Editing Gun / Gun Special

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Pressing the special button causes Joker to fire his gun once, and he will continually fire if the special button is pressed multiple times. Holding the special button down also causes him to continually fire the gun, but the rate of fire will not be as fast as it can be with repeated presses.
Pressing the special button causes Joker to fire his gun once, and he will continually fire if the special button is pressed multiple times. Holding the special button down also causes him to continually fire the gun, but the rate of fire will not be as fast as it can be with repeated presses.


On the ground, Gun has various options:
On the ground, Gun has various options;
* Joker can perform a quick, [[roll]]-like dodge while firing by pressing either left or right on the control stick while firing straight forward. These dodges will increase the knockback on a gun shot as well, making it useful offensively as well as defensively. If four dodges are used without ceasing fire, Joker loses the ability to dodge until he stops using the gun.  
* Joker can perform a quick, [[roll]]-like dodge while firing by pressing either left or right on the control stick while firing straight forwards. These dodges will increase the knockback on a gun shot as well, making it useful offensively as well as defensively. If four dodges are used without ceasing fire, Joker loses the ability to dodge until he stops using the gun.  
**These dodges have fewer invulnerability frames than a standard roll, and can be staled with repeated use just like them.  
**These dodges have fewer invulnerability frames than a standard roll, and can be staled with repeated use just like them.  
* Pressing up on the control stick or the jump button will instead allow Joker to jump while firing downwards, which can be [[fast fall]]ed to potentially combo into various attacks. This jump has invulnerability as well.  
* Pressing up on the control stick or the jump button will instead allow Joker to jump while firing downwards, which can be [[fast fall]]ed to potentially combo into various attacks. This jump has invulnerability as well.  


All of this functionality is retained if the gun is used in the air, and Joker also gains two new options. However, Joker cannot jump out of Gun, instead needing to end the move before jumping.   
All of this functionality is retained if the gun is used in the air, and Joker also gains two new options. However, Joker cannot jump out of Gun, instead needing to end the move before jumping.   
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If Arsene is present, the attack is upgraded to '''Gun Special''' ({{ja|ガンスぺシャル|Gan Supesharu}}, ''Gun Special''), and Joker will fire three bullets with each shot when firing straight forwards. The other two methods of firing become stronger, as well. The "bullets" have increased knockback values as well, making them much more favorable for forcing [[tech]] situations. The damage is also quite high and racks up quickly, allowing for Joker to force approaches effectively in a way similar to {{SSBU|Fox}}'s [[Blaster (Fox)|Blaster]].  
If Arsene is present, the attack is upgraded to '''Gun Special''' ({{ja|ガンスぺシャル|Gan Supesharu}}, ''Gun Special''), and Joker will fire three bullets with each shot when firing straight forwards. The other two methods of firing become stronger, as well. The "bullets" have increased knockback values as well, making them much more favorable for forcing [[tech]] situations. The damage is also quite high and racks up quickly, allowing for Joker to force approaches effectively in a way similar to {{SSBU|Fox}}'s [[Blaster (Fox)|Blaster]].  


Much like Bayonetta's Bullet Arts, the bullets are not projectiles, but rather indirect attacks with large disjointed hitboxes. As such, they cannot be reflected or blocked by [[passive shield]]s. Unlike Bullet Arts, these bullets can actually cause flinching. Due to this, they can force [[Counter]] attacks to trigger, allowing for some interesting offensive pressure.
Much like Bayonetta's Bullet Arts, the bullets are not projectiles, but rather indirect attacks with large disjointed hitboxes. As such, they cannot be reflected or blocked by [[passive shield]]s. Unlike Bullet Arts, these bullets can actually cause flinching. Due to this, they can force [[Counter]]attacks to trigger, allowing for some interesting offensive pressure.


===Gundashing===
===Gundashing===

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