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Hey guys, I’m here today with a character guide on Dark Pit. He’s a flawed clone of Pit that was created by the Mirror of Truth. Despite his edgy personality, he’s actually not really a true antagonist. Throughout the events of Kid Icarus Uprising, Dark Pit’s role shifts from a villain to more of a “friendly” rivalry of sorts. Though Pit and Dark Pit are very similar in Super Smash Bros., there are a few differences between them that I’ll be going over today.
Dark Pit, despite having wings (and being able to fly way easier than Pit in Kid Icarus Uprising), Dark Pit’s been placed into the Balanced group. He’s got potent aerials, tilts, and smash attacks, as well as a powerful projectile.
Considering that Pit and Dark Pit are almost exactly alike in terms of their Smash movesets, you’re probably wondering why I’m even bothering writing up another full character guide. Well, I think there are some very, very small differences between the two that set Dark Pit a tiny step above Pit – his Electroshock Arm sends opponents at an angle that makes it easier to kill foes with. Yep, that’s it. Dark Pit’s Electroshock Arm is quite good when used in moderation – it deals more damage when used on the ground than in the air, so it’s a good disrupting tool. Dark Pit also has several true combos that the amiibo will put to good use. The first is down throw to neutral aerial. The second is down throw to forward aerial. The third is down throw to up air, which works best when Dark Pit’s opponent is above 75% but below 110%. The last combo I’m going to talk about isn’t a true combo, but the amiibo will still use it: back throw to neutral B. I highly recommend you use the latter three against your amiibo so that it learns to do the same. Dark Pit’s recovery is also great – he’s got multiple midair jumps and his Up B, Power of Flight, grants him great distance that can be adjusted in multiple directions. He’s also got great aerials, smash attacks, and tilt attacks. They’re all great damage-racking tools and should be used during the amiibo’s training. His back throw can also kill at high percentages, making this skill essential to teach the amiibo. The only problems I’ve had with the amiibo is that it can get somewhat spammy with smash attacks (any amiibo can, though) and that it’s a little bit awkward with its Up B: the amiibo will sometimes aim too high and fly over the ledge, which makes it vulnerable to a counterattack. Dark Pit’s flaws are almost nonexistent, though, and he emerges as one of the most solid amiibo available.
Dark Pit doesn’t have any custom moves that significantly help him out in battle. “Guiding Bow” is one you could use if you really want to; it pretty much changes Dark Pit’s version of Pit’s neutral B back to Pit’s, if that makes any sense. Essentially, it makes Dark Pit’s arrows more maneuverable at the cost of less damage. “Electrocut Arm” is another move that serves as a counter of sorts; Dark Pit won’t dash unless an opponent is nearby. It grants him several frames of super armor, too. But there’s no dash unless there’s an opponent nearby, which makes it hard to land. I don’t think either move is really worth it, but if you’re going to use custom moves, those are the ones. Now then, let’s get this training started.
Step 1: Start by mirror matching the amiibo on an omega stage. You’re going to do this until level 25. You can also use Slow Mode if you’d like so that you can dodge and block your amiibo’s attacks easier. During these mirror matches, I’d recommend setting a time limit – 3 minutes per match if you’re in normal mode, 5 minutes per match if using slow mode. Use as many of the character’s moves and combos as you can without spamming them, and you’ll be good. Repeat until the amiibo is level 25.
As always, we’ll be starting today with mirror matches. We’ll be playing timed matches, so set the timer for whatever you want (I’d recommend 3-5 minutes). You can also go into slow mode if you want to have more reaction time, but it’s completely okay if you choose not to do that – I’m way too impatient to train an amiibo from Level 1 to 50 in slow mode. During these matches, your focus will be Dark Pit’s true combos. When the match begins, grab your amiibo and then use down throw to neutral air. After it gets up from being launched by the attack, use down throw to forward air. During my time training my Dark Pit amiibo, I alternated these two combos until the amiibo had taken about 70% damage. When the amiibo’s at 70%, I switch to down throw to up air. And finally, when the amiibo is above 100%, I pummel and back throw. By the way, you should NOT be pummeling the amiibo at all until it gets above 100%. This is to ensure that it doesn’t prioritize pummeling over throws. You should also teach your amiibo to use all of its aerials. His forward air, neutral air, and up air all deal multiple hits, while his back throw is a single stab of the Silver Bow. His down air has a very specific sweetspot that can meteor smash foes, but it’s very hard to land. If you’re looking to train an offensive Dark Pit, use his Electroshock Arm in moderation. It can reflect projectiles, but don’t use it to reflect explosives – that job is best saved for his down B, the Guardian Orbitars. Last, don’t focus on Dark Pit’s arrows. They aren’t as maneuverable as Pit’s; so try to use them only when the amiibo is far away or off-stage. Alright, and that’s all of the tips I have for you today. Reread them if you must; it’s prudent that you use them during your mirror matches with him. Continue mirror matching your amiibo on omega stages until he’s around Level 25.
Step 2: From here, it’s time to use four different characters against the amiibo. Character number one should be your best character. Character number two should be a character in the grounded group. Character number three should be a character in the aerial group – all matches should be 3 minutes on an omega stage. Character number four should be a mirror match for 5 minutes on an omega stage. Once you’re done using these four characters, it’s time to move onto the next step.
For this step, we’ll be playing four matches against the amiibo. The first three matches will be 3 minutes each, while the fourth will be 5 minutes. You’ll be playing on omega stages only. In the first match, you need to play as your best character – the character you think you do best as. In the second match, you’ll be playing as a character in the Grounded group (which is detailed in my Amiibo Framework guide). These include Bowser, Charizard, King Dedede, and Little Mac. Out of these, I recommend Little Mac most – he’s fast, aggressive, and has a counter: three character traits your amiibo will need to learn to deal with. For the third match, you’re going to choose a character in the Aerial group (which is also detailed in my Amiibo Framework guide). The characters in this group are Luigi, Jigglypuff, Ness, Shulk, and Falco. I’d recommend Ness or Jigglypuff, since Ness has some cool bread-and-butter combos and a nuclear back throw, while Jigglypuff is designed to be the ultimate air fighter. For the fourth match, which will be 5 minutes long instead of 3, you’ll be playing as Dark Pit in a mirror match. Again, all four of these matches should take place on omega stages. If you want your Dark Pit to turn out aggressive, you should play aggressively against your amiibo. Charge towards it and don’t block or dodge much – keep up the pressure on it. If you want it to play defensively, make a note to block and dodge often. Even go into slow mode if you want to be able to more accurately perfect shield your amiibo’s attacks. When you’ve played all four matches against your amiibo, it’ll be time to move on to step 3.
Step 3: Now that your amiibo has been exposed to three distinct playstyles, it’s time to improve the amiibo’s playstyle. Mirror match your amiibo again, but don’t use omega stages anymore – use stages without hazards. These include Smashville, Town & City, Miiverse, Dream Land N64, and Battlefield, among others. Repeat the mirror matches until Level 50 (please note, the time limit no longer matters, so set the time as long or as short as you want, as long as the amiibo gets to level 50).
Now that you’ve exposed your amiibo to three distinct playstyles, it’s time you further improve your amiibo’s abilities by mirror matching it until Level 50. Mirror matching your amiibo again will allow you to teach it specific things like combos. Keep in mind the tips I was talking about in Step 1 (go back and reread ’em if you don’t remember them). This time, there’s going to be two distinct changes in the matches you play. First, no more omega stages. This time around, play on non-omega stages so that you can start to get your amiibo used to new stages. I like to start with Battlefield (3 minutes per match, 2 matches per stage) and just keep playing on every stage until my amiibo’s played on every stage, but I understand that this takes a long time and that not every trainer has that kind of time to sink into a $12.99 plastic figure. If that’s the case with you, then just rotate tournament-legal stages: Smashville, Final Destination, Town & City, and Miiverse, among others. When your amiibo is Level 50, your initial training is complete!
Want to make your amiibo even better? Do you want it to be able to tackle any situation you can throw at it and for it to be the ultimate rival or sparring partner? If so, I’d recommend you check out Section 5 of my Amiibo Framework guide. It’ll give you the scoop on training your amiibo even after it’s hit Level 50. I’ve designed a training guide that is guaranteed to make your amiibo better. And if there were any terms in here that confused you, you can check out Section 6 of Amiibo Framework, where I go over amiibo training lingo. If you’ve got any training questions or comments, send me an email at email@example.com! Thanks for reading this guide – I hope your amiibo turns out just how you wanted!
(Thanks to /u/AmiiboPuff from reddit for adding a few tips with Electroshock Arm and using custom moves!)
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