

Nair: I cannot stress how important this is to Pit's moveset. Try to release as soon as their recovery touches the ledge: SSB4's ledge mechanics have a second of delay before they grab it if they don't touch it directly after the recovery. It hits both sides of Pit, so charge it while they come for the ledge, and if they surpass it, you'll still hit them on the rebound. Do not use this for grounded opponents ever, it leaves you wide open and will almost never hit them.ĭown Smash: AMAZING for edgeguarding. This has 3 hits, and again the last one is the priority. You're constantly sending opponents in the air, so if you don't chase them up, plan for them coming back down. Up Smash: One of my most used moves to kill. Sends opponents strongly sideways, making it much easier to kill at 90s and up than most of (Dark) Pit's moves. It's got two hits on it, so don't worry if the first one whiffs, because the second one is the one that counts. Side Smash: A high priority killing move. Also, this has a great ~45 degree knockback range away from you, setting you up for a good midair chase. Again, his blades have great range that the opponent might not expect, and most people expect Pit players to begin approaching through the side special. Tilts are not a priority in their gameplay (although I'm sure the up tilt can be creatively used very well), but a nice tool to have access to. I've not been able to fully test this, but I have played many computers who have attempted to smash attack me unsuccessfully while I've been able to hit them with ease. It has greater range than you think - its range is farther than Marth and Lucina's tilts/smashes. His up tilt is notably stronger than before, making it effective, but honestly the only tilt I've frequently used is the forward one. Tilts are about as effective as most player's tilts.If opponents are at lower percentages, aim for the jab loop however, only let the cycle follow through once (twice if the characters are heavier), because the longer this loop cycles, the easier it is to DI out of it, and the final jab finishing the combo is crucial to not only rack up damage but also to send opponents in the air, where you want them. Easily able to short hop or jump after this and chase them further. The three slashes work well, especially after blocking an opponent's attack from up close, and the finishing third strike sends opponents flying into the air at mid-high percents.

Do not be afraid to chase them: his jumps are limited to 3 midair and one grounded, but this covers a lot more ground than you think. The Pits are completely air based fighters and almost all of their attacks have knockbacks that lack spiking abilities, but send opponents higher into the air. Before going through each move, there is one specific rule that you should practically always follow when playing either, and that rule is: BY ALL MEANS NECESSARY, GET YOUR OPPONENT IN THE AIR. I'd like to go over each move, the strategies/techniques used in them, and when it's appropriate to attempt. if any mains out there have any advice or combos they'd like to share that I fail to cover, please do so in the comments!) I haven't seen a lot of people showcase a lot of their true potential unfortunately, so I'm making this in hopes that it peaks some interest in looking into these characters as well, and possibly finding more information about them than I did. I've been practicing a good amount with Pit since I got the game, but lately have been maining him and practicing with Dark Pit as well.
#Tips and tricks for plaaying as dark pit in ssb4 full
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