Editing Link (SSBM)

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Link generally falls under the "slow, but powerful" archetype of fighter, though many of his attacks are fairly versatile and long reaching. Link has a rather high weight, as well as an above average falling speed and high air speed, an unusual combination of physics for someone of his [[weight]] class.
Link generally falls under the "slow, but powerful" archetype of fighter, though many of his attacks are fairly versatile and long reaching. Link has a rather high weight, as well as an above average falling speed and high air speed, an unusual combination of physics for someone of his [[weight]] class.


Arguably Link's greatest asset is his range. His sword has a large, disjointed hitbox (though not as large and disjointed as {{SSBM|Marth}}'s sword), allowing him to attack safely from a distance; unlike the duo of Marth and {{SSBM|Roy}}, Link only has one hitbox on his sword, allowing his approach to be considerably less "specific" than either. Additionally, Link has a multitude of projectiles on his Special moves; while the Bow is decidedly situational due to its low speed, knockback, and few follow-ups, Link's boomerang and bombs allow him to start combos, continue them, or simply deal damage; the latter also can extend Link's recovery if he slashes them with his [[Spin Attack]] during a [[bomb jump]]. Bombs can also be combined with the various hits of the boomerang for a wide array of trapping options, as well as decent stage control.
Arguably Link's greatest asset is his range. His sword has a large, disjointed hitbox (though not as large and disjointed as {{SSBM|Marth}}'s sword), allowing him to attack safely from a distance; unlike the duo of Marth and {{SSBM|Roy}}, Link only has one hitbox on his sword, allowing his approach to be considerably less "specific" than either. Additionally, Link has a multitude of projectiles on his Special moves; while the Bow is decidedly situational due to its low range, speed, and power, Link's boomerang and bombs allow him to start combos, continue them, or simply deal damage; the latter also can extend Link's recovery if he slashes them with his [[Spin Attack]]. Bombs can also be combined with the various hits of the boomerang for a wide array of trapping options, as well as decent stage control.


Another benefit are his variety of useful attacks in his arsenal; a majority of his grounded attacks have good KO potential, including his tilts, with his up tilt having rather decent speed and acting as an excellent combo starter that takes advantage of his above-average air game. Link's air game is solid; his fast, low-lag back, forward, and neutral aerials coupled with his low short hop and high falling and air speeds give Link an above average [[SHFFL]], despite a rather slow jump squat. Link's boomerangs and bombs also give him excellent zoning abilities, with the former's modifiable trajectories potentially making it a good approach tool as well. In addition, Link has a variety of powerful finishers. All of his smashes have decent power with acceptable start-up and cool-down lag. His forward smash can be extended should the first hit fail to connect, and both his up and down aerials can be potent finishers, especially when combined with his aforementioned SHFFL. In the NTSC regions, Link's Spin Attack is also a deadly edgeguarding technique when used on the ground; its later hitboxes sharply [[semi-spike]] the opponent, and if Link can land this attack on recovering opponents, he can quickly and safely [[gimp]] opponents. While the attack lost its semi-spike properties in PAL regions, the attack's long range and high power still make it a decent edgeguarding technique.
Another benefit are his variety of useful attacks in his arsenal; a majority of his grounded attacks have good KO potential, including his tilts, with his up tilt having rather decent speed and acting as an excellent combo starter that takes advantage of his above-average air game. Link's air game is solid; his fast, low-lag back, forward, and neutral aerials coupled with his low short hop and high falling and air speeds give Link among the best SHFFLs in the game. Link's boomerangs and bombs also give him excellent zoning abilities, with the former's modifiable trajectories potentially making it a good approach tool as well. In addition, Link has a variety of powerful finishers. All of his smashes have decent power with acceptable start-up and cool-down lag. His forward smash can be extended should the first hit fail to connect, and both his up and down aerials can be potent finishers, especially when combined with his aforementioned SHFFL. In the NTSC regions, Link's Spin Attack is also a deadly edgeguarding technique when used on the ground; its later hitboxes sharply semi-spike the opponent, and if Link can land this attack on recovering opponents, he can quickly and safely [[gimp]] opponents. While the attack lost its semi-spike properties in PAL regions, the attack's long range and high power still make it a decent edgeguarding technique.


Link's grab game has a variety of positive and negative attributes; while his grab has a long range, it also has high ending lag. Link's grab also cannot grab opponents in the air, limiting his chaingrab potential. Link's throws, however, have low knockback and relatively high hitstun, as well as low ending lag, allowing Link to potentially string in a few hits against his opponent. Common options include using his down-throw into his spin attack, giving Link a reliable kill confirm vs mid-fallers and fast fallers. His up throw is also useful in several matchups, allowing him to combo into up-tilt and sometimes down-smash vs fast-fallers, and into several aerials vs other characters and high percent fast-fallers. In general, Link's grab has reliably high reward, but is extremely committal and somewhat hard to hit with.
Link's grab game has a variety of positive and negative attributes; while his grab has a long range, it also has high ending lag. Link's grab also cannot grab opponents in the air, limiting his chaingrab potential. Link's throws, however, have low knockback and relatively high hitstun, as well as low ending lag, allowing Link to potentially string in a few hits against his opponent. Common options include using his down-throw into his spin attack, giving Link a reliable kill confirm vs mid-fallers and fast fallers. His up throw is also useful in several matchups, allowing him to combo into up-tilt and sometimes down-smash vs fast-fallers, and into several aerials vs other characters and high percent fast-fallers. In general, Link's grab has reliably high reward, but is extremely committal and somewhat hard to hit with.


Link's recovery is also considered to be above-average. Link by himself can be challenging to edgeguard, as his recovery has a wide variety of options; his [[wall grapple]] can allow him to enter "safe-zones" underneath the ledge, and his spin attack covers the top of him, with his bombs also potentially allowing for some unique forms of extended recovery if he slashes them with his spin attack or hits them with his back-air to gain additional horizontal distance. In addition, Link's high weight and falling speed make him rather resilient to the upper blast line, though these attributes impact his horizontal survivability.
Link's recovery is also considered to be above-average. Link by himself is difficult to edgeguard, as his recovery has a wide variety of options; his wall-grapple can allow him to enter "safe-zones" underneath the ledge, and his spin attack covers the top of him, with his bombs also potentially allowing for some form of recovery if he slashes them with his spin attack or hits them with his back-air to gain additional horizontal distance. In addition, Link's high weight and falling speed make him rather resilient to the upper blast line, though these attributes impact his horizontal survivability.


Being a rather large target with high falling speed, however, reveals Link's primary flaw: Link is a particularly easy target for chain throwing and combos. Against fast characters, such as {{SSBM|Fox}} or {{SSBM|Sheik}}, Link players must read opponents very well as to avoid such techniques; unlike most others, however, Link's only fast move that can potentially break combos is his neutral air, causing him to be rather predictable in these cases. In addition, he is arguably the easiest character for Fox to waveshine, for Falco, shine to down air, as well as one of the easiest characters for Sheik to chaingrab. These major setbacks with three very common characters in tournaments is the main problem. In addition, Link has among the worst [[out of shield]] options in the game; Spin Attack is relatively slow compared to other up-b's out of shield like {{SSBM|Bowser}}'s or {{SSBM|Samus}}'s, neutral-air is large and fairly fast but limited by Link's long jump-squat animation, and whilst Link's up-smash out of shield is very fast, it is easy for opponents to SDI out of and only covers above him. Combined with his grab not being able to hit airborne opponents, Link has some of the worst tools for dealing with shield pressure in the game, especially against Fox and Falco.
A high falling speed and being a rather large target, however, reveals Link's primary flaw: Link is a particularly easy target for chain throwing and combos. Against fast characters, such as {{SSBM|Fox}} or {{SSBM|Sheik}}, Link players must read opponents very well as to avoid such techniques; unlike most others, however, Link's only fast move that can potentially break combos is his neutral air, causing him to be rather predictable in these cases. In addition, he is arguably the easiest character for Fox to waveshine, for Falco, shine to down air, as well as one of the easiest characters for Sheik to chaingrab. These major setbacks with three very common characters in tournaments is the main problem. In addition, Link boasts among the worst out of shield options in the game; Spin Attack is relatively slow compared to other up-b's out of shield like {{SSBM|Bowser}}'s or {{SSBM|Samus}}'s, neutral-air is large and fairly fast but limited by Link's long jump-squat animation, and whilst Link's up-smash out of shield is very fast, it is easy for opponents to SDI out of and only covers above him. Combined with his grab not being able to hit airborne opponents, Link has some of the worst tools for dealing with shield pressure in the game, especially against Fox and Falco.


Exacerbating Link's ease to be comboed is his poor overall mobility. While still rather fast for a character of his strength, weight and range, Link still has a rather slow, inflexible approach on the ground, due to his slow dash speed, poor dashdance, and short wavedash. While this can be somewhat mitigated through Link's [[goron roll]], which enables him to techroll on command, it is largely situational with few follow ups. Additionally, Link has multiple high-lag attacks, notably his down and up aerial attacks; while this can be alleviated with L-cancelling, they can still be punished, requiring Link players to carefully set up combos and KO moves. Link also struggles to quickly cover space immediately in front of him on the ground, as his grab and down-tilt are both very laggy and his short hop aerials are a little too slow to come out. He also can struggle against [[crouch cancel]]ing and ASDI down, as his fastest aerials like back air and neutral air are easily beaten by a crouch cancel and counterattacking, and some of his strongest combo starters are poor against grounded opponents [[SDI]]'ing down, such as his otherwise very good dash attack.
Exacerbating Link's ease to be comboed is his poor overall mobility. While still rather fast for a character of his strength, weight and range, Link still has a rather slow, inflexible approach on the ground, due to his slow dash speed, poor dashdance, and short wavedash. While this can be somewhat mitigated through Link's Goron Roll, which enables him to techroll on command, it is only usable at high percents. Additionally, Link has multiple high-lag attacks, notably his down and up aerial attacks; while this can be alleviated with L-cancelling, they can still be punished, requiring Link players to carefully set up combos and KO moves. Link also struggles to quickly cover space immediately in front of him on the ground, as his grab and down-tilt are both very laggy and his short hop aerials are a little too slow to come out. He also can struggle against crouch-cancelling and ASDI down, as his fastest aerials like back air and neutral air are easily beaten by crouch-cancelling and counterattacking, and some of his strongest combo starters are poor against grounded opponents SDI'ing down, such as his otherwise very good dash attack.


==Changes from ''[[Super Smash Bros.]]''==
==Changes from ''[[Super Smash Bros.]]''==

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