Link (SSBB): Difference between revisions

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==Attributes==
==Attributes==
Link may be a character of poor speed, but he makes up for that with power. His sliding [[DACUS]] also helps his slow mobility. Link is moderately [[weight|heavy]], having the same weight as [[Captain Falcon (SSBB)|Captain Falcon]]. Link is also one of the heaviest characters in the game with good Directional Influence and momentum canceling, especially vertically, which along his extremely quick [[fast fall]] allows him live almost as long as [[Snake (SSBB)|Snake]], though he has arguably the worst recovery in the game and sometimes his fast fall can also give him problems recovering. His heavyweight backfires, however, by making him extremely vulnerable to chain grabs that force him offstage. Link's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also [[meteor smash]] at the tip of the sword or hitting behind Link. His up tilt is fast and good for juggling, and his forward tilt can easily kill at high percentages. Link's forward smash can become a two hit combo; it is also a great kill move, depending from were the sword connects. His down smash is an easy kill move at fairly high percentages, and is Link's quickest smash. However, it is predictable making it easy to watch out at higher percents, and has some ending. Link's up smash doesn't kill easily, but it racks up decent damage. Link's aerial attacks are also good, as both his Nair and Zair, combined with a short hop and fast falling, is a great option for approach. Links back aerial is good for spacing when needed. Links forward air is fairly fast and is powerful. Link's up and down aerials are some of his best kill moves, having high duration and high [[knockback]], but have high ending and landing lag. Even though his aerial attacks are effective, his slow air speed, fast falling speed, and small jumps give Link a very weak air game. His grab, like all tether grabs, has good range but has 12 frames start-up and is laggy if missed. Specials for Link are also good for keeping distance, racking up damage, and great for survival. On the ground, Link can charge his Up special (spin attack). It is a good edge guarding tool, but is predictable. Spin attack can also deflect projectiles if used in the air. His Neutral Special is a bow that charges and shoots high-speed projectiles. Link's down special allows him to pull out a bomb and throw it, which can be used for mind games, but his own bombs can be used against him. His Gale Boomerang, Link's side special move, has fairly good range and can gimp some opponent's recovery. Smashing the side special will cause the boomerang to reach farther. Link's shield can act as a shield on its own: when Link doesn't move, many projectiles can't hit him. Crouching can also block most attacks as well, but leaves his upper hitbox open. He also has a great [[Spot dodge]].
Link may be a character of poor speed, but he makes up for that with power. His sliding [[DACUS]] also helps his slow mobility. Link is moderately [[weight|heavy]], having the same weight as [[Captain Falcon (SSBB)|Captain Falcon]]. Link is also one of the heaviest characters in the game with good Directional Influence and momentum canceling, especially vertically, which along his extremely quick [[fast fall]] allows him live almost as long as [[Snake (SSBB)|Snake]], though he has arguably the worst recovery in the game and sometimes his fast fall can also give him problems recovering. His heavyweight backfires, however, by making him extremely vulnerable to chain grabs that force him offstage. Link's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also [[meteor smash]] at the tip of the sword or hitting behind Link. His up tilt is fast and good for juggling, and his forward tilt can easily kill at high percentages. Link's forward smash can become a two hit combo; it is also a great kill move, depending from were the sword connects. His down smash is an easy kill move at fairly high percentages, and is Link's quickest smash. However, it is predictable making it easy to watch out at higher percents, and has some ending. Link's up smash doesn't kill easily, but it racks up decent damage. Link's aerial attacks are also good, as both his Nair and Zair, combined with a short hop and fast falling, is a great option for approach. Links back aerial is good for spacing when needed. Links forward air is fairly fast and is powerful. Link's up and down aerials are some of his best kill moves, having high duration and high [[knockback]], but have high ending and landing lag. Even though his aerial attacks are effective, his slow air speed, fast falling speed, and small jumps give Link a very weak air game. His grab, like all tether grabs, has good range but has 12 frames start-up and is laggy if missed. Specials for Link are also good for keeping distance, racking up damage, and great for survival. On the ground, Link can charge his Up special (spin attack). It is a good edge guarding tool, but is predictable. Spin attack can also deflect projectiles if used in the air. His Neutral Special is a bow that charges and shoots high-speed projectiles. If activated in the air, just before hitting the ground, an uncharged arrow will shoot instantly, making it a fast and difficult attack to dodge.  Link's down special allows him to pull out a bomb and throw it, which can be used for mind games, but his own bombs can be used against him. His Gale Boomerang, Link's side special move, has fairly good range and can gimp some opponent's recovery. Smashing the side special will cause the boomerang to reach farther. Link's shield can act as a shield on its own: when Link doesn't move, many projectiles can't hit him. Crouching can also block most attacks as well, but leaves his upper hitbox open. He also has a great [[Spot dodge]].


Link's critical problem is his abysmal recovery, making him easy to KO despite being a heavyweight with great Momentum Canceling. Although his projectiles, particularly [[Gale Boomerang]] help it somewhat, his poor jumping, quick fall speed, slow air speed, and poor distance on the Spin Attack make his recovery arguably the shortest in the game both horizontally and vertically and also very predictable, so it's suggested that all Link mains have good Directional Influence. Link's spin attack is also a slow recovery move, with predictable trajectory, making it fairly easy to edgeguard, mostly with moves that out prioritizes his projectiles, and due to the poor distance of his recovery he can get KO'ed offstage with very little hits, especially when he loses his 2nd jump, and due his poor vertical distance that also means spikes are devastating for his recovery. Link's most effective mode of recovery is to use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using [[Spin Attack]] immediately after being hit while recovering makes it give no horizontal distance at all. His [[Clawshot]] is also useful, but, like all [[Tether Recovery|tether recoveries]], it is easily [[edgehog]]ged. Due to his poor recovery, Link heavily relies on edge grabbing, leaving him vulnerable to edgehoggers.
Link's critical problem is his abysmal recovery, making him easy to KO despite being a heavyweight with great Momentum Canceling. Although his projectiles, particularly [[Gale Boomerang]] help it somewhat, his poor jumping, quick fall speed, slow air speed, and poor distance on the Spin Attack make his recovery arguably the shortest in the game both horizontally and vertically and also very predictable, so it's suggested that all Link mains have good Directional Influence. Link's spin attack is also a slow recovery move, with predictable trajectory, making it fairly easy to edgeguard, mostly with moves that out prioritizes his projectiles, and due to the poor distance of his recovery he can get KO'ed offstage with very little hits, especially when he loses his 2nd jump, and due his poor vertical distance that also means spikes are devastating for his recovery. Link's most effective mode of recovery is to use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using [[Spin Attack]] immediately after being hit while recovering makes it give no horizontal distance at all. His [[Clawshot]] is also useful, but, like all [[Tether Recovery|tether recoveries]], it is easily [[edgehog]]ged. Due to his poor recovery, Link heavily relies on edge grabbing, leaving him vulnerable to edgehoggers.