Link (SSB): Difference between revisions

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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Triple Slash
|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=Sword Chop
|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=Overhead Sword Swipe
|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=Ground Swipe
|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=Running Sword Swipe
|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=Super Sword Slice
|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=Triple Vertical Sword Slice
|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=Grass Cutter
|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=Elf Kick
|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=Sword Spin
|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=Double Back Kick
|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=Upward Thrust
|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=Downward Sword
|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=Kick Throw
|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=Kick Back
|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.