Link (SSBB): Difference between revisions

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*{{buff|Second slash of forward smash is now affected by smash charging.}}
*{{buff|Second slash of forward smash is now affected by smash charging.}}
*{{buff|Up smash inflicts 2% more damage when all hits connect, for 17% total.}}
*{{buff|Up smash inflicts 2% more damage when all hits connect, for 17% total.}}
*{{buff|Second hit of forward aerial is more powerful, and deals 5% more damage.}}
*{{buff|Down aerial is more powerful.}}
*{{buff|Down aerial is more powerful.}}
*{{buff|Zair is significantly more useful for non-recovery purposes; the move now has nearly no landing lag, and its altered knockback makes it useful for setting up additional blows, giving the move significant utility and making it an effective spacer.}}
*{{buff|Zair is significantly more useful for non-recovery purposes; the move now has nearly no landing lag, and its altered knockback makes it useful for setting up additional blows, giving the move significant utility and making it an effective spacer.}}
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*{{nerf|Down tilt's meteor smash hitbox was given significantly smaller and worse hitbox placement (now being a small hitbox on Link's body), now making it nearly impossible to land due to its impractical placement.}}
*{{nerf|Down tilt's meteor smash hitbox was given significantly smaller and worse hitbox placement (now being a small hitbox on Link's body), now making it nearly impossible to land due to its impractical placement.}}
*{{nerf|Neutral aerial's initial hitbox is slightly weaker and deals 1% less damage for 10% total.}}
*{{nerf|Neutral aerial's initial hitbox is slightly weaker and deals 1% less damage for 10% total.}}
*{{nerf|First hit of forward aerial was significantly weakened, with it dealing 4% less damage and no longer reliably KOing. However, even with the power nerf, it's still too strong and hits opponents away from the second hit outside low damages, making the attack worse overall as timing to land only the second hit is now mandated to KO with the move.}}
*{{nerf|First hit of forward aerial was significantly weakened, with it dealing 4% less damage and no longer reliably KOing. However, even with the power nerf, it's still too strong and hits opponents away from the second hit outside low damages. Despite the second hit of forward aerial is more powerful, and deals 5% more damage, the attack is worse overall as timing to land only the second hit is now mandated to KO with the move.}}
*{{nerf|New Boomerang mechanics in Gale Boomerang are considered less effective; Gale Boomerang deals significantly less damage in its initial hitboxes and has no damaging hitboxes at all in its later flight and on its return, while the opponent can still fully react when being pushed/pulled by the wind hitboxes, which makes it difficult for Link to use the move to setup additional blows. Gale Boomerang also travels more slowly.}}
*{{nerf|New Boomerang mechanics in Gale Boomerang are considered less effective; Gale Boomerang deals significantly less damage in its initial hitboxes and has no damaging hitboxes at all in its later flight and on its return, while the opponent can still fully react when being pushed/pulled by the wind hitboxes, which makes it difficult for Link to use the move to setup additional blows. Gale Boomerang also travels more slowly.}}
*{{nerf|Grounded Spin Attack is significantly weaker unless it is charged, making the move less effective for KOing. The semi-spike of its later hitboxes was also removed as in the PAL version of ''Melee''.}}
*{{nerf|Grounded Spin Attack is significantly weaker unless it is charged, making the move less effective for KOing. The semi-spike of its later hitboxes was also removed as in the PAL version of ''Melee''.}}