Link (SSB): Difference between revisions

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(→‎Moveset: Fixing Japanese)
(→‎Moveset: Adding full neutral attack names)
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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Triple Stab ({{ja|トリプルスタブ|Toripuru Sutabu}})
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Stab ({{ja|突き|Tsuki}}) / Illusion Thrust ({{ja|幻影突き|Genei Tsuki}})
|neutral1dmg=5%
|neutral1dmg=5%
|neutral2dmg=3%
|neutral2dmg=3%
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|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=A ground-level slash. Usually knocks foes upwards. At lower percentages, this can be followed by a forward smash, a forward tilt, or even a grab. At high percents, it loses combo potential due to sending opponents too far for a follow-up.
|dtiltdesc=A ground-level slash. Usually knocks foes upwards. At lower percentages, this can be followed by a forward smash, a forward tilt, or even a grab. At high percents, it loses combo potential due to sending opponents too far for a follow-up.
|dashname=Dash Thrust ({{ja|ダッシュスラスト|Dasshu Surasuto}})
|dashname=Dash Thrust ({{ja|ダッシュ突き|Dasshu Tsuki}})
|dashdmg=16% (clean body), 11% (late body), 14% (clean blade), 10% (late blade)
|dashdmg=16% (clean body), 11% (late body), 14% (clean blade), 10% (late blade)
|dashdesc=Comes to a stop mid-dash, stabbing in front of himself. Good range and speed, and can KO usually around 150%. Great for combo finishers. Moderate ending lag.
|dashdesc=Comes to a stop mid-dash, stabbing in front of himself. Good range and speed, and can KO usually around 150%. Great for combo finishers. Moderate ending lag.
|fsmashname=Smash Slash ({{ja|スマッシュ斬り|Sumasshu Giri}})
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'')
|fsmashdmg=20% (clean), 12% (late), 24% (EUR clean), 14% (EUR late)
|fsmashdmg=20% (clean), 12% (late), 24% (EUR clean), 14% (EUR late)
|fsmashdesc=Twirls his sword twice in hand, then slashes downward in a similar fashion to his forward tilt, but with more power and lag. Much stronger if hit with the main blade, with very good knockback.
|fsmashdesc=Twirls his sword twice in hand, then slashes downward in a similar fashion to his forward tilt, but with more power and lag. Much stronger if hit with the main blade, with very good knockback.
|usmashname=Triple Slash ({{ja|トリプルスラッシュ|Toripuru Surasshu}})
|usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}})
|usmashdmg=7% (hit 1), 3% (hit 2), 12% (hit 3), 22% (total), 8% (NTSC-J hit 1), 4% (NTSC-J hit 2), 24% (NTSC-J total)
|usmashdmg=7% (hit 1), 3% (hit 2), 12% (hit 3), 22% (total), 8% (NTSC-J hit 1), 4% (NTSC-J hit 2), 24% (NTSC-J total)
|usmashdesc=Three quick, narrow slashes while looking upwards. Lacks range but good 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 KOing, but at lower percentages it can lead into itself, an aerial, or [[Spin Attack]]. In most other cases, an up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended.
|usmashdesc=Three quick, narrow slashes while looking upwards. Lacks range but good 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 KOing, but at lower percentages it can lead into itself, an aerial, or [[Spin Attack]]. In most other cases, an up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended.
|dsmashname=Forward and Backward Slash ({{ja|前後のスラッシュ|Zengo no Surasshu}})
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashdmg=16%
|dsmashdmg=16%
|dsmashdesc=Swiftly slashes in front of himself, then behind. A good close-range defensive move but also effective for KOing. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming Link 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 himself, then behind. A good close-range defensive move but also effective for KOing. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming Link 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.
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|nairdmg=10% (clean), 8% (late)
|nairdmg=10% (clean), 8% (late)
|nairdesc=An aerial [[sex kick]]. Best used as a defensive move due to its speed and lack of KO power. Moderately good combo move, and effective for [[edge-guarding]].
|nairdesc=An aerial [[sex kick]]. Best used as a defensive move due to its speed and lack of KO power. Moderately good combo move, and effective for [[edge-guarding]].
|fairname=Forward Cleave ({{ja|フォワードクリーブ|Fowādo Kurību}})
|fairname=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}})
|fairdmg=20% (clean), 12% (late)
|fairdmg=20% (clean), 12% (late)
|fairdesc=Does a swirling slash in a complete circle. Has two hitboxes: the early hit does 20% damage with a good amount of knockback, while a late hit deals less damage, but keeps its decent strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos due to its knockback.
|fairdesc=Does a swirling slash in a complete circle. Has two hitboxes: the early hit does 20% damage with a good amount of knockback, while a late hit deals less damage, but keeps its decent strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos due to its knockback.
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|uairdmg=16%  
|uairdmg=16%  
|uairdesc=Stabs upward, similarly to his {{iw|zeldawiki|Up Thrust}} from ''Zelda II: The Adventure of Link''. Decent KO power, can also juggle. Link's blade carries the move's hitbox. Useful on platforms to extend combos.
|uairdesc=Stabs upward, similarly to his {{iw|zeldawiki|Up Thrust}} from ''Zelda II: The Adventure of Link''. Decent KO power, can also juggle. Link's blade carries the move's hitbox. Useful on platforms to extend combos.
|dairname=Down Thrust ({{ja|下突き|Shitadzuki}}, ''Downward Thrust'')
|dairname=Downward Thrust ({{ja|下突き|Shita Dzuki}})
|dairdmg=16%, 18% (NTSC-J)
|dairdmg=16%, 18% (NTSC-J)
|dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. 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. 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 its knockback. Along with [[Pikachu]]'s, this is the only down aerial in SSB to lack a [[meteor smash]] hitbox.
|dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. 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. 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 its knockback. Along with [[Pikachu]]'s, this is the only down aerial in SSB to lack a [[meteor smash]] hitbox.