So, big ol' right-up coming for DP, been playing him in for glory all day, and I think I'm getting pretty decent at that waste of a slot.
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-Fair, Uair and Nair are all really good juggling tools, Bair stays out for entirely too long, and Dair, while not a spike, is still good for gimping characters with bad vertical recovery.
-Maybe I'm just bad with the spacing, but I can't seem to hit with his jab ender.
-Speaking of jab, from the little testing I've done, the rapid spin seems to eat Greninja's counter when it hits on the sides.
-Side-b beat's EVERYTHING. Like, seriously, I'm pretty sure Shulk's counter is the only one that beats it, it has that much armour.
-Basically, the only downside to E-arm is that it's super unsafe on shield.
-E-arm does NOT send you into helpless. It DOES, however, have a hell of a lot of ending lag in the air, though Dark Pit's recovery is good enough that you're still probably fine going off-stage with it.
-Arrows are good damage builders after horizontal launches.
-Arrows are good for extra damage on recovering opponents, but their uncontrollable nature makes them a less than preferable gimp tool.
-Guardian Orbitars are MUCH more than just reflectors. You should think of them as a un-pokeable shield with slight start-lag that you can use in the air. I've been told this applies to baby Pit as well.
-Kill-moves are*:
Around 100%
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F-smash
U-smash
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Around 120%
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D-Smash
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>150%
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Side-B
D-Smash
*Assuming good vectoring from the opponent
Day 2 Dark Pit Opinion:
DP seems like a pretty good character, nice recovery, good damage building potential. Struggles with gimping and has predictable kill moves.
Additional Thoughts:
-Taunts are edgier than his bow.
-Baby Pit go away.
-Sickest secret win quote.
-Seriously though, fuck baby Pit.