Gust Bellows: Difference between revisions

More things you can do to defend.
(→‎Trophy information: Addded trophy info for Gust Bellows.)
(More things you can do to defend.)
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*The gusts of wind can simply be run against with minimal resistance, provided that the character being used meets at least one of the following conditions:
*The gusts of wind can simply be run against with minimal resistance, provided that the character being used meets at least one of the following conditions:
**The character has fast dashing speed. ({{SSB4|Sonic}} and {{SSB4|Little Mac}} are some examples).
**The character has fast dashing speed. ({{SSB4|Sonic}} and {{SSB4|Little Mac}} are some examples).
**The character is under the influence of speed-buffing items (such as a [[Superspicy Curry]] or [[Bunny Hood]]) or a [[Super Star]].
**The character is under the influence of speed-buffing effects (such as {{SSB4|Shulk}} or {{SSB4|Kirby}} with [[Monado Arts|Monado Speed]], or any fighter with a [[Superspicy Curry]] or [[Bunny Hood]]).
**The character has been buffed via customizations, (i.e. Speed-type [[Equipment]], or certain pieces of equipment that grant invincibility).
**The character has been buffed via customizations. (i.e. Speed-type [[Equipment]]).
**The character is under invincibility frames after respawning.
**The character is invincible, either due to respawning, certain pieces of custom equipment that grant invincibility, or from collecting a [[Super Star]].
*Holding up your [[Shield]] will render your character immune to the windbox from the Gust Bellows, but be careful not to [[roll]], [[spot dodge]], or have your [[Shield Jump|shield broken]].
*Moves that propel the character forwards (particularly a number of side-specials) can allow the gap between them and the character using the Gust Bellows to close somewhat, and depending on the range and/or hitbox placement on said moves, they may be able to disarm that character and stop the wind, despite the resistance. Players can also stand just outside of the bellows' reach and use these moves to avoid the wind and still disarm the opponent.
*Moves that propel the character forwards (particularly a number of side-specials) can allow the gap between them and the character using the Gust Bellows to close somewhat, and depending on the range and/or hitbox placement on said moves, they may be able to disarm that character and stop the wind, despite the resistance. Players can also stand just outside of the bellows' reach and use these moves to avoid the wind and still disarm the opponent.
**Due to this, it is actually possible to recover if blown off the stage and/or are being edge-guarded via the Gust Bellows. If the recovering character manages to overcome the wind and grab the ledge, they are aided with a combination of the invulnerability granted upon both grabbing a ledge and climbing back up, and the fact that the Gust Bellows cannot blow characters off of ledges.
**Due to this, it is actually possible to recover if blown off the stage and/or are being edge-guarded via the Gust Bellows. If the recovering character manages to overcome the wind and grab the ledge, they are aided with a combination of the invulnerability granted upon both grabbing a ledge and climbing back up, and the fact that the Gust Bellows cannot blow characters off of ledges.
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