Mega Man vs Dark Pit

Dark Pit Matchup (Mega Man)

Mega Man vs Dark Pit

Mega Man vs Dark Pit is about not overrespecting Silver Bow and forward air lanes, forcing jumps with projectiles, and cashing out blocked burst-ins plus Electroshock Arm.

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Matchup Summary (Win Condition and Game Plan)

Dark Pit can push the horizontal line with Silver Bow, then use neutral air, forward air, back air, and up air to run a very stable jump check and landing trap game. Electroshock Arm also gives him a real early-kill burst option, so if Mega Man keeps taking high jump routes or panicked retreats, Dark Pit can turn that into ledge pressure very quickly.
But Dark Pit’s arrow utility drops against projectile-heavy opponents, and he is not especially strong when the fight is forced above him. Mega Man does well here by using pellets, Metal Blade, and Crash Bomber to stop the direct lane first, then taking the jump with back air, up smash, or up air instead of trying to outrun Dark Pit on foot.
The frame table shows that jab 1-3, Rapid Jab Finisher, forward tilt, up tilt, down tilt, dash attack, every smash attack, neutral air, forward air, up air, down air, Neutral B, and Side B (1)(2) are all punishable with OOS Bair (7f) and Up Smash (8f) as the core answers, with Grab (10f) and OOS Nair (10f) also reaching many spots. Back air is the safer aerial and should not be forced on shield, and although Guardian Orbitars only cover front and back, predictable Metal Blade or Crash Bomber tosses straight into it still swing the turn back.
The matchup is won by refusing to overfight Dark Pit’s safest back air and offstage drift, taking the real shield punish windows, and converting those stops into juggle pressure and ledge traps. The stable kill route is center control into repeated landings and ledge sequences, not a deep chase against triple jump recovery.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMega Man OOS Candidate MovesBarely Missed Moves
Jab 14-18
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Jab 25-21
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Jab 33-23
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (+3)
Rapid Jab6/8/10…
Rapid Jab Finisher4-40
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Forward Tilt10-22/-19
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Up Tilt6/15-23/-13
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (+1)
Down Tilt6-13
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (+1)
Dash Attack7-17
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Forward Smash10/21-26
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Up Smash6/7/10/18-27
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Down Smash5/18-27/-28/-14/-15
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Neutral Air4/7/10/13/16/19/22/25-12/-11
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+1)
  • OOS Uair (+3)
Forward Air11/14/18-10/-9
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Fair (+3)
Back Air10-4/-3
  • None
Up Air10/13/16/19/22-12/-11
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (+1)
  • OOS Uair (+3)
Down Air10-8
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (+2)
  • OOS Nair (+2)
Neutral B16—76-21 to -15
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
Side B (1)18-36
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Side B (2)21-40
  • OOS Bair (7f)
  • Up Smash (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Fair (12f)
  • OOS Uair (14f)
  • OOS Dair (26f)
Up B
Down B7 (Start of Reflect)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use pellets, Metal Blade, and Crash Bomber to stop the direct lane and make Dark Pit jump or shield first. Do not chase on foot into forward air range.
  • After blocking jab 1-3, Rapid Jab Finisher, forward tilt, up tilt, down tilt, dash attack, any smash attack, neutral air, forward air, up air, down air, Neutral B, or Side B (1)(2), punish every time with OOS Bair (7f) or Up Smash (8f) first, then Grab (10f), OOS Nair (10f), OOS Fair (12f), or OOS Uair (14f) when spacing allows.
  • Treat back air as the no-immediate-punish spot. Instead of swinging in place, chase the landing, pullback step, or re-jump and take the second touch that pushes Dark Pit backward.
  • If Dark Pit shows Guardian Orbitars, do not rush the straight Metal Blade or Crash Bomber line. Go above it with up air pressure, landing traps, or simple wait timing.
  • Finish stocks with up smash, back air, and ledge projectile layers. Do not overcommit offstage into triple jump and long recovery drift.

Actions to Avoid

  • Trying to leap over Silver Bow from too high and running directly into forward air, up air, or up smash anti-airs.
  • Treating every blocked back air like a punish and whiffing into Dark Pit’s reset spacing.
  • Throwing Metal Blade or Crash Bomber straight into Guardian Orbitars the moment the reflector comes out and losing your own wall.
  • Freezing up around Electroshock Arm and then missing the clear punish windows on jab, dash attack, neutral air, or forward air.
  • Chasing too deep offstage and letting Dark Pit’s triple jump plus long Up B turn a winning ledge trap into a scramble.

Reference Links

Related Pages