Editing Link (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
| Latest revision | Your text | ||
| Line 24: | Line 24: | ||
==Attributes== | ==Attributes== | ||
Link is a heavy[[weight]] swordsman that sports powerful attacks and long [[range]] via the Master Sword. Link sports an above-average [[walking]] speed, the 15th slowest [[dashing]] speed, above-average [[initial dash]], the 10th slowest [[air speed]] (tied with {{SSBU|Diddy Kong}}), the 4th slowest [[air acceleration]], average [[gravity]], above-average [[falling speed]], the 6th highest [[fast fall|fast falling speed]], and above-average [[traction]]. Lastly, Link has among the lowest jumps in the game. Overall, these stats render Link's mobility generally poor. Like his [[Young Link (SSBU)|alternate timeline]] [[Toon Link (SSBU)|counterparts]] and {{SSBU|Hero}}, Link possesses two shields instead of just one. In Link's case, he wields the [[Passive shield|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still, walking, or crouching. Like Toon Link, Link also wields his respective version of the {{iw|ZeldaWiki|Master Sword}}, which sports | Link is a heavy[[weight]] swordsman that sports powerful attacks and long [[range]] via the Master Sword. Link sports an above-average [[walking]] speed, the 15th slowest [[dashing]] speed, above-average [[initial dash]], the 10th slowest [[air speed]] (tied with {{SSBU|Diddy Kong}}), the 4th slowest [[air acceleration]], average [[gravity]], above-average [[falling speed]], the 6th highest [[fast fall|fast falling speed]], and above-average [[traction]]. Lastly, Link has among the lowest jumps in the game. Overall, these stats render Link's mobility generally poor. Like his [[Young Link (SSBU)|alternate timeline]] [[Toon Link (SSBU)|counterparts]] and {{SSBU|Hero}}, Link possesses two shields instead of just one. In Link's case, he wields the [[Passive shield|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still, walking, or crouching. Like Toon Link, Link also wields his respective version of the {{iw|ZeldaWiki|Master Sword}}, which sports overall better range compared to the previous installment. | ||
In addition to overall long range, Link's grounded moveset features other merits: neutral attack deals above-average damage and has a reliable [[semi-spike]] in its third hit. Forward tilt boasts both above-average damage and knockback, which | In addition to overall long range, Link's grounded moveset features other merits: neutral attack deals above-average damage and has a reliable [[semi-spike]] in its third hit. Forward tilt boasts both above-average damage and knockback, which in tandem with its good range and low ending lag, makes for a great [[spacing]] option. Up tilt also deals above-average damage which, in tandem with its low ending lag and large range, makes it a great [[juggling]] option. Down tilt possesses low ending lag, satisfactory damage, and high vertical knockback; altogether, these traits render it a great combo starter for devastating chains of aerial attacks. Dash attack possesses high damage, knockback, range, and traveling distance, all of which make it very useful for KOs at around 110%. | ||
Link's KO potential shines strongly in his [[smash attack]]s, all of which deal high damage and knockback. Forward smash has | Link's KO potential shines strongly in his [[smash attack]]s, all of which deal high damage and knockback. Forward smash has large range and a [[tipper]] on the first hit. His forward smash is a [[natural combo]] without activating the tip. When Link is at 0% or when he has full stamina in a stamina battle, the first swing of his forward smash releases a sword beam that can be charged to improve damage and distance. His up smash hits three times, has wide range, and average startup; these attributes, in tandem with up smash's high damage and knockback, makes it very reliable for both damage-racking and KOing. His down smash deals the lowest damage out of Link's smash attacks, but its decent speed and vertical trajectory make it a very useful edgeguarding option; down smash's edgeguarding capabilities are further bolstered through its second hit's strongest hitbox, which is a reliable semi-spike. | ||
Link's aerial attacks are useful in their own | Link's aerial attacks are useful in their own rights. His neutral aerial is a [[sex kick]] with low all-around lag and good damage output overall, and is able to [[lock]] and combo with other aerial and ground attacks; forward aerial sports long range, low landing lag, and high damage, making it one of Link's most reliable KOing options; back aerial is Link's fastest aerial in terms of startup lag, being able to combo into itself at low percents and other attacks at higher percents; up aerial deals high damage, a long-lasting hitbox, and great range, making it reliable for both KOs and juggles; down aerial is similar to up aerial in some regards, but its clean hit instead functions as a reliable [[meteor smash]] that KOs at alarmingly early percents (its grounded hit KOs at 125%). Down aerial can be used to bounce off of opponents, which can actually aid Link's recovery. | ||
Although Link's close combat capabilities are excellent, he shines primarily when it comes to his projectiles: [[Bow and Arrows|arrows from his bow]], [[Boomerang]], and [[Remote Bomb]]. Bow and Arrows has Link fire an arrow straight ahead, which can be [[spam]]med to some degree; it can be charged, greatly increasing its damage, knockback, and distance, making it a good [[gimp]]ing and [[pressuring]] tool. Link's neutral special is unique in the fact that his arrows briefly linger on the ground when landing, allowing him to pick them up and fire two arrows simultaneously; Link | Although Link's close combat capabilities are excellent, he shines primarily when it comes to his projectiles: [[Bow and Arrows|arrows from his bow]], [[Boomerang]], and [[Remote Bomb]]. Bow and Arrows has Link fire an arrow straight ahead, which can be [[spam]]med to some degree; it can be charged, greatly increasing its damage, knockback, and distance, making it a good [[gimp]]ing and [[pressuring]] tool. Link's neutral special is unique in the fact that his arrows briefly linger on the ground when landing, allowing him to pick them up and fire two arrows simultaneously; Link is able to deal more damage and knockback, aiding neutral special's KO potential. | ||
Boomerang travels decently far and deals good damage, which can be further exploited by smash tapping the move: the Boomerang's distance and damage are increased as a result. Boomerang also launches opponents vertically with high base knockback on its way forward, and launches opponents towards Link on its way back. When coupled with its ability to be angled up and down, Boomerang is a flexible combo starter and approaching option. | Boomerang travels decently far and deals good damage, which can be further exploited by smash tapping the move: the Boomerang's distance and damage are increased as a result. Boomerang also launches opponents vertically with high base knockback on its way forward, and launches opponents towards Link on its way back. When coupled with its ability to be angled up and down, Boomerang is a flexible combo starter and approaching option. | ||
Remote Bomb can be thrown as an item, potentially being able to initiate combos by chaining it with other attacks. This is further bolstered by the Remote Bomb's 30-second time limit, which gives it plenty of time to be abused as a projectile. The Bomb's detonation has | Remote Bomb can be thrown as an item, potentially being able to initiate combos by chaining it with other attacks. This is further bolstered by the Remote Bomb's 30-second time limit, which gives it plenty of time to be abused as a projectile. The Bomb's detonation has large range and deals decent damage and knockback, with enough power to KO opponents at 180%. Although Link can be harmed by his own bomb's explosion, he can exploit its vertical knockback offstage as a means of aiding his recovery. This also allows him to launch himself way past the ledge without going into freefall, avoiding being edge-trapped. | ||
Link's primary recovery move and most offensive special attack is [[Spin Attack]]. The move's grounded version boasts decent damage and knockback, good range, and is a fast out | Link's primary recovery move and most offensive special attack is [[Spin Attack]]. The move's grounded version boasts decent damage and knockback, good range, and is a fast out of shield option, giving it decent utility; however, it can be charged, increasing its damage output and knockback, significantly improving its KO ability. Aerial Spin Attack is instead a multi-hitting series of sword slashes that gains respectable vertical distance and has good knockback on its last hit, making it good for KOing near the upper blast line. | ||
However, like all fighters, Link has some weaknesses. Although he has better mobility than his predecessors, Link's mobility is still inconsistent and somewhat on the poor side. Despite his fast walking speed, his dash is only marginally faster, making it very sluggish and unreliable for approaching (with foxtrotting being the only way of mitigating this issue). Link's air speed and air acceleration are both very poor, making his air game solely reliant on the traits of his aerial attacks. On a related note, Link's recovery is burdened by the combination of his low jumps and high falling speed, his aforementioned poor air speed and air acceleration, and the merely average travel distance of Spin Attack. Due to | However, like all fighters, Link has some weaknesses. Although he has better mobility than his predecessors, Link's mobility is still inconsistent and somewhat on the poor side. Despite his fast walking speed, his dash is only marginally faster, making it very sluggish and unreliable for approaching (with foxtrotting being the only way of mitigating this issue). Link's air speed and air acceleration are both very poor, making his air game solely reliant on the traits of his aerial attacks. On a related note, Link's recovery is burdened by the combination of his low jumps and high falling speed, his aforementioned poor air speed and air acceleration, and the merely average travel distance of Spin Attack. Due to lacking a [[Hookshot]] or a [[Clawshot]] in his moveset, Link lacks both a [[tether recovery]] and another spacing option, the former of which further hinders his recovery. | ||
Link's lack of a Hookshot/Clawshot also results in his grab game differing entirely: due to grabbing opponents with his bare hands, his grab speed is significantly quicker at the cost of his grab having much less range. Thus, Link's grab game is much more aggressive and up-close. Despite being a swordsman, Link's grab game is decent overall. His pummel is fast | Link's lack of a Hookshot/Clawshot also results in his grab game differing entirely: due to grabbing opponents with his bare hands, his grab speed is significantly quicker at the cost of his grab having much less range. Thus, Link's grab game is much more aggressive and up-close. Despite being a swordsman, Link's grab game is decent overall. His pummel is fast and his down throw is a reliable combo starter into moves like up tilt, up smash, neutral aerial and up aerial. Although Link's up throw will semi-spike bystanders, it has minimal KO potential. Finally, his forward and back throws deal minimal damage and while both are best suited for setting up edgeguards, only forward throw is decent in that regard. | ||
Overall, Link is a flexible zoner character; while his long-distance projectiles and disjointed hitboxes make him play somewhat defensively for much of the match, his excellent out-of-shield options and KO power allow him to close in on his opponents with the right timing and deal large amounts of damage very quickly. However, Link players must be cautious not | Overall, Link is a flexible zoner character; while his long-distance projectiles and disjointed hitboxes make him play somewhat defensively for much of the match, his excellent out-of-shield options and KO power allow him to close in on his opponents with the right timing and deal large amounts of damage very quickly. However, Link players must be cautious to not play recklessly due to his below-average frame data and mobility, as many other characters can make it difficult for him to utilize his options with their superior speed. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||