Editing Young Link (SSBM)
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==Attributes== | ==Attributes== | ||
As a fighter, Young Link appears as a lighter, weaker, and faster form of Link, and generally falls under the same archetype as | As a fighter, Young Link appears as a lighter, weaker, and faster form of Link, and generally falls under the same archetype as a character, similar to characters such as {{SSBM|Ness}}. Other properties of Young Link, however, are almost identical to those of Link. His airspeed and falling speed are identical to Link's, and he has only slightly lower traction, giving Young Link a slightly longer wavedash than Link. Unlike his 16-year-old self, who is a heavyweight, Young Link is a lightweight and gets sent farther and higher (due to having the same fall speed) than Adult Link. Young Link's primary asset is his range and mobility. His Kokiri Sword gives him a disjointed hitbox that can allow him to strike from farther ranges, and his neutral, down, and side specials all give him access to a variety of projectiles that can cause damage and start combos from significant distances. Young Link's projectiles are surprisingly damaging, especially in comparison to Link's; his bombs catch opponents in the blast with multiple hits, allowing for combo potential, and both his boomerangs and Fire Arrows inflict more damage and hitstun than Link's, allowing for some dangerous combo starters against his opponents. Coupled with a long-ranged grapple, Young Link's range and ranged attacks is among the highest in the game. | ||
Additionally, Young Link has access to a surprisingly good approach game. In addition to his aforementioned range boons, Young Link's aerial approach is very good. Fast, low-lag aerials and a small short hop coupled with a high falling speed gives Young Link an excellent [[SHFFL]], and his high air speed can allow him to easily pursue enemies in the air. These traits also give Young Link a great air game and a surprisingly sufficient edgeguarding game; Young Link's recovery options are great as well, with a relatively high third jump, [[boomerang glide]] and a | Additionally, Young Link has access to a surprisingly good approach game. In addition to his aforementioned range boons, Young Link's aerial approach is very good. Fast, low-lag aerials and a small short hop coupled with a high falling speed gives Young Link an excellent [[SHFFL]], and his high air speed can allow him to easily pursue enemies in the air. These traits also give Young Link a great air game and a surprisingly sufficient edgeguarding game; Young Link's recovery options are great as well, with a relatively high third jump, [[boomerang glide]] and a wall-grapple to assist him, and the ability to wall-jump. | ||
Young Link's KO options are varied and often different than those found on most other characters. Young Link's neutral aerial and down air are quite powerful, with the former having almost nonexistent landing lag when L-canceled. Additionally, Young Link's forward smash has the unusual property of being two hits: one with fixed knockback, and one with powerful vertical knockback, acting as a trap of sorts. One of Young Link's most reliable finishers is his dash attack, which can KO at as low as ~95% on some characters, and is unusually fast. | Young Link's KO options are varied and often different than those found on most other characters. Young Link's neutral aerial and down air are quite powerful, with the former having almost nonexistent landing lag when L-canceled. Additionally, Young Link's forward smash has the unusual property of being two hits: one with fixed knockback, and one with powerful vertical knockback, acting as a trap of sorts. One of Young Link's most reliable finishers is his dash attack, which can KO at as low as ~95% on some characters, and is unusually fast. | ||
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Young Link's light weight also makes him considerably easier to KO than other characters. Also, despite his extendable recovery, he often falls prey to KOs due to lack of recovery options sooner than other characters of his weight class (such as {{SSBM|Mewtwo}} or {{SSBM|Jigglypuff}}). | Young Link's light weight also makes him considerably easier to KO than other characters. Also, despite his extendable recovery, he often falls prey to KOs due to lack of recovery options sooner than other characters of his weight class (such as {{SSBM|Mewtwo}} or {{SSBM|Jigglypuff}}). | ||
Young Link's Kokiri Sword makes "smacking" sound effects when it connects for every attack except for his up throw and up special. Young Link's Deku Shield is also slightly less durable than Link's (higher damage projectiles will phase through the shield). | Young Link's Kokiri Sword makes "smacking" sound effects when it connects for every attack except for his up throw and up special. Young Link's Deku Shield is also slightly less durable than Link's (higher-damage projectiles will phase through the shield). | ||
However, under the hands of a player with skilled precision, Young Link's projectiles, approach options and mobility can prove to be quite deadly. | However, under the hands of a player with skilled precision, Young Link's projectiles, approach options and mobility can prove to be quite deadly. | ||
==Differences from {{SSBM|Link}}== | ==Differences from {{SSBM|Link}}== | ||
One of the most noticeable distinctions between the two is that Young Link is faster than Link. This, however, comes at the cost of having weaker KO power. Being younger than his adult self, Young Link is shorter than Link. This makes him harder to hit, but it also reduces his range. Young Link is also significantly lighter than Link, making him less susceptible to combos, but means he can get KO' | One of the most noticeable distinctions between the two is that Young Link is faster than Link. This, however, comes at the cost of having weaker KO power. Being younger than his adult self, Young Link is shorter than Link. This makes him harder to hit, but it also reduces his range. Young Link is also significantly lighter than Link, making him less susceptible to combos, but means he can get KO'ed generally earlier than Link. Young Link has the ability to [[wall jump]], aiding in his recovery options. | ||
Young Link also has properties for some of his moves that extend | Young Link also has properties for some of his moves that extend behind damage distribution. Young Link shoots fire arrows for his neutral special, dealing flame damage and dealing more damage uncharged, but less damage fully charged. Young Link's [[Spin Attack]] hits multiple times rather than once, making it better for trapping opponents, but worse for netting KOs. Young Link's {{b|Bomb|Young Link}}s hit four times upon explosion as opposed to twice, allowing his bombs to deal more damage than Link's. Young Link's down aerial has a sweet-spot near the hilt of his sword, which [[meteor smash]]es opponents while also setting them ablaze. | ||
In spite of these differences, it is heavily debated on which of the two are better, with them usually being near or next to each other on [[tier list]]s. Young Link does better against [[floaty]] characters such as {{SSBM|Jigglypuff}} and {{SSBM|Peach}}, but Link performs better against non-floaty characters. | In spite of these differences, it is heavily debated on which of the two are better, with them usually being near or next to each other on [[tier list]]s. Young Link does better against [[floaty]] characters such as {{SSBM|Jigglypuff}} and {{SSBM|Peach}}, but Link performs better against non-floaty characters. | ||