This move list applies to:
Input | Description |
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A quick slash. |
Input | Description |
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A spinning stab. |
Input | Description |
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A double slash. |
Input | Description |
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A rising slash to launch the opponent. |
Input | Description |
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A jumping overhead attack. Grants Super Armor. |
Input | Description |
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In air, ![]() |
A spinning overhead slash. |
Input | Description |
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In air, ![]() ![]() |
A spin into a double slash. |
Input | Description |
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In air, ![]() |
A strong overhead slash to smash airborne opponents into the ground. |
Input | Description |
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In charge range, ![]() |
A horizontal slash that hits three times and stuns. |
Input | Description |
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In charge range, ![]() ![]() |
An upward slash to knock opponents away. |
Usage Tips[]
The Giant Fan and its variations trade offensive capability for defense and aerial mobility, when compared to the Long Sword. With a shallow move pool and a Hit Rate of just 1 it struggles to string together impactful combos and utilize its damage potential. The most notable traits of these weapons are the generally higher knockback at the end of most combo strings and the all in all "floaty" forward movement on aerial moves. Combining these elements may allow the wielder to more comfortably keep opponents at bay while staying in the air for longer than usual. The most likely scenario in which these weapons outperform others is when the wielder attempts to keep engagements with the opponents to a minimum, like when capturing the flag or protecting a teammate integral to the strategy, though capturing flags would likely yield better results with other classes in the first place. It is also worth mentioning that most Defense type loadouts don't inherently lend themselves to aerial combat.
Example Combos[]
Input | Description |
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Good damage, but dashing with chasms below is inherently risky. |
Input | Description |
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More useful when trying to finish opponents off above chasms. |
Move Lists | |
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