From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
Super Smash Bros. for Nintendo 3DS Wii U Dark Pit.png
  • 3DS unlock conditions: Beat Classic Mode with at least three characters or play 50 Vs. matches, then defeat Dark Pit on Reset Bomb Forest.
  • Wii U unlock conditions: Beat All-Star Mode on at least Normal difficulty or play 40 Vs. matches, then defeat Dark Pit on Palutena's Temple.

First a palette swap, then a character in Kid Icarus: Uprising, Dark Pit is now a fully-fledged fighter in Smash Bros. As a literal clone of Pit, most of Dark Pit's attributes and moves are identical to Pit, making these two characters very similar to each other. Dark Pit has few differences from Pit, with changes done only to his Strong Side Attack, Neutral and Side Specials, Final Smash and aesthetic features. Thus, he also shares Pit's strengths and weaknesses, having good ways to rack up damage, a great recovery, and poor KO options. Dark Pit is almost interchangeable with Pit, so mastering one character will make you proficient in the other. Whether you like Dark Pit's minute adjustments or his attitude, this fallen angel will help you get an edge over your foes.

Basic Attributes[edit]

Dark Pit is a middleweight, fitting his jack-of-all-trades status. His stats are exactly the same as Pit, with an average dash and air speed. Dark Pit has 3 midair jumps, which lets him increase the distance of his recovery and helps him extend offstage for edgeguards, or to avoid getting edgeguarded as well. His jumps are moderately floaty as well. Dark Pit's rolls are also quite fast in either direction. As a general note, whenever Dark Pit's attacks has a sweetspot, his bow will glow brightly whenever you connect with it.

Moveset Analysis[edit]

Standard Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) 2 button(+2 button2 button2 button) Dark Bow Combo Dark Pit slashes two times with his bow blades. If you hold the button, Dark Pit will finish off with an upward slash. If you mash the button instead, Dark Pit will start spinning his blade to do multiple hits, leaning in for the finishing strike. As expected from a Standard Attack, this move is quick and good at racking up damage. The three-hit combo launches foes up and away. The continuous spin pushes foes away pretty quickly, so it is inadvisable to be held for too long. Dark Pit does move forward a bit for the final stab, which might just hit foes who were barely out of range.
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) A button(+A buttonA buttonA button)
(Left lstick or Right lstick)+A button (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+2 button Weak Scissor Dark Pit slashes with both blades while leaning forward. The attack is stronger at the tip of the blades. Strangely enough, this is Dark Pit's only normal move that is different from Pit's, having significantly lower knockback with nothing to make up for it. The move still has good range among Dark Pit's ground attacks, but its reduced knockback makes it more punishable if the move is whiffed or shielded. It is quite fast at least, but without the ability to combo or strong knockback, this move is pretty much a worse version of Pit's Strong Side Attack.
(Left lstick or Right lstick)+A button (Left control or Right control)+A button (Left cpad or Right cpad)+A button
Up lstick+A button Up nunchuk+A button Up dpad+2 button Fallen Angel Kick Dark Pit does two upward kicks. This move comes out extremely fast, and knocks foes into the air where you might follow up with aerial attacks. It does a bit too much knockback to combo out of, and it has poor horizontal range, so you won't be using this move too often. Dark Pit kicks pretty high, so you may be able to use it as an anti-air, although Dark Pit can also simply engage an enemy in the air as well.
Up lstick+A button Up control+A button Up cpad+A button
Down lstick+A button Down nunchuk+A button Down dpad+2 button Low Silver Bow Dark Pit swipes the blades of his bow across the ground, inching forward slightly with each use. This moves is about as quick as Strong Side Attack, just a bit lower and faster. It knocks foes at a weak diagonal angle, and doesn't send them too far even at higher percentages, leaving them more vulnerable to follow-ups as you can still quickly react and punish their response when nearby. This move has deceptive range that can catch foes off guard, making it a great poke at mid-range.
Down lstick+A button Down control+A button Down cpad+A button
A button while dashing A button while dashing 2 button while dashing Lunging Bow Dark Pit lunges forward, slicing with his bow. This move is quite quick, covers a decent amount of distance and launches opponents in a forward angle, which you can combo into an air attack at low percentages. This move is great for use as a punish at mid-range or to set up combos. However, it does necessitate a bit of care to use as it is relatively slow for Dark Pit and will leave him vulnerable if the attack is shielded.
A button while dashing A button while dashing A button while dashing
A button while hanging A button while hanging 2 button while hanging Dark Pit gets up and does an side kick.
A button while hanging A button while hanging A button while hanging

Smash Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Smash (Left lstick or Right lstick)+A button Smash (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+1 button+2 button Double Bow Swipe Dark Pit slashes forward with both blade separated, then combines them together for a second, stronger slash. The first strike usually combos into the second. This is one of Dark Pit's few KO moves, given that it does relatively high horizontal knockback compared to Dark Pit's other moves. However, it is also not Dark Pit's fastest move, and the very brief startup delay can let foes react and avoid the attack. It also has a moderately long duration, so Dark Pit is usually vulnerable to counterattacks if the move is shielded or evaded. Try to use the range of the move to your advantage, punishing foes barely out of reach or recovering opponents that missed the ledge.
Smash (Left lstick or Right lstick)+A button Smash (Left control or Right control)+A button Smash (Left cpad or Right cpad)+A button
Smash Up lstick+A button Smash Up nunchuk+A button Up dpad+1 button+2 button Triple Slice Dark Pit slashes three times above himself. Although this move can KO, it is weaker than Side Smash and also suffers from the same problems as the aforementioned smash attack, with long enough duration for opponents to punish Dark Pit if the move misses. However, Dark Pit's Up Smash is not bad for damage racking and utility. It can be combo'd into at lower percentages out of certain moves, usually an air-to-ground aerial. It also has good vertical reach that makes it a decent anti-air.
Smash Up lstick+A button Smash Up control+A button Smash Up cpad+A button
Smash Down lstick+A button Smash Down nunchuk+A button Down dpad+1 button+2 button Angelic Sweep Dark Pit slashes in front of him, then behind him. The attack is stronger up close than at the tip. Hitting with the front swipe will send foes at a diagonally upward angle, while hitting with the back swipe knocks foes more strictly sideways, a much more useful knockback trajectory. This move doesn't have a lot of power for a smash attack either. Its main use is to get opponents off stage and to punish rolls, although it also has a moderately long duration that leaves Dark Pit open to attack is shielded or evaded.
Smash Down lstick+A button Smash Down control+A button Smash Down cpad+A button

Air Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A buttonControl-Modifier-Air.png A buttonControl-Modifier-Air.png 2 buttonControl-Modifier-Air.png Fallen Angel Ring DarkPit spins his bow in a circle to do multiple hits. This move has a pretty good radius that makes it quite reliable for intercepting aerial opponents, as you have a large margin of error with the wide circular hitbox the move creates. It is also good for punishing airdodges, since the move lasts long enough that your foe will be struck halfway into the attack. You can drag foes down by fast falling while they are caught by the move's multiple hits. This can be used in edgeguarding or for combos, as you can follow up with another move once you land.
A buttonControl-Modifier-Air.png A buttonControl-Modifier-Air.png A buttonControl-Modifier-Air.png
Right lstick+A buttonControl-Modifier-Air.png Right nunchuk+A buttonControl-Modifier-Air.png Right dpad+2 buttonControl-Modifier-Air.png Front Angel Ring Dark Pit whirls his bow in a circle in front of him to do multiple hits. This is one of Dark Pit's most-used air attacks due to its great range and disjoint. Since Dark Pit holds out his bow quite far forward, he can attack from a safe distance with good spacing. The multiple hits let you poke and pressure your opponent as well as extend combos or punish airdodges. It is also a good edgeguarding tool offstage due to its ability to drag foes downward and enough reach that Pit can stay safe from recovery attacks. It can also be used as a KO move near the side if you're willing to pursue your opponent far offstage, which is something Dark Pit is well equipped to do with his great recovery to make it back.
Right lstick+A buttonControl-Modifier-Air.png Right control+A buttonControl-Modifier-Air.png Right cpad+A buttonControl-Modifier-Air.png
Left lstick+A buttonControl-Modifier-Air.png Left nunchuk+A buttonControl-Modifier-Air.png Left dpad+2 buttonControl-Modifier-Air.png Dual Bladed Strike Dark Pit stabs backward with both blades. The attack is more potent if hit at the tip. This is another one of Dark Pit's KO moves, although it really needs you to land the sweetspot to serve this purpose. Although it has decent reach and speed, you should save it for the KO so that it doesn't become stale, since Forward Air is usually better in most situations anyway. It is a bit difficult to strike foes, especially if they have a small size or are on the ground. Nevertheless, you should definitely learn to land it consistently, as Dark Pit needs all the help he can get to land KOs.
Left lstick+A buttonControl-Modifier-Air.png Left control+A buttonControl-Modifier-Air.png Left cpad+A buttonControl-Modifier-Air.png
Up lstick+A buttonControl-Modifier-Air.png Up nunchuk+A buttonControl-Modifier-Air.png Up dpad+2 buttonControl-Modifier-Air.png Skyward Angel Ring Dark Pit spins his bow in a circle above him to do multiple hits. As its animation implies, this move is like Dark Pit's Neutral and Forward Air Attack, simply upward. Its properties doesn't change much, but its use certainly does. As Dark Pit spins his bow a bit above his head, this move makes a great anti-air as well as a tool to poke through platforms from below. It can also be used to juggle foes with a bit of prediction, as the move's duration is long enough to punish air dodges with good timing. If you've chased an opponent close to the ceiling, this move may even be used to KO.
Up lstick+A buttonControl-Modifier-Air.png Up control+A buttonControl-Modifier-Air.png Up cpad+A buttonControl-Modifier-Air.png
Down lstick+A buttonControl-Modifier-Air.png Down nunchuk+A buttonControl-Modifier-Air.png Down dpad+2 buttonControl-Modifier-Air.png Arch of Darkness Dark Pit swipes his bow below himself. The attack will meteor smash at the center and send foes upward if hit from the sides. This attack has a nice, wide arc, but it is a bit slower than Dark Pit's other attacks. It can be used to strike grounded opponents, using the range of the attack to remain at a safe distance. It can also be used for edgeguarding opponents recovering vertically. While the move usually sends opponents diagonally upward, and thus only useful for racking damage, hitting with the meteor smash can guarantee a KO at high percentages. Even if your meteor smash doesn't KO, you can still follow-up with air attacks to knock and drag foes further down to secure the KO.
Down lstick+A buttonControl-Modifier-Air.png Down control+A buttonControl-Modifier-Air.png Down cpad+A buttonControl-Modifier-Air.png


Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button after grab A button after grab 2 button after grab Angel's Knee Dark Pit knees the grabbed opponent. It is quick and does its job well at racking up damage. Dark Pit doesn't have much trouble landing grabs, and extra damage off of a successful grab is always nice.
A button after grab A button after grab A button after grab
Right lstick after grab Right nunchuk after grab Right dpad after grab Bow Slash Dark Pit slices the grabbed opponent forward. At low percentages, this move sends the foe near you sideways, letting you follow-up with moves such as Dash Attack. Later on, it will do too much knockback to combo well, but it is the stronger of Dark Pit's two sideways throws. After early percentages, you will mainly be using it to get opponents offstage, after which you can follow up to attempt an edgeguard with Dark Pit's great offstage combat abilities.
Right lstick after grab Right control after grab Right cpad after grab
Left lstick after grab Left nunchuk after grab Left dpad after grab Angel's Strength Dark Pit turns around and flings the grabbed opponent backward. This move is a bit weaker than Forward Throw and takes slightly longer to execute, but any combos with Forward Throw will still mostly apply to Back Throw. Back Throw can also be used to set up edgeguards by flinging opponents offstage, although its inferior knockback makes it less effective at doing so unless the ledge is closer to your back.
Left lstick after grab Left control after grab Left cpad after grab
Up lstick after grab Up nunchuk after grab Up dpad after grab Handstand Kick Dark Pit kicks the grabbed opponent upward. This move can combo into some of Dark Pit's air attacks very early on, but its knockback quickly becomes too high to do so. It is Dark Pit's most damaging throw, barely beating out Forward Throw. It also gets opponents directly up into the air, where you can pressure them with Dark Pit's ranged air attacks as they attempt to land.
Up lstick after grab Up control after grab Up cpad after grab
Down lstick after grab Down nunchuk after grab Down dpad after grab Angelic Impale Dark Pit pins the grabbed opponent to the ground and stabs them. As with many other characters, Dark Pit's Down Throw is his primary combo starter, doing weak, diagonal knockback to thrown foes that can be easily followed with an attack. Just about any of Dark Pit's aerials can combo from this move, although Forward Air Attack is the most common choice since it still leaves the target close by, where you might follow up with even more attacks should the opponent respond incorrectly. Use this throw often whenever you get a grab on a low percentage foe.
Down lstick after grab Down control after grab Down cpad after grab

Special Attacks[edit]

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
B button B button 1 button Silver Bow Dark Pit fires an arrow using the Silver Bow. The arrow can be charged for more damage and distance, and can be controlled remotely after Pit fires it by using the directional pad. This is Dark Pit's projectile, which does greater damage but has a less malleable trajectory compared to Pit's counterpart move. Like Palutena's Bow travels fast, has good range and its flight path can be altered somewhat. This is always a good move to use whenever you are at long-range, whether to rack up damage, disrupt enemy projectile zoning or just to pester them. You have less tricks when using the Silver Bow than with Pit's arrows due to your inability to direct them much, so just focus on using it as a traditional, straight projectile.
B button B button B button
Piercing Bow Dark Pit fires a wider, slow-moving arrow that only flies straight ahead, but can pierce through multiple foes. Like other projectiles with a piercing property, these arrows can move through certain stage hazards and solid items as well. This custom special variant isn't as good for long-range projectile zoning. It is very slow to fire and can be evaded easily despite its larger size. Similar to many other piercing variants, this move is better when there are more players in the battle, as other players can distract each other for you to fire an arrow, and because each arrow has the potential to do more damage in total spread across multiple foes.
Guiding Bow Dark Pit fires a weaker and slower arrow that lasts much longer and can be controlled more freely than Pit's default Palutena's Bow, with the potential to form tight loops with itself. Dark Pit takes longer to recover after firing the arrow, during which he is more vulnerable to attack. This move sacrifices speed for extreme malleability, and works better as a tool to disrupt approaches and annoy foes than as a simple damage racker. The slower firing rate forces you to commit more to each arrow shot. However, you can guide these arrows so well that it is really hard for opponents to dodge them, a you can use fancy tricks like looping and snaking the arrows around to hit foes from multiple angles. It is also great against recovering opponents, as they will have to avoid a persistent guided arrow while their movement and options are restricted.
(Left lstick or Right lstick)+B button (Left nunchuk or Right nunchuk)+B button (Left dpad or Right dpad)+1 button Electroshock Arm Dark Pit rushes forward while wielding the Electroshock Arm, unleashing an uppercut to the first opponent in his path which sends them at a more horizontal angle than Pit's Upperdash Arm. Dark Pit can deflect projectiles at the start of the move and gets super armor while charging forward. The move does not render Dark Pit helpless, though it does have a lot of cooldown time in midair before Dark Pit can act again. Dark Pit will be sent upward if he hits an opponent while airborne. While this move certainly seems strong, it cannot be relied upon as a KO move unfortunately. The sluggishness of the move is its main flaw, and opponents can evade or shield it if they see it coming, leaving you open to a counterattack. Use this move sparingly, and only to punish mistakes your opponent makes. Common uses for this attack is to follow and strike foes rolling away from you, as well as a makeshift counter when your foe has committed to an attack. You can also use this as a horizontal recovery, although Power of Flight is often the better alternative.
(Left lstick or Right lstick)+B button (Left control or Right control)+B button (Left cpad or Right cpad)+B button
Electrocut Arm Dark Pit readies his Electroshock Arm, and will uppercut when an opponent is close enough. Dark Pit still has super armor during this move, but will not dash, making it more of a pseudo-counter. Dark Pit takes longer to act out of the move if he doesn't connect with it. While this move is stronger than the default Electroshock Arm, it is much harder to utilize successfully. The trigger range for the Electrocut Arm is very small, smaller than Dark Pit's grab range, making it difficult to land this move even if you're fighting at close range. Since you don't dash forward after using it, if you miss the attack, your enemies will have plenty of time to respond and strike back. You'll have the best luck with this variant when playing on small stages with many players, as you are more likely to have an opposing player within range when there is less space for everyone.
Quickshock Arm After a brief delay, Dark Pit rushes forward faster and further with the Electroshock Arm. Dark Pit retains his forward momentum after striking foes with the uppercut. While this move is advertised to be faster, the initial delay of the attack makes it just as telegraphed as, if not more so than, the default Electroshock Arm. Dark Pit does rush past shields, so it is less immediately punishable, but its so predictable that your opponent will probably be able to respond or evade every time you use it. Its greatest use is probably for recovery, as it travels further than the default arm, but even then it is still outshined by Power of Flight.
Up lstick+B button Up nunchuk+B button Up dpad+1 button Power of Flight With the magic of the Goddess of Nature, Dark Pit can fly for a brief period of time. Dark Pit will fly in a straight line in the direction inputted, but he can't go completely horizontal or move in any downward angle. This is Pit's recovery move, and a very good one at that, with many possible angles to fly toward and great travel distance. Coupled with Dark Pit's multiple jumps, you are all but guaranteed to make it back to the stage every time you are launched off. This also lets you be very aggressive offstage, as you can pursue foes very far away from the stage without risking your own life.
Up lstick+B button Up control+B button Up cpad+B button
Striking Flight Dark Pit can damage and knock foes away during his flight, but his recovery angles are more restricted, forcing him to recover more vertically. The attack is stronger at the start of the move. This variant is a bit awkward, as any good traits it introduces just seems to be neutralized by its drawbacks. It makes Dark Pit's recovery a bit safer from edgeguards as it also functions as an attack, but at the same time makes it easier to predict and intercept Dark Pit due to the limited direction you can travel in. The attack itself could be used as a potent edgeguard, but you also risk self-destructing as well if you use it too far from the edge, since you can only go mostly upward and barely sideways. Overall, this move is a variant that is simple in concept, but fails to fit in well with Dark Pit's playstyle.
Breezy Flight Dark Pit travels less distance, but he creates turbulence that blows nearby foes away. Like the Striking Flight, this move introduces more problems than benefits. The reduced distance impacts Pit greatly, limiting how far you can extend offstage and reducing your overall survivability. The wind is also difficult to make use of, as it is certainly not deterring any edgeguarders. You can probably use it to disrupt recovering foes by pushing them away, similar to Greninja's Hydro Pump, but Dark Pit just has so many better, more direct options to edgeguard foes that this little feature just seems unnecessary.
Down lstick+B button Down nunchuk+B button Down dpad+1 button Guardian Orbitars Dark Pit projects two energy shields around him with the Guardian Orbitars, which pushes nearby foes away and reflects projectiles. They can defend Dark Pit from attacks as well, but will break after absorbing enough hits, after which they take time to regenerate. This move should primarily be used as a reflector, and it does its job well, increasing the speed and power of projectiles by 50% when it sends them back. It covers both sides of Dark Pit's body and can be held up for a while, letting you counter projectiles from multiple directions and for prolonged periods of time. While it can absorb physical attacks, it's no substitute for your traditional shield, as you can't act as quick after blocking a move.
Down lstick+B button Down control+B button Down cpad+B button
Impact Orbitars Dark Pit projects two shields that knock foes away. However, these shields cannot block attacks or reflect projectiles. This attack is kind of situational. It has a bit of delay before becoming active, and it can neither be used in a combo or for KOs. What it does have is decent horizontal range on both sides of Dark Pit, and mostly horizontal knockback. There are better options to defend yourself or to rack up damage than by whipping out your Impact Orbitars, but offstage is where they will really shine. Since they do almost strictly horizontal knockback, they are very good to use for edgeguarding, potentially shining recovering foes beyond the point of no return.
Amplifying Orbitars Dark Pit projects two shields that will increase the power of reflected projectiles more than the Guardian Orbitars. The shields are more frail and will break quickly after taking a hit. If you use Guardian Orbitars primarily as a reflector, this variant is effectively a direct upgrade. It doubles the speed and power of any projectiles it reflects, so it can really turn the tide on your opponents. The fragile shields are not a problem if you don't use it at all to block melee attacks. However, there is a good chance that they might shatter after you accidentally block a foe's physical strike, leaving you without a reflector for a short time. Nevertheless, the Amplifying Orbitars is a strong custom special that highlights and emphasizes the strengths of the Guardian Orbitars.


Control Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Up dpad 1 button Up dpad+A button Dark Pit waves his blade and says "Who wants some?"
Up dpad Up dpad Up dpad
(Left dpad or Right dpad) 1 button+2 button A button Dark Pit spins his blades around and says: "Watch out!"
(Left dpad or Right dpad) (Left dpad or Right dpad) (Left dpad or Right dpad)
Down dpad 2 button Down dpad+A button Dark Pit yells "Game on!" and points his blade forward.
Down dpad Down dpad Down dpad

Final Smash - Dark Pit Staff[edit]

Dark Pit takes out the Dark Pit Staff, his signature weapon, then fires a piercing shot that travels the length of the screen instantly. Any enemies in front of Dark Pit will be hit for immense damage and diagonal knockback, the power of the move decreasing slightly with each subsequent player sniped. While Dark Pit's attacks are mainly recycled from Pit's, his Final Smash is heavily inspired by Zelda's Light Arrow. It is one of the strongest Final Smashes in the game, and is quite easy to land due to the staff's extreme range. Try to catch multiple opponents with one shot. While every player after the first will take reduced knockback and damage, it is still strong enough to KO very early.