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Link (PM): Difference between revisions

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*{{buff|Hits of [[back aerial]] link together better.}}
*{{buff|Hits of [[back aerial]] link together better.}}
*{{buff|The [[up smash]] has been sped up as well so that the three slashes can link better each into other.}}
*{{buff|The [[up smash]] has been sped up as well so that the three slashes can link better each into other.}}
*{{buff|[[Hero's Bow]] has had its charge speed increased by 33%, its knockback increased, and its knockback angle changed to send at a much more horizontal angle. It also retains ''Brawl''{{'}}s trajectory and [[Quickdraw (technique)|Quickdraw]] technique.}}
*{{buff|[[Hero's Bow]] has had its charge speed increased by 33%, its knockback increased, and its knockback angle changed to send at a much more horizontal angle. It also retains ''Melee'''s [[Quickdraw (technique)|Quickdraw]] technique.}}
*{{buff|[[Boomerang]] has a better angle.}}
*{{buff|[[Boomerang]] has a better angle.}}
*{{buff|The aerial version of [[Spin Attack]] gains more horizontal momentum. The grounded version also has a bit more range.}}
*{{buff|The aerial version of [[Spin Attack]] gains more horizontal momentum. The grounded version also has a bit more range.}}

Revision as of 05:24, January 27, 2014

Stub.png
For the original version of Link in which this mod's Link is based off of gameplay-wise, see Link (SSBM).
For the unmodded version of Link, see Link (SSBB).
Link
in Project M and Project+
File:SJS link.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Alternate costume Melee Link
LinkHeadSSBB.png

Link is a playable character in the Brawl mod Project M. He was remade to be closer to his Melee appearance in terms of attacks and playstyle, but has been buffed greatly, making him a tournament viable character.

Attributes

Changes from Melee to PM

Link's alternate costume in Project M.

Link has been heavily buffed from Melee to Project M.

  • Buff Link's dashing speed has been sped up a little bit.
  • Buff Most of Link's normal attacks have slight speed and power increases. For example, Link's dash attack and down smash both have earlier IASA frames so that they can be acted out of sooner and are generally safer to use on shielding opponents.
  • Buff Link's forward tilt has been sped up to match Young Link's version, making it more useful than before; it also gives Link even better edge-guarding capabilities.
  • Buff Hits of back aerial link together better.
  • Buff The up smash has been sped up as well so that the three slashes can link better each into other.
  • Buff Hero's Bow has had its charge speed increased by 33%, its knockback increased, and its knockback angle changed to send at a much more horizontal angle. It also retains Melee's Quickdraw technique.
  • Buff Boomerang has a better angle.
  • Buff The aerial version of Spin Attack gains more horizontal momentum. The grounded version also has a bit more range.
  • Buff Link can now bomb jump consistently for recovery. By inputting a glide toss while airborne, Link can toss the bomb up the right distance to Spin Attack into it, allowing him to Spin Attack and repeat the process over again. Project M's improved tether recovery managements also give him a better alternate option in his zair.
  • Buff Grab has been sped up slightly in both start-up and ending lag.
  • Nerf Can no longer perform Boomerang superjump nor Bomb dash.
  • Change Link's air speed is faster, while his falling speed is slower.
  • Change Boomerang designed with a light-blue trail to feel like its Smash 64 incarnation.
  • Change Side taunt changed to his Melee taunt.
  • Change On-screen appearance changed to coming down from a teleporting light, akin to Smash 64 and inspired by the end-of-dungeon teleporters in Ocarina of Time and other recent Zelda games.
  • Change Spin Attack's color trail resembles the Smash 64 version, in both his grounded and aerial versions.
  • Change Link now has a side Smash Taunt: Navi flies around him, similar to in his side taunt from Brawl, but Navi additionally says "Hey, listen!", taken directly from Ocarina of Time.

In terms of aesthetics, Link now has an alternate costume that is based off of his appearance in earlier titles, such as Melee and Ocarina of Time. When using this costume, Link's Master Sword design is altered to instead match its Skyward Sword appearance, in terms of design, and he additionally regains the boomerang design from Melee.

Revisions

2.1

  • Link's Up-Smash has fixed timers
  • Link's Hylian shield now works properly in wait, walk, and crouch
  • Link's Forward roll no longer falls off of edges
  • Both Links' pummels should now work fine on slopes

2.5b

  • Link's Up Tilt animation adjusted to match Melee better
  • Link's Grab hand collision is larger like a normal grab, ends when the hookshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab
  • Link's Down Throw knockback growth increased
  • Link's Down Throw had a bug where not all hitboxes would connect on certain characters that was fixed
  • Link's Arrow hitbox size matched to Melee
  • Link's Boomerang close range strong hit duration lasts slightly longer
  • Link's Boomerang knockback/angle adjusted more towards Melee/64 on the way out, rather than straight up, and like 64 uses similar strength knockback on the return hitbox
  • Link's Up B can properly grab edges at the peak and off of platforms
  • Link can pull up to 3 Bombs

2.6b

  • Dash and run speed slightly increased
  • Dash attack animation remade, now much more similar to Melee's
  • Dash attack is interruptible a bit later
  • Up-Tilt hitboxes better matched to animation
  • Down-Tilt is slightly faster, and angle slightly increased
  • Forward-Smash hit 2 hitboxes better matched to animation
  • Up-Smash last slash hitboxes better matched to animation
  • Neutral-Air duration matched to animation
  • Forward-Throw ends sooner
  • Back-Throw ends sooner
  • Up-Throw damage increased, launch point/knockback adjusted to be more useful, animation improved, and interruptible sooner
  • Down-Throw ends slightly later
  • Aerial Clawshot has a new flub hitbox to hit more into the sweetspot
  • Aerial Clawshot sweetspot now sends opponents up and slightly towards Link
  • Side-B (Boomerang) throw distances adjusted to be shorter and thrown faster, with a new boomerang model
  • Side-B (Boomerang) catch animation only occurs when Link is in his waiting animation
  • Side-B (Boomerang) has a very weak "slap" hitbox when done with a boomerang already out
  • Up-B horizontal momentum very slightly lowered

3.0

  • All sword attacks are now correctly clankable
  • Forward-Tilt does slightly more damage at the base of the sword, and slightly less on Link's shoulder
  • Up Tilt's base knockback slightly lowered on all hitboxes
  • Up Tilt's knockback growth changes slightly based on where you hit on the sword as per Melee/Brawl
  • Down-Smash's first hit outer hitboxes dropped from 17 to 16 damage. (Sweetspot is on elbow)
  • Down-Smash's second hit has 17 damage sweetspot added to inside hit. Slightly dropped knockback growth on all second hits.
  • Up-Smash: IASAs slightly later, last swing inner hit from 9 damage to 10
  • Back-Air IASAs two frames earlier, second kick angle slightly lowered
  • Down-Air's hitboxes moved to better match Melee and cover his sword
  • Dash Attack's hitbox active one additional frame, slightly later IASA
  • Dash Attack's damage now increases on the closest hitboxes
  • Dash Attack's angle now decreases on the closest hitboxes
  • Link can correctly angle his boomerang downward on the ground
  • Shrank hitbox size on boomerang's "flub slap"

Moveset

Up to date as of 3.0.

Name Damage Description
Neutral attack Jab Combo 5%, 3% then 6% (for 14% total) or 1% each rapid stab Link performs two horizontal slashes followed up by either a thrust attack or an infinite combo. The second hit can cancel out and lead into other attacks, giving Link more options for combos or finishers. The infinite links together much better than Melee, but has some end lag.
Forward tilt Arc Swing 14% Link performs a swing that covers him from above and in front. It is much faster, having little start and end lag, making it more dangerous. The attack can edge-guard against opponents.
Up tilt Half-Moon Swipe 9% Link attacks above his body in an arc. Low start and end lag, and can juggle opponents at low percentages and it's great for linking together into combos.
Down tilt Sword Sweep 11% Link swipes the sword low. The attack can lead into combos, and has low start and end lag. It can also meteor smash opponents (however, range is inconclusive), making it a viable edge-guard tool.
Dash attack Running Slash 12% Link dashes and attacks the opponent. Low start and moderate end lag, is much faster, and sends opponents at a more vertical angle, making the attack good for combos and dash dancing. It has earlier IASA frames, making it even more dangerous if done correctly, and can be safer to use on shielding opponents.
Forward smash Double Crescent Slash 14% first, 18% second A double crescent attack. Low start lag with moderate end lag, and almost nonexistent between-attack lag. The first attack has moderate knockback, sending opponents at more horizontal angles, but the second attack has great knockback, which can KO at somewhat lower percentages and has more vertical knockback; the second can lead into combos at lower percentages.
Up smash Triple Arc Swing 4%, 3% then 7% (14% total) A triple swing that arcs above Link. The attack has somewhat low start lag and moderate end lag. It is much faster and can link together better, making the attack more viable for combos. Can be dash cancelled, making it a great DACUS move.
Down smash Grass Cutter 13% front, 11% back Two powerful low swipes that go to both sides of Link. Has low start lag but somewhat high end lag, however, it does have earlier IASA frames so Link can end it earlier. It is also powerful, so it can link up to combos at low percentages and KO as low as 50%-90% damage depending on the character.
Neutral aerial Dropping Kick 11% A piston kick (or sex kick) that has low start lag and low landing lag.
Forward aerial Spinning Sword 15% hit 1, 10% hit 2 An aerial swing that spins around in 180 degrees. Low start lag, high end lag, and low landing lag. There are two different hitboxes, one initial and one later, both giving decent knockback.
Back aerial Double Reverse Kick 7% both hits (14% total) Two backward piston kicks. Low start lag, with moderate end lag and low landing lag. The first one is a weaker attack which links to the second, more powerful attack. Has considerable knockback.
Up aerial Ceiling Stab 16% clean, 12% late An upward sword thrust, which is based off of the attack in Zelda 2: The Adventure of Link. Moderate start lag, with high end and landing lag. Its initial hitbox is quite powerful, and can KO at lower percentages.
Down aerial Floor Thrust 22% clean, 19% late, 8% after bounce A downward sword thrust, which is based off of the attack in Zelda 2, but acts like it does in Twilight Princess. Has somewhat high start lag, with high end lag and very high landing lag. It is quite powerful, capable of KOs as low as 60%-75%, depending on weight.
Grab aerial Clawshot 4% then 9% (13% total) Fires his Clawshot forward, scoring two hits. Second hit has a weak vertical knockback. Has a low landing lag. Can be used after an air dodge or as a tether recovery. Very useful for spacing and stopping approaches against taller characters. It is also useful for setting up combos or chain into itself at low percentage and a KO move at high percentage against fast fallers. Link's zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover with a Bomb.
Grab Clawshot Link grabs the opponent to lead up into throws. Its start-up and ending lag have been sped up; the dashing version is also much faster than his normal grab.
Pummel Hilt Strike 3% Link pummels the opponent with the hilt of the Master Sword.
Forward throw High Kick 7% Link kicks high to send the opponent flying. Very low knockback at lower percentages.
Back throw Reverse High Kick 7% Link kicks moderately high backwards to send opponents away. Low knockback at lower percentages.
Up throw Sword Launch 12% Link throws the opponent upwards and then slashes them upwards. Great for starting up combos.
Down throw Body Slam 6% Link slams the opponent down and slams his elbow down on them.
Floor attack (front) Quick Swing
Floor attack (back) Standing Swipe
Floor attack (trip) Standing Swing 5% Does 2 slashes back and front.
Edge attack (fast) Flip Swipe 8% Link performs a climbing somersault with his shield hand and attacks in an arc. Very low start and end lag, with low moderate knockback.
Edge attack (slow) Slow Stab 10% Link climbs up weakly and stabs the opponent before getting back up. High start up lag with moderate end lag, but the invincibility frames make up for this. The knockback is very low.
Neutral special Hero's Bow 5% to 15% Link charges up the Hero's Bow. The longer the special button is held, the faster and farther the arrow travels. The charge speed is quite fast, as well as the arrow speed. Has moderate knockback, leaning more towards a horizontal angle.
Side special Boomerang 14% close, 6% during flight, 5% upon return Link throws his trademark Boomerang, covered with a celestial light. Has decent power with some knockback, but is best used when Link is close to the opponent. The boomerang has a wide trajectory, but doesn't go far.
Up special Spin Attack Ground: 15% clean. Air: 4%, 2%, 2%, 2% then 6% (16% total). Link spins in place with a shout, slashing with his sword. Has low start lag, with high end lag. It has a powerful initial/close hitbox which is great for sending opponents flying, acting as one of the best out of shield options. It can also semi-spike at the tip of Link's sword, alongside better length, making it an even better edge-guard move. In air, it uses multiple attacks and finishes with a powerful ending blow. As a recovery, it has high vertical and horizontal momentum, needing little momentum for Link to recover. He can link the recovery move with his bombs, making for a consistent, amazing recovery.
Down special Bomb 9 (regular throw), 10% (smash throw) Link pulls out a bomb. He can throw it at the opponent, but they may have a chance to grab it. Has decent power, but little knockback. The explosion can hurt Link, inflicting half the damage to him, which when combined with Spin Attack can be exploited for a great recovery.
Final Smash Triforce Slash 5% trapping, 4% per slice (1-15 hits), 18% final slash (83% total) A Triforce protrudes out of Link's hand and traps the opponent. He then consistently attacks the opponent leading up to a powerful finisher. Has great power and knockback, and can KO at almost any percentage.

In competitive play

Notable players

Palate swaps

Recolors
File:Link recolors.png
Alternatives
File:Link alternatives.png

External Links