User blog:Plasmaster/Smash Study Hall: Dark Pit

Hey there Smashers! Welcome to the next installment of the Super Smash Bros. strategy guide blog series, Smash Study Hall! Plasmaster here.

If you read my Pit guide recently, well, let's just say this next one is definitely going to look similar. That's because today we are looking at the dark clone and general of the Forces of Nature, Dark Pit!

Dark Pit is more of a heavy hitter than Pit, though this is only shown through his neutral and side specials, with all of the others being exactly the same.

Dark Pit's neutral special is fast, and deals some good damage, but unlike Pit it cannot be guided very well, only slightly moving up and down. The projectile is a good zoning tool; if you space Dark Pit from the edge just right when edge-guarding, guiding the arrow down as soon as it is fired will result in the arrow passing just over the edge to hit any opponents trying to snag it; however, because the guiding is worse with Dark Pit, you'll have to space him from the edge more than Pit. The arrow can be aimed upwards as well, which can be good for surprising opponents trying to approach from the air. Dark Pit can also reverse the direction he aims the attack in, so he can surprise opponents coming from behind as well.

Electroshock Arm has Super Armor and is one of Dark Pit's best kill moves, but unfortunately it does not reliably combo into or out of much because of its starting and ending lag; because of this ending lag, the move should not be spammed or the opponent will be able to dodge and punish it. The move's Super Armor can make it a good horizontal recovery because edge-guard attempts will be left useless and the edge-guarding opponent will also take damage from the attack. Electroshock Arm can also break shields if it connects twice consecutively, though it is best to weaken the shield with other attacks before using this move to break them or the ending lag will get Dark Pit punished. Electroshock Arm's knockback is more horizontal than Pit's Upperdash Arm, so it can be a good tool for getting opponents off-stage as well.

Power of Flight is a phenomenal recovery allowing Dark Pit to go deeper for off-stage kills.

Dark Pit's down special, Guardian Orbitars, are your standard reflecting move; it won't deal damage but will push opponents away a short distance.

Dark Pit's jab is a good combo finisher, though the infinite version can combo into dash attack, up smash, or forward air. His forward tilt is a great spacing tool, his down tilt is good for combos, and his up tilt is great for getting opponents into the air for some aerial attacks.

Dark Pit's smash attacks are all pretty useful; his down smash is excellent for edge-guarding and punishing rollers because of its good range. Dark Pit's forward smash is a great kill move and combo finisher. The worst of Dark Pit's smash attacks is his up smash, but it still performs rather well. It can be hard to hit opponents next to Pit with but can be a good juggling tool and combo finisher.

Dark Pit's aerials are good combo attacks and often have long-lasting hitboxes with multi-hit properties. Dark Pit's forward aerial is a good edge-guarding tool and combo move. Dark Pit's down aerial can be an awkward attack and unreliable meteor smash but still does some good damage nonetheless. Dark Pit's up aerial is a great juggling tool and combo attack. Dark Pit's back air is good for combos and kills in the air. Perhaps the best of Dark Pit's aerials is his neutral aerial. The long-lasting hitboxes on this one makes it hard for opponents to airdodge out of, it deals good damage, is a great combo tool and edge-guarding move and kills just off the edge at 130% on most characters.

Dark Pit's throws are all surprisingly useful. His back throw is great for getting opponents off-stage and can kill near the edge. His up throw can combo into up aerial, neutral aerial, and sometimes guided arrow. His down throw combos into forward aerial and his forward throw combos into dash attack at lower percentages.

So...yeah. Sorry that this guide was a little disappointing, what with it being nearly identical to the Pit guide I just released. Hey, doing it this way means less time to wait between guides and I thought that I might as well kill two angels with one stone. Speaking of angels...

The Corrin guide is next! I'll bet you were expecting Bayonetta huh? Sorry, not yet. :P

Until next time, keep on smashing and leave it to Heropon!