Considering it's a giant butcher knife I wouldn't be surprised if it did.(and probably makes you a nice sandwich while it's at it).
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Considering it's a giant butcher knife I wouldn't be surprised if it did.(and probably makes you a nice sandwich while it's at it).
Eh, it has its fair () share of issues that hinder it. It's low damage, doesn't kill, is laggy offstage, doesn't autocancel (at least for standard size, don't remember if it does for small size), and is reflectable (obviously). That said, it's very nice for spacing as its low landing lag and pushback generally make it safe on shield, and it's transcendent so it can't be blocked by stray hitboxes.has one of the best fairs in the game. I'd say it's the absolute best if 's wasn't standing as competition.
Diddy's fair can afford to make trades with a whole lot of moves, and is usually very safe to throw out especially if autocanceled. It also does a decent 10% even if there is staling to be accounted for. It can also kill decently well offstage with Rage at least.Kofu , Gunner's fair is definitely the best fair in the game because it does so much more than spacing (it is also the best fair at spacing). Although you are right about Gunner's fair having low damage and killing ability, Gunner's fair combos into many of Gunner's moves (these combos are listed in the mii gunner true combo and follow up thread) and it sets up for a kill with charge blast. It also allows Gunner to gundash for a good boost in mobility (it allows gunner to move at the speed of a falcon kick without any landing lag) that also helps Gunner land and recover. The mobility from Gundashing is also good for juggling opponents and extending follow up strings. Although Mii Gunner's fair is laggy offstage, it is good for edgeguarding a high recovery due to its range. It also covers every ledge option when timed properly.
@Feelicks, can you explain why Diddy Kong's fair is better than Gunner's fair?
This. It's good on standard size, top 10 maybe but nothing more than that IMO. It's excellent on small size, however, living up to the hype. The landing lag goes from 12 to like 9, allowing fair to become safe on perfect shield. It also shaves off plenty of endlag and autocancel frames.Eh, it has its fair () share of issues that hinder it. It's low damage, doesn't kill, is laggy offstage, doesn't autocancel (at least for standard size, don't remember if it does for small size), and is reflectable (obviously). That said, it's very nice for spacing as its low landing lag and pushback generally make it safe on shield, and it's transcendent so it can't be blocked by stray hitboxes.
Yeah, I've mainly been playing with standard Gunner where the move is definitely good but not the best. When I use it with small Gunner I'm a lot more impressed by it, largely thanks to the boost in mobility.This. It's good on standard size, top 10 maybe but nothing more than that IMO. It's excellent on small size, however, living up to the hype. The landing lag goes from 12 to like 9, allowing fair to become safe on perfect shield. It also shaves off plenty of endlag and autocancel frames.
This. It's good on standard size, top 10 maybe but nothing more than that IMO. It's excellent on small size, however, living up to the hype. The landing lag goes from 12 to like 9, allowing fair to become safe on perfect shield. It also shaves off plenty of endlag and autocancel frames.
Gunner fair is already safe on shield without the pushback, and it is safe on perfect shielding with decent spacing for standard size Gunner. The main hype about Gunner's fair comes from the many things that it does other than spacing (The mobility boosts of Gundashing helps Gunner in every state of the game. Gunner's fair also combos into many of Gunner's moves). You guys are right about Gunner's fair when using movesets with Grenade, missile and/or bomb, but Gunner's fair is much more useful for 1111 Gunner. Since grenades, missiles, and bombs are already good projectiles that allow Gunner to combo into other moves, fair isn't as useful with those projectiles since Gunner doesn't have to use fair to start combos as often (since bomb drop is such a good landing tool, Gunner also doesn't have to use gundashing as often for landing). Also Gunner's grenades make fair less useful in the neutral since grenades are very safe on perfect shield. On the other hand, 1111 gunner has to rely more on fair because 1111 doesn't have those options that are provided by Gunner's better movesets. Also, the ability for Gunner to combo into charge blast from fair gives Gunner's fair more synergy with the 1111 moveset.Yeah, I've mainly been playing with standard Gunner where the move is definitely good but not the best. When I use it with small Gunner I'm a lot more impressed by it, largely thanks to the boost in mobility.
I also think it merits comparison with Villager's FAir. While Villager's FAir is slightly slower to come out, decays worse with distance (and I believe has less range), and can be beaten by lingering hitboxes, I find it far better in advantageous situations. It autocancels from a short hop and has a much better FAF, which allows for better pressure, especially offstage. I find its horizontal launch angle better for followups and it can kill outright.
The main advantages I see with Gunner's FAir are the lower landing lag and pushback (making it safer on shield) along with its transcendent properties.
You mean Counter Surge? Because I'd take Bouncing Fish/Flip Jump/ Banana Peel/Witch Time any day.What about we make a character with the best moves of each character? So the community's character could have Mac's F Tilt and Corrin's Up Tilt. I think that would be so interesting. An idea:
Sheik Needles, Sonic Spin Dash, Bayo Witch Twist, and Corrin Dragon Surge.
You know those are 4 Down Specials...You mean Counter Surge? Because I'd take Bouncing Fish/Flip Jump/ Banana Peel/Witch Time any day.
Yeah...I'd take any of those four over Counter Surge.You know those are 4 Down Specials...
They actually didn't come to mind. Should have remembered Banana Peel.Yeah...I'd take any of those four over Counter Surge.
I hope Smash 5 lets you create the ultimate fighter.You mean Counter Surge? Because I'd take Bouncing Fish/Flip Jump/ Banana Peel/Witch Time any day.
Fair.Then people would ban people from using it just like they banned Miis
BLIP INTENSIFIESFair.
But just imagine if you could take any move from the history of Smash Bros, and give them to your character.
Challenge accepted.It comes out frame 4 (find me 5 other utilts that come out that fast, i dare you)
Winner! TBH i was just too lazy to look it up LOL. im not really gonna argue the F3 tilts. But i feel it is up there over the F4 tilts, as in general mac's tilt has more uses than their's does and much more utility.Challenge accepted.
F3: (also Luma, but IDK if that counts) (Note: For Ryu, it's Light Utilt, obviously)
F4:
Top 5 is plausible; The F3 crew are probably better, while the F4s are debatable.
Kirby's UTilt is really good too. Lucas's is probably worse than Mac's but is decent and ROB's has... vertical range? It's not great.Winner! TBH i was just too lazy to look it up LOL. im not really gonna argue the F3 tilts. But i feel it is up there over the F4 tilts, as in general mac's tilt has more uses than their's does and much more utility.
Down B:
Up B:
I think Bayonetta should be added to all of these categories imo. The nerfs may make it look less evident, but she still retains all the amazing effects of these moves. Here is what I would change:Side B:
Where's Cloud's side b that move is ridiculous. Super low ending lag, covers get up and jump, kills solidly, and a great edge-guarding tool.I think Bayonetta should be added to all of these categories imo. The nerfs may make it look less evident, but she still retains all the amazing effects of these moves. Here is what I would change:
Down B:
(-)
Up B:
(-)
Side B:
(-)
Corrin's Side-B should be somewhere on that list too.Where's Cloud's side b that move is ridiculous. Super low ending lag, covers get up and jump, kills solidly, and a great edge-guarding tool.