Dark Pit was pretty good in Super Smash Bros. 4! A bit underrepresented, sure, but wound up in the A tier nonetheless! Dark Pit’s standing in Super Smash Bros. Ultimate is just about the same, too; perhaps this owes to how little he changed in the transition between games. Regardless, Dark Pit is a strong contender in Ultimate’s rapidly-evolving metagame. Full disclosure here: our Pit and Dark Pit guides are pretty much exactly the same. Like, word-for-word the same. If you’re looking for the Pit guide, you can find it here, but they’re just about identical, save for like, one screenshot. We keep character guides of Echo Fighters split for the sake of convenience, so thanks for understanding! Now then, without further ado…
Ness has PK Fire and PK Thunder, Bowser has super armor, Incineroar has Alolan Whip… almost every top-tier in Super Smash Bros. Ultimate (and amiibo training as a whole, really) has a gimmick that they use really well. Dark Pit’s gimmick is that he doesn’t have any! He does have a ton of options, though: excellent off-stage finishers, strong smash attacks, a special move with super armor, a projectile — you name it, and Dark Pit’s probably got it. He’s got options for almost every kind of enemy, and that goes a long way in making him a strong tournament contender — especially with Spirits!
Dark Pit’s got his fair share of weaknesses, though. He does tend to lose games to higher-ranked characters, as his kit isn’t… ridiculous enough to contend with moves like Alolan Whip or PK Thunder. His recovery can be easily gimped, too, because it doesn’t have a hitbox that deals any damage to opponents. It doesn’t help that Dark Pit is quite slow in midair, which makes him ever vulnerable to being intercepted.
Even so, Dark Pit’s tournament results are strong! Despite his relative lack of gimmicks, he’s performed rather well in Ultimate tournaments and is considered high-tier. Not quite top-tier, but strong enough to make him a very viable contender. If you’d like more information on Dark Pit, feel free to check out his wiki page!
Dark Pit isn’t a heavyweight – he’s of medium weight, actually – so Super Armor wouldn’t seem too promising at first glance. In reality, though, it lets Dark Pit more easily land his powerful smash attacks and it prevents his recovery from being gimped (until high percentages). This essentially makes him the strongest off-stage Figure Player, which is quite the achievement! Dark Pit’s most impressive tournament results have involved Armor Knight, though. You could run Armor Knight alongside a movement speed bonus (Move Speed ↑ or Trade-Off Ability ↑) to great effect!
Some other solid options for Dark Pit include Hyper Smash Attacks, Weapon Attack ↑, and Air Attack ↑. Move Speed ↑ is another bonus to consider, as it can make Dark Pit quite intimidating in the air. Toss & Meteor’s knockback increase isn’t noticeable until the opponent is past 100%, but that small boost could be worth it if you focus on up airs, up smashes, or spikes during training. Dark Pit can get away with using a trade-off bonus (Trade-Off Attacks ↑, Trade-Off Ability ↑, etc.), but just one. Their damage penalty actually stacks, and Dark Pit can only afford to start at 30% (as opposed to the 60% he would start at if he ran two trade-off Spirits).
Dark Pit’s a very versatile fighter, and this trait reflects in his potential stat spreads. Thanks to his good recovery and attack power, he could benefit from an offensive (3000 / 1200) setup. Though he may instead wish to capitalize on his great recovery and off-stage moves and try to drag games out with a defensive (1200 / 3000) build. The strongest Dark Pit amiibo ran a fully defensive setup (0 / 4200) alongside Armor Knight, but that’s considered a bit cheap, given that this setup often causes matches to time out. If that’s what you want, though, go for it!
As usual, level up your Dark Pit amiibo while playing as Dark Pit. Feel free to play as Pit instead, if you like him better. Your Figure Player can’t actually tell what character you’re playing as, and this is because they don’t save matchup data. Which means they fight every opponent in exactly the same manner. Kind of disappointing, but we’ll work with what we can get, right? Here are all the moves to use during training:
- Forward smash: Hard-hitting, good range, good speed, disjointed, and hit multiple times. What more could you ask for? This move does it all, and should be prioritized on the ground above all else.
- Up smash: It should only be used as an air attack, as its horizontal distance is poor and doesn’t always hit grounded opponents. Powerful though, and has decent range.
- Down aerial: If Dark Pit is off-stage, he should be trying to land a down air. If he doesn’t land the spike, the angle this move launches at can still be convenient for gimping enemies. Make sure to prioritize its spike hitbox, though, and go for it whenever you can!
- Back aerial: It’s got a small hitbox and an even smaller sweetspot, but Dark Pit’s AI knows how to land it. Back air is really strong and can catch recovering opponents off-guard.
- Neutral aerial: Whether it’s for edgeguarding, landing, or fighting another aerial enemy, this move is great. The AI has a tendency to spam it, but thankfully, it likes off-stage down airs even more.
- Up aerial: Fantastic for punishing landings. Use it sparingly, as it isn’t good to throw out too often, but it is rather deadly at high percentages.
- Forward aerial: Lots of range, and Dark Pit can cover a lot of recoveries with it. Very strong and will reward the FP greatly when successfully connected.
- Dash attack: Dark Pit’s got a really good dash attack, and its best use is punishing whiffs or bad landings. Use it every once in a while!
- Grab & throws: Dark Pit actually has a few reliable down throw combos that the AI will occasionally land. Just teach the FP to use down throw and its aerials and that’ll activate its hard-coded combos. Forward throw kills surprisingly well, so don’t overlook that one either.
The moves above are considered high-priority, so use them during training as your main attacks. There’s a few moves to consider below, but they’re sort of low priority compared to the ones above. Feel free to add any of these into the mix while training your amiibo:
- Side special: This is one move you can do without, but its built-in super armor and high knockback make it more accurate than you might think. Dark Pit’s got a tendency of using it too close to the edge, so be careful with it.
- Down tilt: It’s a good move in concept, as it can combo into aerials, but the AI gets a bit too reliant on it sometimes. If you’re going to use down tilts, don’t use them often.
- Neutral special: We lied earlier — there’s one change for Dark Pit’s training. You can use arrows every once in a while! Don’t teach your FP to spam them, but fire them off once in a while to interrupt its approach.
No moves to specifically avoid here! If an attack you’re thinking of wasn’t mentioned here, it’s because it isn’t good or bad enough to be listed. You can still try using it anyway – experimentation is key in amiibo training, after all – but it’s probably not essential to Dark Pit’s tournament success.
Thank you so much for reading, as always! Dark Pit can be pretty tough to train, since he doesn’t have any concrete gimmicks, but that just makes him more consistent than your average fighter. If you have any questions, please join our Discord server and ask away! You can also find more information on amiibo training in our general training guide. Until next time — happy training!
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