Young Link (SSBU): Difference between revisions

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|dtiltname= 
|dtiltname= 
|dtiltdmg=10% (base), 9% (middle), 7% (tip)
|dtiltdmg=10% (base), 9% (middle), 7% (tip)
|dtiltdesc=A kneeling inward slash. It has minimal knockback and launches the opponent vertically, allowing it to easily chain into all of his aerials at almost any percent. One of Young Link's best combo tools. it deals more damage closer to the base of the sword.
|dtiltdesc=A kneeling inward slash. It has minimal knockback and launches the opponent vertically, allowing it to easily chain into all of his aerials at almost any percent, allowing for KO confirms into aerial Spin Attack and forward aerial. One of Young Link's best combo tools. it deals more damage closer to the base of the sword.
|dashname= 
|dashname= 
|dashdmg=11% (base), 10% (tip)
|dashdmg=11% (base), 10% (tip)
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|fsmashdmg={{ChargedSmashDmgSSBU|6}}
|fsmashdmg={{ChargedSmashDmgSSBU|6}}
|fsmash2dmg={{ChargedSmashDmgSSBU|12}} (base), {{ChargedSmashDmgSSBU|10}} (tip)
|fsmash2dmg={{ChargedSmashDmgSSBU|12}} (base), {{ChargedSmashDmgSSBU|10}} (tip)
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Young Link will perform a single-handed outward slash. The first hit deals almost no knockback but is a natural combo into the second hit, which deals powerful knockback.
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Young Link will perform a single-handed outward slash. The first hit deals almost no knockback but is a natural combo into the second hit, which deals powerful knockback. Is somewhat fast for a forward-smash, coming out on frame 15. Can be combo'd into from neutral aerial's late hit and aerial Hookshot.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-2), {{ChargedSmashDmgSSBU|8}} (hit 3 base), {{ChargedSmashDmgSSBU|7}} (hit 3 tip)
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-2), {{ChargedSmashDmgSSBU|8}} (hit 3 base), {{ChargedSmashDmgSSBU|7}} (hit 3 tip)
|usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. The first two slashes trap opponents, with the third hit launching them vertically. Decently powerful, but the move's long duration makes it easy to punish if whiffed.
|usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. Unlike in ''Melee'', it is no longer capable of creating long juggles due to its increased lag and knockback, although this also makes it significantly more effective as a KO move. The first two slashes trap opponents, with the third hit launching them vertically. Decently powerful, but the move's long duration makes it easy to punish if whiffed. It was buffed in update 7.0., being noticeably stronger than before.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (front base), {{ChargedSmashDmgSSBU|10}} (front tip), {{ChargedSmashDmgSSBU|12}} (back base), {{ChargedSmashDmgSSBU|9}} (back tip)
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (front base), {{ChargedSmashDmgSSBU|10}} (front tip), {{ChargedSmashDmgSSBU|12}} (back base), {{ChargedSmashDmgSSBU|9}} (back tip)
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|nairname= 
|nairname= 
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=A flying kick. It is a [[sex kick]] and one of the fastest aerials in the game at frame 4, making it a very good option to get opponents off of him. Additionally, it can autocancel in a short hop and has a just as strong of an offense use, as the late hit can function both as a combo starter or can be used in the middle of a combo to lead into a variety of moves. It also has decent power, as it can KO at high percents when edgeguarding. Overall, it is commonly regarded as one of the best aerials in the game and is a vital part of Young Link's combo game.
|nairdesc=A flying kick. It is a [[sex kick]] and one of the fastest aerials in the game at frame 4, making it a very good option to get opponents off of him. Additionally, it has extremely low landing lag, can autocancel in a short hop, and has a just as strong of an offense use, as the late hit can function both as a combo starter or can be used in the middle of a combo to lead into a variety of moves. It also has decent power, as it can KO at high percents when edgeguarding. Overall, it is commonly regarded as one of the best aerials in the game and is a vital part of Young Link's combo game.
|fairname= 
|fairname= 
|fairdmg={{ShortHopDmgSSBU|6}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2, base), {{ShortHopDmgSSBU|7}} (hit 2, tip)
|fairdmg={{ShortHopDmgSSBU|6}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2, base), {{ShortHopDmgSSBU|7}} (hit 2, tip)
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|bairname= 
|bairname= 
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|bairdesc=A hook kick followed by a mid-level roundhouse kick. It comes out on frame 6 and has the lowest ending lag of his aerials. Functions similarly to his forward aerial, including the ability to drag-down foes with the first hit, but trades range and power for a reduced startup.
|bairdesc=A hook kick followed by a mid-level roundhouse kick. It comes out on frame 6 and has the lowest ending lag of his aerials. Functions similarly to his forward aerial, including the ability to drag-down foes with the first hit, but trades range and power for a reduced startup. Despite this, it possesses a somewhat disjointed hitbox, and its first hit can reliably KO into any of his smash attacks.
|uairname= 
|uairname= 
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
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|dairname= 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late)
|dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late)
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Unlike Link's similar move, it does not meteor smash even with the clean hit. Deals enough knockback to KO at high percents, but is dangerous to use offstage due to its long duration and high ending lag. Landing the clean hit on an opponent or their shield will cause Young Link to bounce upwards.
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Unlike Link's similar move, it does not meteor smash even with the clean hit. Deals high knockback, making it one of Young Link's most reliable aerial KO moves, but is dangerous to use offstage due to its long duration and high ending lag. Landing the clean hit on an opponent or their shield will cause Young Link to bounce upwards.
|zairname=Midair Hookshot
|zairname=Midair Hookshot
|zairdmg=4%
|zairdmg=4%
|zairdesc=Shoots his {{s|zeldawiki|Hookshot}} forward. Can be used to [[Tether recovery|grab stage ledges]].
|zairdesc=Shoots his {{s|zeldawiki|Hookshot}} forward. Can be used to [[Tether recovery|grab stage ledges]]. As of update 7.0., it now has above-average hitstun and faster start-up, making it an excellent combo starter at nearly any percent, even allowing for KO confirms into up-smash, forward-smash, or forward aerial.
|grabname=[[Hookshot]]
|grabname=[[Hookshot]]
|grabdesc=Fires his Hookshot straight forward. Functions as a tether grab and can be used for tether recovery.
|grabdesc=Fires his Hookshot straight forward. Functions as a tether grab and can be used for tether recovery. Like other tether grabs, it has higher lag than normal grabs in exchange for much longer range.
|pummelname= 
|pummelname= 
|pummeldmg=1%
|pummeldmg=1%
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