Link (SSB4): Difference between revisions

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Link is one of the handful of characters in ''SSB4'' with a [[Grab#Tether grab|tether grab]], with his [[Hookshot and Clawshot|Clawshot]] being a useful supplement not to his recovery, but also to his zoning and combo games. Although its damage output has been lowered since ''Brawl'', Clawshot still boasts impressive range, has no landing lag, and comes out even faster than before as an attack. It also assists his combo game, due to his down throw's impressive combo potential, while his up throw possesses KO potential. Lastly and most importantly, Clawshot is a pivotal part of Link's recovery, especially due to his sluggish mobility.
Link is one of the handful of characters in ''SSB4'' with a [[Grab#Tether grab|tether grab]], with his [[Hookshot and Clawshot|Clawshot]] being a useful supplement not to his recovery, but also to his zoning and combo games. Although its damage output has been lowered since ''Brawl'', Clawshot still boasts impressive range, has no landing lag, and comes out even faster than before as an attack. It also assists his combo game, due to his down throw's impressive combo potential, while his up throw possesses KO potential. Lastly and most importantly, Clawshot is a pivotal part of Link's recovery, especially due to his sluggish mobility.


Link's special moves all have their uses. [[Hero's Bow]] is a strong option against characters who struggle at [[approach]]ing and is good for providing long-ranged pressure. [[Gale Boomerang]] is a decent spacing option and has follow-up potential upon contact or via its [[wind]]-based drag effect. Gale Boomerang's drag effect also grants it [[gimp]]ing potential in the form of [[Gale Guarding]]. [[Spin Attack]]'s overall recovery distance has noticeably improved since ''Brawl'', while its already impressive power has been further increased, which in turn improves its KO potential or as a way to punish rolls. However, Link's [[Bomb (Link)|Bomb]] is perhaps the most versatile weapon within his arsenal due to its utility. Throwing a Bomb at an opponent can cause enough [[hitstun]] to help Link's approach and/or set up combos. Conversely, if the opponent shields it, the Bomb simply bounces off, allowing it to be used for spacing. Even holding a Bomb long enough for it to explode can be useful; while doing so damages Link, it gives him a small vertical boost and removes him from being [[helpless]], aiding his recovery and/or allowing him to break out of combos. Like in ''Brawl'', his bombs can also be used for a technique called [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]], which noticeably supplements his ground mobility. When combined with the overall fastest [[item throw]] animations in the game, Link's Bomb allows him to pressure opponents at a deceptively fast speed.
Link's special moves all have their uses. [[Hero's Bow]] is a strong option against characters who struggle at [[approach]]ing and is good for providing long-ranged pressure. [[Gale Boomerang]] is a decent spacing option and has follow-up potential upon contact or via its [[wind]]-based drag effect. Gale Boomerang's drag effect also grants it [[gimp]]ing potential in the form of [[Gale Guarding]]. [[Spin Attack]]'s overall recovery distance has noticeably improved since ''Brawl'', while its already impressive power has been further increased, which in turn improves its KO potential or as a way to punish rolls. However, Link's [[Bomb (Link)|Bomb]] is perhaps the most versatile weapon within his arsenal thanks to its utility. Throwing a Bomb at an opponent can cause enough [[hitstun]] to help Link's approach and/or set up combos. Conversely, if the opponent shields it, the Bomb simply bounces off, allowing it to be used for spacing. Even holding a Bomb long enough for it to explode can be useful; while doing so damages Link, it gives him a small vertical boost and removes him from being [[helpless]], aiding his recovery and/or allowing him to break out of combos. Like in ''Brawl'', his bombs can also be used for a technique called [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]], which noticeably supplements his ground mobility. When combined with the overall fastest [[item throw]] animations in the game, Link's Bomb allows him to pressure opponents at a deceptively fast speed.


Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial.
Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial.


Overall, Link is a beginner-friendly character that is capable at both spacing and [[camping]]. However, unlike his fellow beginner-friendly characters {{SSB4|Mario}}, {{SSB4|Pit}} and {{SSB4|Cloud}}, Link is a generally defensive character who relies on appropriate use of both camping and his combo game to be successful, which is often dependent on the matchup. Additionally, his techniques can be difficult to utilize at higher levels of play, especially because of the speedy and combo-oriented characters that are prevalent in the metagame.
Overall, Link is very capable at both spacing and [[camping]], yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame.


==Changes from ''Brawl''==
==Changes from ''Brawl''==
Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. As he received many faster and stronger attacks in exchange for slightly lowered damage outputs, these buffs overall outweigh the nerfs. Both his ground and aerial games have been improved, and his combo game has strengthened as a whole. His grab game has also considerably improved, with some grabs having better angle placements or knockback altogether. He also is a potent [[edgeguard]]er, with his down aerial now being capable of [[meteor smash]]ing to go alongside his other offensive options against opponents on the edge. Additionally, significant buffs to [[Spin Attack]] and Clawshot improve his recovery, which in turn further improves his excellent endurance. Lastly, his camping game has also been improved due to his projectiles, most notably Bomb, being buffed in certain ways.
Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. As he received many faster and stronger attacks in exchange for slightly lowered damage outputs, these buffs overall outweigh the nerfs. Both his ground and aerial games have been improved, and his combo game has strengthened as a whole. His grab game has also considerably improved, with some grabs having better angle placements or knockback altogether. He also is a potent [[edgeguard]]er, with his down aerial now being capable of [[meteor smash]]ing to go alongside his other offensive options against opponents on the edge. Additionally, significant buffs to [[Spin Attack]] and Clawshot improve his recovery, which in turn further improves his excellent endurance. Lastly, his camping game has also been improved due to his projectiles, most notably Bomb, being buffed in certain ways.


Link also benefits from the general physics changes brought about by ''SSB4''. The [[Edge-guarding#Ledge Trump|edge trump]] mechanic further improves his recovery, while the [[rage]] mechanic further boosts his power and can be utilized well due to his excellent endurance. Lastly, Link is one of the only characters to not be noticeably affected by the general nerf to camping. Ultimately, Link is significantly better than how he was in ''Brawl'' and is arguably better than he was was in ''Melee'', although his current viability is somewhat debatable due to the majority of the returning cast having also been buffed to varying degrees.
Link also benefits from the general physics changes brought about by ''SSB4''. The [[Edge-guarding#Ledge Trump|edge trump]] mechanic further improves his recovery, while the [[rage]] mechanic further boosts his power and can be utilized well, thanks to his excellent endurance. Lastly, Link is one of the only characters to not be noticeably affected by the general nerf to camping. Ultimately, Link is significantly better than how he was in ''Brawl'' and is arguably better than he was was in ''Melee'', although his current viability is somewhat debatable because of the majority of the returning cast having also been buffed to varying degrees.


===Aesthetics===
===Aesthetics===
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*{{change|Backward roll's animation has changed. It is now based on the backflip used by the {{s|zeldawiki|Hero of Time}}.}}
*{{change|Backward roll's animation has changed. It is now based on the backflip used by the {{s|zeldawiki|Hero of Time}}.}}
*{{buff|Dashing [[item throw]]'s animation is faster (8 frames → 18), making it the fastest in the game. This improves his [[item]]-based zoning potential.}}
*{{buff|Dashing [[item throw]]'s animation is faster (8 frames → 18), making it the fastest in the game. This improves his [[item]]-based zoning potential.}}
*{{buff|The Hylian Shield now blocks projectiles even while Link is walking. Additionally, it now always protects his front while he is idle, thanks to his idle poses' updated animations. Lastly, Link now raises it when a projectile or an explosion hits it.<ref name="Shield"/> Altogether, these changes significantly improve its reliability.}}
*{{buff|The Hylian Shield now blocks projectiles even while Link is walking. Additionally, it now always protects his front while he is idle, thanks to his idle poses' updated animations. Lastly, Link now raises the Hylian Shield when a projectile or an explosion hits it.<ref name="Shield"/> Altogether, these changes significantly improve its reliability.}}


===Ground attacks===
===Ground attacks===
*{{change|Neutral attack's first and second hits deal less damage (4% (hit 1)/3% (hit 2) → 2.5% (both)). This improves their [[jab cancel]]ing potentials, but hinders their damage racking potentials.}}
*{{change|Neutral attack's first and second hits deal less damage (4% (hit 1)/3% (hit 2) → 2.5% (both)). This improves their [[jab cancel]]ing potentials, but hinders their damage racking potentials.}}
*{{buff|Forward tilt has decreased ending lag (frame 40 → 38).}}
*{{buff|Forward tilt has decreased ending lag (frame 40 → 38).}}
*{{buff|Down tilt deals 1% less damage (12% → 11%), although its knockback growth was somewhat compensated (50 → 62/30). It also has decreased start-up (frame 13 → 11) and ending lag (frame 32 → 29). Altogether, these changes improve its combo potential. It will also now always meteor smash the opponent should they be close enough to the ledge, improving its reliability.}}
*{{buff|Down tilt deals 1% less damage (12% → 11%), although its knockback growth was somewhat compensated (50 → 62/30). It also has decreased start-up (frame 13 → 11) and ending lag (frame 32 → 29). Altogether, these changes grant it combo potential.}}
*{{nerf|Down tilt has drastically reduced base knockback, now not being able to KO offstage opponents until well beyond 100%. It also cannot meteor smash opponents on the ledge (excluding Charizard).}}
*{{change|Down tilt now always [[meteor smash]]es an opponent if they are close enough to an edge. However, aside from {{SSB4|Charizard}}, it can no longer meteor smash an opponent hanging on the edge.}}
*{{buff|Link has a new dash attack, the {{s|zeldawiki|Jump Attack}} from ''The Legend of Zelda'' series. Compared to the previous dash attack, it deals more damage (10%/12%/11% → 14%/13%/12%) and knockback (30 (base)/80 (growth)/0 (set) → 70 (base)/85/77 (growth)/85 (set)), making it better at KOing. It also has significantly larger hitboxes. Like the previous dash attack, it has favorable launching angles (90°/80°/70°/60° → 45°/50°/55°), which make it equally ideal for follow-ups.}}
*{{buff|Link has a new dash attack, the {{s|zeldawiki|Jump Attack}} from ''The Legend of Zelda'' series. Compared to the previous dash attack, it deals more damage (10%/12%/11% → 14%/13%/12%) and has more knockback (30 (base)/80 (growth)/0 (set) → 70 (base)/85/77 (growth)/85 (set)), making it better at KOing. It also has significantly larger hitboxes.}}
*{{nerf|Dash attack has more start-up (frame 8 → 20) and ending lag compared to the previous dash attack.}}
*{{nerf|Dash attack has more start-up (frame 8 → 20) and ending lag compared to the previous dash attack.}}
*{{nerf|Forward smash deals less damage (15%/14% (hit 1)/17%/20% (hit 2) → 14% (hit 1)/13%/12% (hit 2)) and its second hit has increased ending lag (frame 50 → 68).}}
*{{change|Dash attack has different angles (90°/80°/70°/60° → 45°/50°/55°) compared to the previous dash attack.}}
*{{buff|Forward smash has altered knockback (25 (base)/90 (growth) → 47/100 (hit 1), 20/25/30 (base)/90 (growth) → 85/89 (hit 2)), improving its KO potential. Its new knockback values also allow its non-tippered first hit to combo into its second hit, similarly to {{SSB4|Toon Link}}'s forward smash.}}
*{{change|Forward smash deals less damage (15%/14% (hit 1)/17%/20% (hit 2) → 14% (hit 1)/13%/12% (hit 2)), although its knockback was somewhat compensated (25 (base)/90 (growth) → 47/100 (hit 1), 20/25/30 (base)/90 (growth) → 85/89 (hit 2)). This grants its non-tippered first hit combo potential into its second hit, but hinders its KO potential.}}
*{{nerf|Forward smash has increased ending lag (frame 50 → 68).}}
*{{buff|Parts of forward smash are now irreversible.}}
*{{buff|Parts of forward smash are now irreversible.}}
*{{change|Forward smash's sourspot has been re-positioned.}}
*{{change|Forward smash's sourspot has been re-positioned.}}
*{{change|The window of time that the attack button can be pressed after forward smash's first hit has been significantly tightened. This decreases the possibility of accidentally using its second hit, but makes it so that the delay between the first and second hits cannot be abused before using the second hit.}}
*{{change|The window of time that the attack button can be pressed after forward smash's first hit has been significantly tightened. This decreases the possibility of accidentally using its second hit, but makes it so that the delay between the first and second hits cannot be abused before using the second hit.}}
*{{buff|Up smash's last hit deals 1% more damage (10%/9%/8% → 11%/10%/9%) and has altered knockback (70 (base)/80 (growth) → 60/96), improving its KO potential. Up smash's hits also connect together better.}}
*{{buff|Up smash's last hit deals 1% more damage (10%/9%/8% → 11%/10%/9%), improving its KO potential. However, its knockback was somewhat compensated (70 (base)/80 (growth) → 60/96). Up smash's hits also connect together better.}}
*{{buff|Down smash has altered knockback (26 (base)/90 (growth) → 40/88 (hit 1), 20 (base)/90 (growth) → 80/63 (hit 2)), improving its KO potential.}}
*{{buff|Down smash has altered knockback (26 (base)/90 (growth) → 40/88 (hit 1), 20 (base)/90 (growth) → 80/63 (hit 2)), improving its first hit's KO potential and its second hit's spacing potential.}}
*{{buff|Due to its angles being altered (75° (both) → 78° (hit 1)/30° (hit 2)), down smash's second hit is now a [[semi-spike]].}}
*{{buff|Due to its angles being altered (75° (both) → 78° (hit 1)/30° (hit 2)), down smash's second hit is now a [[semi-spike]]. This significantly improves it edgeguarding potential.}}


===Aerial attacks===
===Aerial attacks===
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*{{nerf|Neutral aerial autocancels later (frames 1-6, 32> → 1-3, 36>).}}
*{{nerf|Neutral aerial autocancels later (frames 1-6, 32> → 1-3, 36>).}}
*{{buff|Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%) and has altered knockback (5 (base)/100 (growth) → 20/130 (hit 1), 20 (base)/110 (growth) → 30/100 (hit 2)), improving its KO potential.}}
*{{buff|Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%) and has altered knockback (5 (base)/100 (growth) → 20/130 (hit 1), 20 (base)/110 (growth) → 30/100 (hit 2)), improving its KO potential.}}
*{{nerf|Forward aerial is interruptible 2 frames later (frame 48 → 50).}}
*{{nerf|Forward aerial is [[Interruptibility|interruptible]] later (frame 48 → 50).}}
*{{nerf|Back aerial deals less damage (4% (hit 1)/7% (hit 2) → 3%/5%) and each hit has a shorter duration (4 frames → 3 (hit 1), 6 frames → 5 frames (hit 2)).}}
*{{nerf|Back aerial deals less damage (4% (hit 1)/7% (hit 2) → 3%/5%) and each hit has a shorter duration (4 frames → 3 (hit 1), 6 frames → 5 frames (hit 2)).}}
*{{buff|Up aerial has decreased landing lag (30 frames → 23).}}
*{{buff|Up aerial has decreased landing lag (30 frames → 23).}}
*{{buff|Up aerial has an altered animation. Link now leans further backward while performing the {{s|zeldawiki|Up Thrust}}. This makes improves its range and makes his hurtbox narrower.}}
*{{buff|Up aerial has an altered animation. Link now leans farther backward while performing the {{s|zeldawiki|Up Thrust}}. This improves its range and narrows his hurtbox.}}
*{{nerf|Clean and late down aerial deal less damage (22% (clean)/18% (late) → 18%/15%). Down aerial is also more difficult to land and all of its hits have decreased base knockback (40/30 → 30 (early, clean), 40/50 → 30 (late, bounce)), hindering its KO potential.}}
*{{nerf|Clean and late down aerial deal less damage (22% (clean)/18% (late) → 18%/15%) and have decreased base knockback (40/30 → 30 (clean), 40/50 → 30 (late)), hindering their spacing potentials.}}
*{{buff|Down aerial's bouncing hit deals 3% more damage (8% → 11%). Additionally, it can now [[meteor smash]] during start-up,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlaxXyxNw Pic of the Day: November 6, 2013]</ref> similarly to [[Toon Link (SSBB)|Toon Link]]'s down aerial in ''Brawl''. However, it does not meteor smash grounded opponents, allowing it to connect into its second hit. Lastly, it has decreased landing lag (50 frames → 32) and increased range, improving its safety.}}
*{{change|Down aerial has decreased base knockback (40/30 → 30 (early/clean), 40/50 → 30). This improves its bounce hit's combo potential, but hinders its clean hit's KO potential.}}
*{{nerf|Grab aerial deals less damage (4% (hit 1)/6% (hit 2) → 2.5%/4%) and has increased start-up lag (frame 11 → 12).}}
*{{buff|Down aerial's bouncing hit deals 3% more damage (8% → 11%), although its base knockback was compensated (40/50 → 30).}}
*{{buff|Grab aerial has significantly increased range as a [[tether recovery]], significantly improving its recovery potential. It also transitions faster as an attack (frames 11-16 (hit 1)/frames 23-24 (hit 2) → 12-21/22-23).}}
*{{buff|Due to its angle being altered, early down aerial is now a [[meteor smash]].<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlaxXyxNw Pic of the Day: November 6, 2013]</ref> However, it does not meteor smash grounded opponents, which grants it combo potential its clean hit.}}
*{{buff|Down aerial has decreased landing lag (50 frames → 32) and increased range.}}
*{{change|Grab aerial deals less damage (4% (hit 1)/6% (hit 2) → 2.5%/4%). This improves its combo potential, but hinders its spacing potential.}}
*{{nerf|Grab aerial has increased start-up lag (frame 11 → 12).}}
*{{buff|Grab aerial has increased range as a [[tether recovery]], significantly improving its recovery potential. It also transitions faster as an attack (frames 11-16 (hit 1)/frames 23-24 (hit 2) → 12-21/22-23).}}


===Throws/other attacks===
===Throws/other attacks===
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*{{buff|[[Hero's Bow]] charges faster and has increased knockback (7 (base)/50 (growth) → 10/66), improving its spacing potential.}}
*{{buff|[[Hero's Bow]] charges faster and has increased knockback (7 (base)/50 (growth) → 10/66), improving its spacing potential.}}
*{{nerf|[[Quickdraw (technique)|Quickdrawing]] has been removed, hindering Hero's Bow's utility.}}
*{{nerf|[[Quickdraw (technique)|Quickdrawing]] has been removed, hindering Hero's Bow's utility.}}
*{{buff|[[Gale Boomerang]] has slightly improved follow-up potential at close range and at low percentages.}}
*{{buff|[[Gale Boomerang]] has slightly improved set-up potential at close range and at low percentages.}}
*{{buff|Uncharged [[Spin Attack]] deals 2% more damage (12% → 14%) and has increased knockback growth (72 (hit 1)/80 (hits 2-3) → 86 (early, clean)/82 (late)), improving its KO potential. It also has decreased start-up lag (frame 12 → 8).}}
*{{buff|Uncharged [[Spin Attack]] deals 2% more damage (12% → 14%) and its front hit has increased knockback growth (72 (early)/80 (clean/late) → 86 (early/clean)/82 (late)), improving its KO potential. However, its back hit's knockback was compensated. It also has decreased start-up lag (frame 12 → 8).}}
*{{nerf|Spin Attack's back half KOs 19% later.}}
*{{buff|Due to consisting of nine hits instead of five, aerial Spin Attack deals 8% more damage (14% → 22%). Additionally, its last hit has increased knockback growth (160 → 200), significantly improving its KO potential. Lastly, it can now hit opponents behind Link.}}
*{{buff|Due to consisting of nine hits instead of five, aerial Spin Attack deals 8% more damage (14% → 22%). Additionally, its last hit has increased knockback growth (160 → 200), significantly improving its KO potential. Lastly, it covers much more vertical and horizontal distance, Link retains much more momentum upon performing it, and it can now hit an opponent behind him, significantly improving its recovery potential and safety.}}
*{{buff|Aerial Spin Attack covers much more vertical and horizontal distance. Link also retains much more momentum upon performing it. These changes significantly improve its recovery potential.}}
*{{change|Spin Attack's animation has slightly changed. Link now spins while swinging the Master Sword in a slight undulating motion, causing the hitboxes to move around while doing so.}}
*{{change|Spin Attack's animation has slightly changed. Link now spins while swinging the Master Sword in a slight undulating motion, causing the hitboxes to move around while doing so.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes aerial Spin Attack significantly more difficult to escape from.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes aerial Spin Attack significantly more difficult to escape from.}}
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==Update history==
==Update history==
Link has been heavily buffed via game updates. In update [[1.0.4]], the knockback of the first hit of his forward smash was lowered, allowing it to connect better into the second hit. In update [[1.0.6]] though, he received a mix of buffs and nerfs, which hindered his KO and damage racking potentials, but improved his range and combo game. However, update 1.0.8 brought Link significant buffs in the form of a much more effective grab game and better KOing options, the latter of which helped mitigate the nerfs to his KOing potential that update 1.0.6 brought. In update [[1.1.0]], his grab game was buffed by slightly decreasing the start-up lag of his dash and pivot grabs. Updates [[1.1.3]] and [[1.1.5]] also brought several buffs, which further increased his already high KO potential. Lastly, he was indirectly buffed due to the changes on the shield mechanics in updates 1.1.0 and [[1.1.1]], as the increased [[shieldstun]] and the fact that [[hitlag]] modifiers now apply on shielding opponents improve Link's close-range game by making his moves safer on shield. Altogether, these buffs have resulted in Link being viewed as a better character than how he was in ''Brawl'' and even better than during the initial release of ''SSB4'', much like {{SSB4|Samus}}.
Link has been heavily buffed via game updates. In update [[1.0.4]], the knockback of the first hit of his forward smash was lowered, allowing it to connect better into the second hit. In update [[1.0.6]] though, he received a mix of buffs and nerfs, which hindered his KO and damage racking potentials, but improved his range and combo game. However, update 1.0.8 brought Link significant buffs in the form of a much more effective grab game and better KOing options, the latter of which helped mitigate the nerfs to his KOing potential that update 1.0.6 brought. In update [[1.1.0]], his grab game was buffed by slightly decreasing the start-up lag of his dash and pivot grabs.
 
Updates [[1.1.3]] and [[1.1.5]] also brought several buffs, which further increased his already high KO potential. Lastly, he was indirectly buffed due to the changes on the shield mechanics in updates 1.1.0 and [[1.1.1]], as the increased [[shieldstun]] and the fact that [[hitlag]] modifiers now apply on shielding opponents improve Link's close-range game by making his moves safer on shield. Altogether, these buffs have resulted in Link being viewed as a better character than how he was in ''Brawl'' and even better than during the initial release of ''SSB4'', much like {{SSB4|Samus}}.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Neutral attack's first hit's hitbox duration decreased: 27 frames → 19 and its [[interruptibility]] frames have been removed. These changes remove its jab cancel "death combo".}}[https://www.youtube.com/watch?v=10sepuQSpds]
*{{nerf|Neutral attack's first hit's hitbox duration decreased: 27 frames → 19 and its [[interruptibility]] frames have been removed. These changes remove its jab cancel "death combo".}}[https://www.youtube.com/watch?v=10sepuQSpds]
*{{change|Down tilt's knockback growth decreased. This improves its combo potential, but hinders its KO potential.}}
*{{nerf|Down tilt's knockback growth decreased, hindering its spacing potential.}}
*{{nerf|Aside from {{SSB4|Charizard}}, down tilt no longer [[meteor smash]]es an opponent hanging on an edge.}}
*{{nerf|Aside from {{SSB4|Charizard}}, down tilt no longer [[meteor smash]]es an opponent hanging on an edge.}}
*{{nerf|Non-tipped dash attack deals 1% less damage|13%|12% and its knockback growth decreased: 78 → 72, hindering its KO potential.}}
*{{nerf|Non-tipped dash attack deals 1% less damage|13%|12% and its knockback growth decreased: 78 → 72, hindering its KO potential.}}
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'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{change|Down tilt deals 1% less damage|12%|11%, its knockback decreased, and its start-up lag decreased. These changes improve its combo potential, but hinder its KO potential.}}
*{{buff|Down tilt deals 1% less damage|12%|11%, its knockback decreased, and its start-up lag decreased. Altogether, these changes grant it combo potential at low to medium percentages.}}
*{{buff|Up smash's hits connect together better.}}
*{{buff|Up smash's hits connect together better.}}
*{{buff|Clawshot's range has been doubled and it now grabs an opponent before falling to the ground.}}
*{{buff|Clawshot's range has been doubled and it now grabs an opponent before falling to the ground.}}
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