Link (SSBU)/Dash attack: Difference between revisions
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[[File:LinkDashAttackSSBU.gif|thumb|600px|Hitbox visualization showing Link's dash attack.]] | [[File:LinkDashAttackSSBU.gif|thumb|600px|Hitbox visualization showing Link's dash attack.]] | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Hops into the air and performs a jumping downward slash, otherwise known as the Jump Attack or {{iw|zeldawiki|Jump Slash}}. Deals 12% up close along the arm, 13% along the blade and 14% at the tip of the blade, dealing a considerable amount of knockback in addition. | Hops into the air and performs a jumping downward slash, otherwise known as the Jump Attack or {{iw|zeldawiki|Jump Slash}}. Deals 12% up close along the arm, 13% along the blade and 14% at the tip of the blade, dealing a considerable amount of knockback in addition. | ||
While plagued with a slow startup, it benefits from a unique 'high profile' aspect, the brief hop allows you to avoid low to the ground attacks such as [[Ness]]' [[PK Fire]] and catch them off guard. It can also be used to [[edgeguard]] high to mid recoveries from the ledge, and potentially 2-frame the opponent, yet the speed of the move leaves that possibility something to be desired. It serves as a strong tool for hard reading opponents and catching rolls, however due to it's aforementioned slow startup and high ending lag, it is a risky option even then, and should be seldom used in neutral other than in specific circumstances. | While plagued with a slow startup, it benefits from a unique 'high profile' aspect, the brief hop allows you to avoid low to the ground attacks such as [[Ness]]' [[PK Fire]] and catch them off guard. It can also be used to [[edgeguard]] high to mid recoveries from the ledge, and potentially 2-frame the opponent, yet the speed of the move leaves that possibility something to be desired. It serves as a strong tool for hard reading opponents and catching rolls, however due to it's aforementioned slow startup and high ending lag, it is a risky option even then, and should be seldom used in neutral other than in specific circumstances. |
Revision as of 11:16, January 25, 2022
Overview
Hops into the air and performs a jumping downward slash, otherwise known as the Jump Attack or Jump Slash. Deals 12% up close along the arm, 13% along the blade and 14% at the tip of the blade, dealing a considerable amount of knockback in addition. While plagued with a slow startup, it benefits from a unique 'high profile' aspect, the brief hop allows you to avoid low to the ground attacks such as Ness' PK Fire and catch them off guard. It can also be used to edgeguard high to mid recoveries from the ledge, and potentially 2-frame the opponent, yet the speed of the move leaves that possibility something to be desired. It serves as a strong tool for hard reading opponents and catching rolls, however due to it's aforementioned slow startup and high ending lag, it is a risky option even then, and should be seldom used in neutral other than in specific circumstances.
Hitboxes
Timing
Hitboxes | 20-23 |
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Interruptible | 57 |
Animation length | 67 |
Lag time |
Hitbox |
Interruptible |
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