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When dodging while using the Gun in the air, if Joker hits the ground, he will slide a long distance, akin to a wavedash this is known as Gundashing.
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This was executed through using the Gun shortly after executing a short hop, which is considered to be the best execution method for beginners.
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Due to this, they can force Counter attacks to trigger, allowing for some interesting offensive pressure. Unlike Bullet Arts, these bullets can actually cause flinching. As such, they cannot be reflected or blocked by passive shields. Much like Bayonetta's Bullet Arts, the bullets are not projectiles, but rather indirect attacks with large disjointed hitboxes. The damage is also quite high and racks up quickly, allowing for Joker to force approaches effectively in a way similar to Fox's Blaster. The "bullets" have increased knockback values as well, making them much more favorable for forcing tech situations. The other two methods of firing become stronger, as well. If Arsene is present, the attack is upgraded to Gun Special ( ガンスぺシャル, Gun Special), and Joker will fire three bullets with each shot when firing straight forwards. Outside of this, the aerial Gun dodges can be used to recover horizontally in certain situations, which can easily be boosted in viability with Arsene. It also doesn't have much range and 20 frames of landing lag, making it generally inferior to the corkscrew maneuver.Īdditionally, the Gun stalls Joker in the air when used, which can be used in conjunction with a double jump to let him go under stages like Battlefield. By instead pressing up, Joker will spin while constantly firing his gun in a circle around him until he lands, offering greater coverage but less concentrated power than either of the other two styles.This maneuver is extremely helpful for confirming various combos, as it inflicts non- tumble hitstun, meaning directional influence cannot be used against it.