I think Sakurai mentioned that it is unsafe on block and in the shown footage that Mario wasn't even that fast.Joining the BK impression pile:
- Many, many recovery mixups; very valuable.
- Fair SHACs! So does bair (and uair), but that's less exotic.
- Wonderwing does trump/ignore transcendent projectiles, pretty much all hitboxes period.
- Counters cannot beat Wonderwing EXCEPT Counter Throw and Witch Time. (Which both destroy it.)
- Tethers () and area-coverage or held command grabs () have call-out potential against Wonderwing, which is otherwise excellent as described here by many.
- Alternatively, anything that can hit Banjo during its f-smash-tier 18f startup will obviously beat it, but it won't waste a feather. (Unlike those previous options) And of course you can shield; it seems pretty punishable at any range.
Its endlag looks horrendous, so one has to be absolutely sure when to use it. I imagine it will be mostly used as a recovery option and less as an aggressive attack.
Does it kill, though?
Here's a small video. It seems to win against most of the big moves and the opponent will take damage when trying to challenge it.
So, not sure how useful it is but if someone's still interested:
Phantom looks like a good option, though. He slows down quite a bit. So it'll be quit useful in this Mu, I think.
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