
-Time: ~2 Seconds
Down Taunt: Angelic Pose
-Time: ~1.3 Seconds
Dark Pit
Up Taunt: "Who wants some?!"
-Time: ~1.1 Seconds
Side Taunt: "Watch out!"
-Time: ~1.1 Seconds
*Dark Pit performs a Spot Dodge after he finishes spinning his blades, the Spot Dodge happens when his crossed blades sparkle
Down Taunt: "Game on!"
-Time: ~1.2 Seconds
Final Smash
Pit
-Three Sacred Treasures-
"Equipped!" / "Bye now!" "Three Sacred Treasures!"
-Damage: Numerous types
Charge Shot: 12%
Green Homing Shots: 2%
Aimed Volley: 4%
Spreadshot Arrows: 2%
Glam Blaster: 15%
-K.O.: Several ways, but the Glam Blasters are the most potent
-Range: Varies
Charge Shot: Large shot, pre-aimed at opponent's general location before homing in
Green Homing Shots: A set of four green orbs, launch behind Pit and then home in, they cancel out when launching behind Pit if they come into contact with a wall
Aimed Volley: Three arrows pre-aimed at opponent's general location, fire straight
Spreadshot Arrows: Six arrows fired in a fanning shape in Pit's frontal view, from bottom to top
Glam Blaster: Four shots fired upward create eight huge descending blue beams
-----
Pit equips the Three Sacred Treasures and fires off any eight randomized energy attacks, followed by a rain of Glam Blasters.
Effectiveness varies due to its random attack pattern, although it is always more effective in battles with three or more players, and I've found that it tends to inflict around ~30% to all opposing players in most situations.
Dark Pit
-Dark Pit Staff-
"Goodbye!" / "Its time!"
-Damage: 1%-39% (40%)
-K.O.: 10%
-Range: Straight horizontal line, effectively infinite range, pierces through physical walls unhindered
-----
Dark Pit pulls out his Dark Pit Staff and fires a single shot horizontally with heavy knockback.
Hits twice and strangely gives him an extra hop if used from far enough off screen.
Other Stats
Note: Current measurements are temporary, will update with better measurements once I have a better form to measure by.
Weight Class: ???
1st Jump Height/Distance: Top of head ~3 Marios high/~5.5 Marios wide.
Short Hop Height/Distance: Top of head ~2 Marios high/~4 Marios wide.
2nd Jump Height/Distance: Top of head ~2.5 Marios high/~5 Marios wide.
3rd Jump Height/Distance: Top of head ~2.25 Marios high/~3 Marios wide.
4th Jump Height/Distance: Top of head ~1.75 Marios high/~2.5 Marios wide.
Combined Jump Height/Distance: ~5.5 Marios high/full Final Destination.
Power of Flight Height: Head reaches the top of the screen on "Camera Fixed" Omega Reset Bomb, ~7 Marios high.
Power of Flight Distance: From the left corner of Omega Reset Bomb to the CPU spawn area, ~5/6 Final Destination.
Combined Jump Height + Vertical Power of Flight: ~12 Mario's high.
Combined Jump Distance + Horizontal Power of Flight: Just under double the length of Final Destination.
Initial Dash Distance: ~2.5 Marios wide.
Jogging Speed: Crosses Final Destination ~3 seconds.
Running Speed: Crosses Final Destination ~2 seconds.
"Slow" Running Speed: Crosses Final Destination ~2.5 seconds.
Dodge Roll Distance/Speed: ~3 Marios wide/crosses Final Destination ~2.5 seconds.
Pummel Speed: ~2.5 hits per second.
Palutena's Guidance Character Chats
Placeholder Text
Contrary to the Smash Wiki and random people online, both Pit and Dark Pit have the same:
-Power of Flight distance, both vertical and horizontal
-Walking and running movement speed
-Aerial mobility
-Arrow speed
-General attack speed (not 100% on this, but I'm pretty confident)
-Sweetspots
-Down Air spike
-3-hit Jab combo, Forward Throw, Down Smash, and Back Air strength
-Idle animations and speed at which they cycle and play
Sweetspots and Spikes to keep in mind:
-Forward Tilt's "Tipper" sweetspot is near the tip, just after the blades "scissor".
Damage increases from 7% to 10%, knockback increases by roughly *1.3.
-Back Air's "Tipper" sweetspot is near the tip, just after the blades "scissor".
Damage jumps from 8% to 12%, knockback increases by roughly *2.
-Down Air spike is located at the bottom-most tip mid-swing.
Deals 10% regardless of when down air connects.
TLDR; Pit has a MUCH stronger forward tilt than Dark Pit.
That's it for now. May do more testing if requested.
Still a work in progress.
Here are my results:
*Any K.O. percents used take an equal amount of "Rage" into account, but they DO NOT take the "Fresh Move Bonus" or "Critical Knockback" into account.
*Light Blue text refers exclusively to Pit, while Violet text refers to Dark Pit.
*Red text indicates a change between updates, specifically the text in red no longer applies to the current version. Alternatively it means that I messed up the first time around.
In either case, getting someone to check my findings against an original version would be appreciative.
*Green text indicates another user's contributions, if the the text next to it is red then I have tested it again since myself and agree with their findings, if its still white I either haven't thoroughly tested their suggestion or don't agree with their data.
*Yellow text indicates that further testing is required.
~Pit / Dark Pit~
Palutena Bow / Silver Bow
Normal Damage: ~3.29% / ~3.87%
*Approximate Damage: 3%-3%-3%-4%-3%-3%-4% (pattern: 3% three times, 4% once, 3% twice, 4% once, repeat)
*Approximate Damage: 3%-4%-4%-4%-4%-4%-4% (pattern: 3% once, 4% six times, repeat)
Pit Normal Reach: The entire length of Final Destination
Dark Pit Normal Reach:When dodge rolled all the way left, the middle of the "U" in CPU from where the CPU spawns in training mode
Charged Damage: ~8.875% / 10.5%
*Approximate Damage: 8%-9%-8%-9%-9%... (shot to K.O. at 34 shots, no pattern yet, twenty 9%'s compared to fourteen 8%'s)
Pit Charged Reach: Significantly more than the entire length of the "Camera Fixed" screen on Final Destination
Dark Pit Charged Reach: Just over the entire length of the "Camera Fixed" screen on Final Destination
Forward Angles: +/- 180º by arrow's end / +/- 10º by arrow's end
Upward Angles: +/- 180º by arrow's end / +/- 10º by arrow's end
*Arrows launch at faster speed after charging.
Upperdash Arm / Electroshock Arm
*B-Reversing either Pit's Arm in the air or on the ground causes him to warp roughly one character length forward, effectively increasing the Arm's range and covered distance by one character length
-Grounded-
Damage: 11% / 11.5%
Pit Launch: On Omega Reset Bomb when Mario's damage is at 30%, Pit's Upperdash Arm will send Mario at a 80º angle, the apex of his height being the top of the highest window in the background, and he will land just left of Pit.
Dark Pit Launch: On Omega Reset Bomb when Mario's damage is at 30%, Dark Pit's Electroshock Arm will send Mario at a
-Aerial-
Damage: 9% / 9.5%
Pit Launch: On Omega Reset Bomb when Mario's damage is at 30%, Pit's aerial Upperdash Arm will send Mario at a 80º angle, the apex of his height being the bottom-right corner of the highest window in the background, and he will land about two character lengths left of Pit.
Dark Pit Launch: On Omega Reset Bomb when Mario's damage is at 30%, Dark Pit's aerial Electroshock Arm will send Mario at a
Forward Tilt
Normal Hit
Damage: 7% / 7%
Base Knockback: 40 / 15
Side K.O.: 183% / 223% to hit right-side blast line from CPU spawn point
Center K.O.: 220% / 266%
"Scissor/Tipper" Sweetspot
Damage: 10% / 10%
Base Knockback: 40 / 15
Side K.O.: 134% / 161% to hit right-side blast line from CPU spawn point
Center K.O.: 162% / 196%
All Other Attacks (Damage)
*All of the following attacks are the same for both Pit and Dark Pit
3-Hit Jab Combo: 2%>2%>5% (9%)
Rapid Attack: 1%...
Rapid Finisher: 2%
Up Tilt: 2%>3%>5% (10%)
*Get in close to land all three hits
Down Tilt: 6%
Forward Smash Uncharged:
*Previously recorded decimal damage was due to how quickly Pit enters the "charaging state" of his Smash attacks.
Forward Smash Charged: 7%>14% (21%)
Up Smash Uncharged:
*Previously recorded decimal damage was due to how quickly Pit enters the "charaging state" of his Smash attacks.
Up Smash Charged: ~4.5%>~2.5%>~11.2% (~18.2%)
*Approximate Damage: 18%-36%-54%-72%-91%, attack with some distance to land all three hits
Down Smash "Far" Sourspot Uncharged:
*Previously recorded decimal damage was due to how quickly Pit enters the "charaging state" of his Smash attacks.
Down Smash "Far" Sourspot Charged: 14%
Down Smash "Close" Sweetspot Uncharged:
*Previously recorded decimal damage was due to how quickly Pit enters the "charaging state" of his Smash attacks
Down Smash "Close" Sweetspot Charged: ~16.8%
Dash Attack: 11%
Neutral Air:
0.7%>0.7%>0.7%>0.7%>0.7%>0.7%>0.7%>4% (8.9%)
*Approximate Damage: 0%-1%-2%-2%-3%-4%-4% (8%, 9% on even hits), first seven blows register as"0%" damage each (ie; decimal damage)
Forward Air:
Back Air "Close" Sourspot: 8%
Back Air "Tip" Sweetspot: 12%
Up Air: 2%>2%>2%>2%>2% (10%)
Down Air: 10%
Forward Throw: 4%>6% (10%)
Back Throw: 8%
Up Throw: 4%>7% (11%)
Down Throw: 2%>4% (6%)
Pummel: 2%
Ledge Attack: 7%
Get-Up Attack: 7%
*both the face up and face down versions of the Get-Up Attack are the same
K.O. Percents
Placeholder Text
Custom Moves
Placeholder Text
Taunts
Pit
Up Taunt: "Come On!"
-Time: ~1.1 Seconds
Side Taunt: "That all you got?!"
-Time: ~2 Seconds
Down Taunt: Angelic Pose
-Time: ~1.3 Seconds
Dark Pit
Up Taunt: "Who wants some?!"
-Time: ~1.1 Seconds
Side Taunt: "Watch out!"
-Time: ~1.1 Seconds
*Dark Pit performs a Spot Dodge after he finishes spinning his blades, the Spot Dodge happens when his crossed blades sparkle
Down Taunt: "Game on!"
-Time: ~1.2 Seconds
Final Smash
Pit
-Three Sacred Treasures-
"Equipped!" / "Bye now!" "Three Sacred Treasures!"
-Damage: Numerous types
Charge Shot: 12%
Green Homing Shots: 2%
Aimed Volley: 4%
Spreadshot Arrows: 2%
Glam Blaster: 15%
-K.O.: Several ways, but the Glam Blasters are the most potent
-Range: Varies
Charge Shot: Large shot, pre-aimed at opponent's general location before homing in
Green Homing Shots: A set of four green orbs, launch behind Pit and then home in, they cancel out when launching behind Pit if they come into contact with a wall
Aimed Volley: Three arrows pre-aimed at opponent's general location, fire straight
Spreadshot Arrows: Six arrows fired in a fanning shape in Pit's frontal view, from bottom to top
Glam Blaster: Four shots fired upward create eight huge descending blue beams
-----
Pit equips the Three Sacred Treasures and fires off any eight randomized energy attacks, followed by a rain of Glam Blasters.
Effectiveness varies due to its random attack pattern, although it is always more effective in battles with three or more players, and I've found that it tends to inflict around ~30% to all opposing players in most situations.
Dark Pit
-Dark Pit Staff-
"Goodbye!" / "Its time!"
-Damage: 1%-39% (40%)
-K.O.: 10%
-Range: Straight horizontal line, effectively infinite range, pierces through physical walls unhindered
-----
Dark Pit pulls out his Dark Pit Staff and fires a single shot horizontally with heavy knockback.
Hits twice and strangely gives him an extra hop if used from far enough off screen.
Other Stats
Note: Current measurements are temporary, will update with better measurements once I have a better form to measure by.
Weight Class: ???
1st Jump Height/Distance: Top of head ~3 Marios high/~5.5 Marios wide.
Short Hop Height/Distance: Top of head ~2 Marios high/~4 Marios wide.
2nd Jump Height/Distance: Top of head ~2.5 Marios high/~5 Marios wide.
3rd Jump Height/Distance: Top of head ~2.25 Marios high/~3 Marios wide.
4th Jump Height/Distance: Top of head ~1.75 Marios high/~2.5 Marios wide.
Combined Jump Height/Distance: ~5.5 Marios high/full Final Destination.
Power of Flight Height: Head reaches the top of the screen on "Camera Fixed" Omega Reset Bomb, ~7 Marios high.
Power of Flight Distance: From the left corner of Omega Reset Bomb to the CPU spawn area, ~5/6 Final Destination.
Combined Jump Height + Vertical Power of Flight: ~12 Mario's high.
Combined Jump Distance + Horizontal Power of Flight: Just under double the length of Final Destination.
Initial Dash Distance: ~2.5 Marios wide.
Jogging Speed: Crosses Final Destination ~3 seconds.
Running Speed: Crosses Final Destination ~2 seconds.
"Slow" Running Speed: Crosses Final Destination ~2.5 seconds.
Dodge Roll Distance/Speed: ~3 Marios wide/crosses Final Destination ~2.5 seconds.
Pummel Speed: ~2.5 hits per second.
Palutena's Guidance Character Chats
Placeholder Text
Contrary to the Smash Wiki and random people online, both Pit and Dark Pit have the same:
-Power of Flight distance, both vertical and horizontal
-Walking and running movement speed
-Aerial mobility
-Arrow speed
-General attack speed (not 100% on this, but I'm pretty confident)
-Sweetspots
-Down Air spike
-3-hit Jab combo, Forward Throw, Down Smash, and Back Air strength
-Idle animations and speed at which they cycle and play
Sweetspots and Spikes to keep in mind:
-Forward Tilt's "Tipper" sweetspot is near the tip, just after the blades "scissor".
Damage increases from 7% to 10%, knockback increases by roughly *1.3.
-Back Air's "Tipper" sweetspot is near the tip, just after the blades "scissor".
Damage jumps from 8% to 12%, knockback increases by roughly *2.
-Down Air spike is located at the bottom-most tip mid-swing.
Deals 10% regardless of when down air connects.
TLDR; Pit has a MUCH stronger forward tilt than Dark Pit.
That's it for now. May do more testing if requested.
Last edited: