Link (SSBB): Difference between revisions

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===Attributes===
===Attributes===
*{{buff|Link dashes slightly faster (1.3 → 1.328).}}
*{{buff|Link [[dash]]es slightly faster (1.3 → 1.328).}}
*{{nerf|Link's air speed was drastically nerfed (1 → 0.8084), going from 6th best out of 26 characters to 6th worst out of 39 characters. This significantly reduced Link's already poor mobility, as well as significantly hindered Link's recovery and made approaching more difficult.}}
*{{nerf|Link's [[air speed]] is drastically slower (1 → 0.8084), going from 6th best out of 26 characters to 6th worst out of 39 characters. This significantly reduced Link's already poor mobility, as well as significantly hindered Link's recovery and made approaching more difficult.}}
*{{nerf|Link's falling speed was decreased (2.13 → 1.6), but since the cast received falling speed reductions, Link falls faster. In comparison to the rest of the cast, this makes Link more vulnerable to combos and chain throws, and makes his recovery worse, while with his terrible mobility and laggy attacks, he gets no real benefit from it outside the vertical endurance boost.}}
*{{nerf|Link's [[falling speed]] was decreased (2.13 → 1.6), but since the cast received falling speed reductions, Link falls faster. In comparison to the rest of the cast, this makes Link more vulnerable to combos and chain throws, and makes his recovery worse, while with his terrible mobility and laggy attacks, he gets no real benefit from it outside the vertical endurance boost.}}
*{{nerf|New tether recovery that replaced wall grappling is less effective, as Link can now only grab unoccupied ledges with his clawshot, instead of being able to latch onto anywhere on the stage's wall. Additionally, The change of airdodging has affected Link, as he can no longer use an airdodge to get closer before he uses his clawshot.}}
*{{nerf|New [[tether recovery]] that replaced wall grappling is less effective, as Link can now only grab unoccupied ledges with his clawshot, instead of being able to latch onto anywhere on the stage's wall. Additionally, The change of airdodging has affected Link, as he can no longer use an airdodge to get closer before he uses his clawshot.}}


===Ground attacks===
===Ground attacks===
*{{buff|All tilts deal stronger knockback, with his forward and up tilts now being reliable finishers under 150%.}}
*{{buff|All tilts deal stronger knockback, with his [[forward tilt|forward]] and [[up tilt|up]] tilts now being reliable finishers under 150%.}}
*{{buff|All smash attacks deal stronger knockback, especially the first hit of his forward smash, which can now reliably KO under 150%.}}
*{{buff|All smash attacks deal stronger knockback, especially the first hit of his [[forward smash]], which can now reliably KO under 150%.}}
*{{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|Link was given a beneficial DACUS.}}
*{{buff|Link was given a beneficial DACUS.}}
*{{nerf|The rapid hitting part of Link's jab was removed.}}
*{{nerf|The rapid hitting part of Link's [[neutral attack]] was removed.}}
*{{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.}}


===Aerial attacks===
===Aerial attacks===
*{{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.}}
*{{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. 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|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|Link is arguably the character second most adversely affected by the loss of L-cancelling after {{SSBB|Ganondorf}}, as his high landing lag aerials were especially reliant on it, with his up aerial completely losing its comboing abilities while his down aerial is now dangerously unsafe if he misses it.}}
*{{nerf|Link is arguably the character second most adversely affected by the loss of [[L-cancelling]] after {{SSBB|Ganondorf}}, as his high landing lag aerials were especially reliant on it, with his up aerial completely losing its comboing abilities while his down aerial is now dangerously unsafe if he misses it.}}
*{{change|Up aerial's initial hitbox is slightly weaker and deals 1% less damage (for 15%), but its later hitbox is slightly stronger and deals 1% more damage (for 13%).}}
*{{change|[[Up aerial]]'s initial hitbox is slightly weaker and deals 1% less damage (for 15%), but its later hitbox is slightly stronger and deals 1% more damage (for 13%).}}
*{{change|If Link fast falls while using his down aerial, he will not bounce after hitting with it, plummeting straight through to the ground.}}
*{{change|If Link fast falls while using his down aerial, he will not bounce after hitting with it, plummeting straight through to the ground.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Throws are slightly better, with up and back throw dealing 2% more damage, and down throw dealing 1% more damage (all for 7% total). Up throw also deals much stronger knockback, now being capable of KOing when the opponent approaches 200%.}}
*{{buff|Throws are slightly better, with [[up throw|up]] and [[back throw|back]] throw dealing 2% more damage, and down throw dealing 1% more damage (all for 7% total).}}
*{{buff|Up throw deals much stronger knockback, now being capable of KOing when the opponent approaches 200%.}}


===Special moves===
===Special moves===
*{{buff|Hero's Bow charges faster, and the arrows it fires travel faster and farther.}}
*{{buff|[[Hero's Bow]] charges faster, and the arrows it fires travel faster and farther.}}
*{{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''.}}
*{{nerf|Aerial Spin Attack covers significantly less horizontal distance, and has a greater reliance on prior momentum, to where if Link uses the move without momentum toward the direction he was going, it'll gain almost no horizontal distance at all.}}
*{{nerf|Aerial Spin Attack covers significantly less horizontal distance, and has a greater reliance on prior momentum, to where if Link uses the move without momentum toward the direction he was going, it'll gain almost no horizontal distance at all.}}
*{{nerf|Link can no longer hit his own bombs with aerial Spin Attack, preventing Link from utilising the most useable form of his bomb jump, thus Link can no longer use a bomb jump to extend his recovery unless he had a bomb in his hand before going offstage and it explodes in time.}}
*{{nerf|Link can no longer hit his own bombs with aerial Spin Attack, preventing Link from utilising the most useable form of his bomb jump, thus Link can no longer use a bomb jump to extend his recovery unless he had a bomb in his hand before going offstage and it explodes in time.}}