Fair is good can combo into each other is pretty safe and is hugely disjointed. Also up smash does go though platforms and comes out fast enough. You cant just list his moves and all its negatives some that are even wrong and say oh this character is **** and broken.
This is the kind of misinformation I was talking about. Do you have a good reason for outright lying to make fAir sound better than it is? It doesn't combo into itself at any percent. It is also not "hugely disjointed", being outspaced by most fAirs and bAirs (including Mega's own bAir). It is only safe when fading with it against opponents lacking burst mobility. Usmash goes through SOME platforms, but only
every other hit. That's because the hitbox alternates between two sizes for each spark. In practice, this allows people to escape the attack easily when they are stuck on battlefield.
The reason we don't talk about the "good" points of attacks like fAir is because they are never good options. Any time you can use fAir, you should use bAir. Faster, more damage, more knock back, more active frames, more range. Usmash is weak and unreliable, but it has utility for being easier to land than the otherwise superior uTilt, and also true combos out of MB follow ups at higher percent, when uTilt stops connecting. Try to have a reasonable discussion next time.
In regards to Sleek Media's quote above, one thing that really triggers me is that many people assume all multihits are meant to link 100% of the time in all situations and call any move failing to do so unfinished or badly designed. It's always been a natural property of those moves that they require proper spacing to hit all the way through, not vacuum the opponent in for a short cinematic of him getting hit (which it admittedly feels like sometimes since SDI is so weak in this game).
This actually made me stop to think for a little about multi hits. I came up with three questions. Feel free to provide your own answers - I'm interested in knowing why you think Mega's one usable smash shouldn't even connect properly.
Are the moves I mentioned not linking because the opponent SDIs out, or because the move just spits them out on its own? (They all spit the opponent out and cannot be SDId if they hit properly, with the possible exception of uAir's final windbox).
Is there a reason that the moves would be designed to be inconsistent, and does it make sense to get punished on hit? (No, no character is designed with this flaw, and many other characters have had similar moves fixed).
When a multi-hit move is adjusted in a balance patch, is it ever made to link improperly, or have they always made moves that don't link properly link better? (I can't think of any multi hit moves that became unreliable, but several have been patched to link properly.)