Link (SSB): Difference between revisions
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=5% | |neutral1dmg=5% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
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|neutralinfdmg=1% per jab | |neutralinfdmg=1% per jab | ||
|neutraldesc=A vertical slash, a horizontal slash, and a stab. If Link is close to an opponent, the third hit will be replaced by a series of rapid jabs that can angle diagonally upwards, straight, and diagonally downwards. | |neutraldesc=A vertical slash, a horizontal slash, and a stab. If Link is close to an opponent, the third hit will be replaced by a series of rapid jabs that can angle diagonally upwards, straight, and diagonally downwards. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=18% | |ftiltdmg=18% | ||
|ftiltdesc=Brings his sword up and slashes down. Somewhat slow but above average damage and knockback for a f-tilt. | |ftiltdesc=Brings his sword up and slashes down. Somewhat slow but above average damage and knockback for a f-tilt. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=10% | |utiltdmg=10% | ||
|utiltdesc=Quickly swings his sword in a small arch above him. Can be chained together and good for leading into combos, usually forward tilt or neutral aerial. There is the slighted arch in the foe's upward trajectory; When facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. Changes heavily in Japanese version of Smash 64, doing 14% damage and being able to [[shield break]] and a better angle for combos. | |utiltdesc=Quickly swings his sword in a small arch above him. Can be chained together and good for leading into combos, usually forward tilt or neutral aerial. There is the slighted arch in the foe's upward trajectory; When facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. Changes heavily in Japanese version of Smash 64, doing 14% damage and being able to [[shield break]] and a better angle for combos. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=He slashes his sword sluggishly below him. Usually knocks foes upwards. At lower percentages, this can be followed by a f-smash, a f-tilt, or even a grab attack. At higher damages, in most cases, it knocks the foe far enough such that there's no way to quickly follow it up. | |dtiltdesc=He slashes his sword sluggishly below him. Usually knocks foes upwards. At lower percentages, this can be followed by a f-smash, a f-tilt, or even a grab attack. At higher damages, in most cases, it knocks the foe far enough such that there's no way to quickly follow it up. | ||
|dashname= | |dashname= | ||
|dashdmg=16% | |dashdmg=16% | ||
|dashdesc=He sticks his sword straight out mid-dash and stops. Good range and speed, and can KO usually around 150%. Great for combo finishers. There is, however, some cooldown lag. | |dashdesc=He sticks his sword straight out mid-dash and stops. Good range and speed, and can KO usually around 150%. Great for combo finishers. There is, however, some cooldown lag. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg=9-20% | |fsmashdmg=9-20% | ||
|fsmashdesc=He quickly twirls his sword twice and then slashes forward in a similar fashion to his f-tilt, but has a bigger blue effect if it hits. Good finisher. | |fsmashdesc=He quickly twirls his sword twice and then slashes forward in a similar fashion to his f-tilt, but has a bigger blue effect if it hits. Good finisher. | ||
|usmashname= | |usmashname= | ||
|usmashdmg=22% if all hits connect | |usmashdmg=22% if all hits connect | ||
|usmashdesc=Good move for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KO-ing, however, at lower percentages it can lead into itself, and aerial follow up, or a [[Spin Attack]]. In most other cases, though, a uair or simply some other juggling plan (usually a Bomb readied before the move) is recommended or used. The range of the move itself isn't that far, it resembles a bunch of Link's u-tilts in rapid succession, though with less of an arch. | |usmashdesc=Good move for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KO-ing, however, at lower percentages it can lead into itself, and aerial follow up, or a [[Spin Attack]]. In most other cases, though, a uair or simply some other juggling plan (usually a Bomb readied before the move) is recommended or used. The range of the move itself isn't that far, it resembles a bunch of Link's u-tilts in rapid succession, though with less of an arch. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg=16% | |dsmashdmg=16% | ||
|dsmashdesc=Swiftly slashes in front of him and then back. The move is a good close up defensive move but also has a good KOing property. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming the Link player is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on. | |dsmashdesc=Swiftly slashes in front of him and then back. The move is a good close up defensive move but also has a good KOing property. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming the Link player is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on. | ||
|nairname= | |nairname= | ||
|nairdmg=10% maximum | |nairdmg=10% maximum | ||
|nairdesc=[[Sex kick]]. Link's nair is best used as a defensive move, seeing how even when it first comes out, there is not much KO power unless used in the air for an [[edge-guarding|edgeguard]]. Moderately good combo move. | |nairdesc=[[Sex kick]]. Link's nair is best used as a defensive move, seeing how even when it first comes out, there is not much KO power unless used in the air for an [[edge-guarding|edgeguard]]. Moderately good combo move. | ||
|fairname= | |fairname= | ||
|fairdmg=9-20% | |fairdmg=9-20% | ||
|fairdesc=Slashes once in front of him, swirls in a complete circle and sticks out his sword again (best viewed on 1/4 speed in [[Training mode|training]]). The first hit does 20% damage with a good amount of knockback, whereas the second doing 60% of that amount, but still with strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos, because of the knockback. | |fairdesc=Slashes once in front of him, swirls in a complete circle and sticks out his sword again (best viewed on 1/4 speed in [[Training mode|training]]). The first hit does 20% damage with a good amount of knockback, whereas the second doing 60% of that amount, but still with strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos, because of the knockback. | ||
|bairname= | |bairname= | ||
|bairdmg=20% if both hits connect | |bairdmg=20% if both hits connect | ||
|bairdesc=Two kicks behind. They both combine into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky going for a Link player to use this move near a ledge due to the length of this move, as Link's recovery may not always be good enough to make it back to the stage. Very useful for combos. | |bairdesc=Two kicks behind. They both combine into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky going for a Link player to use this move near a ledge due to the length of this move, as Link's recovery may not always be good enough to make it back to the stage. Very useful for combos. | ||
|uairname= | |uairname= | ||
|uairdmg=16% | |uairdmg=16% | ||
|uairdesc=Decent KO power, can also juggle. The hitbox of this move is Link's blade, which is directly aimed up. Useful on platforms due to combos. | |uairdesc=Decent KO power, can also juggle. The hitbox of this move is Link's blade, which is directly aimed up. Useful on platforms due to combos. | ||
|dairname= | |dairname= | ||
|dairdmg=16% | |dairdmg=16% | ||
|dairdesc=Aims his sword directly below him for a long duration. This has great horizontal knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Also has substantial landing lag when the player lands on the ground while using the move if not [[L-canceling|Z-cancelled]]. Usually considered to be Link's best aerial for shield pressure when Z-cancelled. Used competitively to end combos due to the knockback. | |dairdesc=Aims his sword directly below him for a long duration. This has great horizontal knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Also has substantial landing lag when the player lands on the ground while using the move if not [[L-canceling|Z-cancelled]]. Usually considered to be Link's best aerial for shield pressure when Z-cancelled. Used competitively to end combos due to the knockback. | ||
|grabname=[[Hookshot]] | |grabname=[[Hookshot]] | ||
|grabdesc=Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". He uses the Hookshot while standing. This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to the large grab range. | |grabdesc=Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". He uses the Hookshot while standing. This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to the large grab range. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=14% | |fthrowdmg=14% | ||
|fthrowdesc=Violently kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials. | |fthrowdesc=Violently kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=16% | |bthrowdmg=16% | ||
|bthrowdesc=Takes the foe and kicks them directly behind him. Somewhat better KO power than his f-throw. | |bthrowdesc=Takes the foe and kicks them directly behind him. Somewhat better KO power than his f-throw. |
Revision as of 12:38, April 23, 2015
Link in Super Smash Bros. | |
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Universe | The Legend of Zelda |
Other playable appearances | in Melee in Brawl in SSB4 |
Availability | Starter |
Tier | D (10) |
Link (リンク, Link) appears as a starter character in Super Smash Bros. He is the sole representative of The Legend of Zelda series. Having many disjointed melee attacks and two projectile weapons, Link can be a hassle to approach. However, his lack of speed and maneuverability cause problems for Link in approaching an opponent. In fact, much of Link's strategy consists of standing back, throwing a few projectiles, and waiting for an opening. Due to his slow ground movements and attacks, it is imperative that Link players be able to not only short hop but be able to input an attack immediately afterward.
Link is known in high level competitive play as a very defensive character, relying on bombs and boomerangs to prevent gimps and using back aerial, up tilt, and up aerial for combos while using down aerial, forward smash, down smash, and projectiles for edgeguarding. Link's recovery is so poor that he can never be close to a ledge. Link's poor recovery and the fact that he is very easily comboed make it difficult for him to win. Link has poor match-ups due to this and is usually considered the worst character to use on Dream Land. For this he is tied for 10th, on the tier list with Luigi. On Hyrule Castle however, Link is generally considered to be 6th or 5th due to his ability to easily projectile camp with enough room, like Fox. Link is also slightly better in the PAL version and much better in the Japanese version of Smash 64. In the PAL version, this is due to having faster air speed (improving his recovery and some of his combo ability), and his forward smash dealing 4% more damage. While in the Japanese version, Link's up tilt has more reliable combo ability and sends opponents on a more favourable angle to combo, as well as his bombs being much easier to use in combos.
Attributes
In general, Link's attacks are slow, long-ranged, and powerful. This gives him good KOing ability, with his down aerial and forward smash being especially powerful finishers. However, his moves are laggy and easy to punish if they aren't landed. His grab is also ranged, being one of the three tether grabs in the game, but it is also very slow and leaves Link very vulnerable if it misses. Link himself is also rather slow, with the second lowest dashing speed in the game and very short jumps. Despite this, his air speed and walking speed are above average, but it isn't enough to make up for his very poor dashing speed and jumps. Link is also very stable in terms of gameplay
Link is known for relying on his two projectiles (his Boomerang and bomb) to keep his opponents away and prevent them from approaching. This is much easier on Hyrule Castle than it is on Dream Land, meaning Link is much more effective on the former stage than the latter. His projectiles can which can lead to some very aesthetic combos. They can also be used to edgeguard. However, while Link can camp well himself, he has trouble dealing with projectile camping from some characters (especially Fox), due to his poor mobility and jumps.
Link is also heavy, which means he is harder to KO than normal, but it along with his size also makes him easier to combo. Link has some combo moves himself, including his up tilt, back aerial, and up aerial, as well as his aforementioned projectiles. His down aerial, forward smash, down smash, and projectiles are his main edgeguarding moves. He is one of the only two characters in the game (along with Pikachu) to not have a meteor smash, which can give him some minor trouble edgeguarding.
Link's biggest problem is his recovery. His very short jumps, fast falling speed (the second fastest in the game) and extremely poor distance given by Spin Attack (it even descends before the animation is over) makes his recovery arguably the worst in the game, with no options to extend it. Link is also edgeguarded and gimped extremely easy.
Link is very low on the tier list because he is very easy to combo and edgeguard, which allows many characters to get him offstage quickly and finish him off there, if not zero-deathing him outright. Link relies solely on his projectile camping to avoid this. Due to the easiness of doing this on Hyrule Castle, however, Link's matchups are much better there than on Dream Land (where he is possibly the worst character).
Moveset
Taunt
In Competitive playMatchupsInternational versions
Japanese version
Notable players
In Single-player
TechniquesExtended BoomerangLink's boomerang (neutral special attack) goes farther if it is treated as a smash attack. Quickly tap the control stick to the side while hitting B to extend the range. Extended boomerang ledge boostLink's extended boomerang, if used at the right distance from a ledge to allow Link to maintain momentum after dashing, results in Link going significantly further in midair during the boomerang throw animation. This is useful when performing a combo on an opponent who is slightly too far for the boomerang to hit. Bomb giftLightly throwing a bomb so that it lands on a platform near a spawning opponent is a popular mindgame as the latter will often be tempted to pick the bomb up. This results in the player losing the invincibility frames granted by the spawn. Off ledge Spin AttackPerforming a grounded Spin Attack right after Link's initial dash while running off a ledge will result in Link continuing his spin attack in midair without the animation changing to his aerial spin attack. This rarely has any uses outside top Link players using it to edgeguard or complete combos. Bomb recoveryLike Samus, Link can use his bombs to aid his recovery. However, unlike Samus, Link must use a bit of technical skill and timing. While recovering, one should pull out a bomb and drop it slowly below Link, then continue to DI towards the stage, and use a back aerial. This will cause Link to explode toward the platform. One should then use his Up B and land back safely. Note that Link will not be able to grab the edge because the explosion causes him to face the other direction. To counter this, throw his boomerang before using his Up B. This technique is extremely situational and extremely difficult to perform. Even if one could perform it, it poorly helps to recover in very few cases. DescriptionFrom the GameLink is the valiant boy hero of "Legend of Zelda" series in which he fights against the evil Ganon to recover the Triforce. Though his tools may change with each adventure, his strength and righteousness remain constant. With his trusty sword and a variety of weapons, he takes his adventures head on! Works:
From the Instruction BookletLink is the young fighter who protects the peace in the world of Hyrule. His skills with the sword are both varied and powerful. Alternate costumesTrivia
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