Young Link (SSBM): Difference between revisions

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===Cons===
===Cons===
*Light character, unlike his heavier counter part [[Link]]
*Light character, unlike his heavier counter part [[Link]]
*Can be comboed easily due to floatiness
*Can be comboed easily.
*Can be chain grabbed by certain characters, such as [[Sheik]]
*Can be chain grabbed by certain characters, such as [[Sheik]]
*A very [[lag]]gy [[grab]]
*A very [[lag]]gy [[grab]]

Revision as of 18:03, May 30, 2008

This article is about Young Link's appearance in Super Smash Bros. Melee. For other uses, see Young Link. Also, for information about the character of whom Young Link is a clone, see Link.
Young Link
Young Link
ZeldaSymbol.svg
Universe The Legend of Zelda
Appears in SSBM
Availability Unlockable
Tier Low (17)


Young Link (こどもリンク, Yangu Rinku) is a character in SSBM. He can be unlocked by beating Classic or Adventure mode with 10 characters including Zelda and Link. He can also be unlocked by playing 500 VS. mode matches.

Special Moves

Pro Young Links

Pros & Cons

Pros

  • Fast-moving both on the ground and in mid-air
  • Excellent at edgeguarding with many techniques
  • Multiple and useful projectiles, leading to potent projectile combos and is very proficient at spacing with them against his opponents as well
  • High variety of attacks and approaches
  • His Down Smash is a powerful killing move used to finish opponents off at the end of combos
  • Has one of the best nairs in the game due to good knock back and fast speed when SHFFL'd
  • Has a fast and long wave dash. Far better than Link's
  • Has a long reach with his grab
  • Can't be Waveshined, unlike his older counter part, Link
  • Can use his Hookshot as a form of recovery
  • Can wall jump at will
  • His Deku Shield can act on it's own and defend against projectiles when standing stationary
  • His Dashing attack can kill horizontally at high percentages.
  • His Spin Attack ensares the enemy for the entire duration, causing a moderate amount of damage while essentially guarding himself from some attacks.

Cons

  • Light character, unlike his heavier counter part Link
  • Can be comboed easily.
  • Can be chain grabbed by certain characters, such as Sheik
  • A very laggy grab
  • Fairly short recovery with his hookshot (especially in comparison to Link's)
  • His range with close up attacks (sword) isn't very large, but at the same time isn't at all that short; medium at best
  • His standing animation lowers his Deku Shield occasionally, compared to Link who always keeps his shield up.

Strategies/Techniques

Basic Combos

Due to Young Link's massive variety of projectile weapons he has many combos both for creating damage and finishing off.

Creating damage

  • Grapple + Throw down + Up B -> This does damage to the opponent but doesn't work on lighter characters such as Kirby & Jigglypuff or when your opponent is at a high percentage.
  • Grapple + Throw up + Up B(in air) -> This does the same as combo 1, but is better used against the lighter characters, but there is a chance that you will only get one hit on them instead of 7-12
  • Smash B + Charged B + Repeat -> When there is distance between you and your opponent this combo does some damage and confuses them to a point that they want to break something, but it doesn't work on Fox or Falco because they can use shine to reflect it.
  • Running A (At enemy) -> On heavier characters you can keep running at them and slashing them once with a Running A until they get to the edge.

Finishing Off

Young Link's attacks are nowhere near as strong as the upper tier characters'. Instead, he depends more upon intricate combos and edge-guarding techniques. Young Link fares quite well off the stage and commands an arsenal of projectiles each with unique trajectories and damage properties. These projectiles mixed with a good recovery can stop the opponent from returning. Naturally, Young Link does best at finishing his opponents horizontally since (unlike his older counterpart) most of his moves send the opponent across instead of up.Young Link's best off-the-top finisher is definitely his down-air followed closely by his up-air.

So with that said here are some of his better finishing off combos:

  • Bomb throw + Down air -> Works well against floaty opponents at percents around 70% and up
  • Grapple + Throw up + Up/Down air -> Choosing between up and down air all depends on the percentage of your opponent; if their percentage is VERY high (160+) then go with the up air because it has a better chance of connecting, but if they are at a lower percentage (100-120) than you're better off with D-air because it kills at lower percentages.
  • If the opponent is recovering from beneath the stage you can time Young Link's Tilt Down A so it sends your opponent right back to where they came from. (Works best on Fox,Falco,Ness,Luigi,Mario and any other character with a predictable recovery)


Target Test

First, do a single jump, and immediatly begin to wall jump. Once you are slightly above target 1, either Fair or Dair it, perferably Dair. Use your second jump to re-align to the wall, and wall jump out. If you over shoot the top, use your saved B-up to recover.

To destroy target 2, get out a bomb, double jump, and throw it at the target on the left. It may take a few throws to hit the target, but keep trying.

Next, jump over to the right ledge (the wooden one). Face left and throw your boomerang to the left. As it comes back, jump out of the way. The boomerang will carry on past you, and will go through the wall to hit target 3 inside the box.

Your next target is down below. Go right and land on the left of the arrows. Go right and allow yourself to slide down the gap. If you miss the platform, use your jumps to get back on, and take a swing at target 4.

When target 4 is destroyed, double jump and B up to get to the top again. Get onto the right arrow-thing, and stand between the edges, but nearer the left arrow. Face right, and shoot a fully-charged arrow. That will get between the flippers and down the passage to destroy target 5.

Again, double jump and whirling sword to get onto the ledge above. Destroy targets 6 and 7 there with sword slashes.

On the right of the screen is a wooden door which opens and shuts. Jump up onto the top of the box-structure. Use a fire-arrow to shoot target 8 guarded by the door.

Now, jump and whirling sword to get above the door and destroy target 9. Go back to the box. One left. The most difficult.

You need luck for this last target. Keep trying, it is possible, I promise. Go to the far right of the box, and pull out a bomb. RUN (don't walk - you NEED to run) to the left and double jump as close to the edge as you can. Throw the bomb to the left at the apex of your jump (the highest point). If you need to recover, use the whirling sword and keep trying until the final target is destroyed.

Congratulations - you've completed the most difficult target test.

Home Run Contest Strategies

Bat Drop Arrow

Stand right next to the bag. Jump and a 3/4 second after the peak, drop the bat. Then, immediately press the B button. The combo does 25% damage max if you stand a few centimeters away from the Sandbag while doing the combo.

Bat Drop Fire Spike

Stand near the Sandbag facing either forwards or backwards. You can't be touching the Sandbag and you have to be a step or two away from it. Single jump and drop the bat at the peak of your jump. Then fastfall and press down+A when your body is parallel to the Sandbag. You did it correctly if Young Link's sword looks as if it is flaming. The combo does 35% damage max.

Bat Drop Strong Up+A

Stand right next to the bag. Jump and a quarter-second after the peak, drop the bat. Then, immediately press the control stick slightly upwards and press A. Don't press the control stick hard or Young Link will jump upwards. The combo does 31% max.

Beginner

  1. Smash throw a bomb
  2. Smash throw a boomerang before the Sandbag lands
  3. Repeat step 2
  4. Move forward a few inches, smash throw a bomb
  5. Smash throw a boomerang just before the Sandbag lands
  6. Smash throw a bomb
  7. Back up toward the bat, smash throw a boomerang
  8. Grab the bat, tipper(110% before)

Bull's-eye: 1450+ feet (440+ m.)

Easy

  1. Grab the bat
  2. Double jump backwards and do a bat drop up+A on the left side of the Sandbag
  3. Jump and catch the bat in mid-air and do another bat drop up+A on the right side of the Sandbag
  4. Smash throw the bat at the Sandbag (making sure it goes to the left)
  5. Smash throw the boomerang to the right
  6. Pick up the bat and run forward with the bat in your hands
  7. As the boomerang is coming back, be ready to throw the bat at the bag, so that the boomerang will keep it on the platform
  8. Pick up the bat, tipper

Bull's-eye: 1600+ feet (480+ m.)

Medium

  1. Smash throw a bomb
  2. Smash throw two boomerangs(50%)
  3. Grab the bat, single jump bat drop up+A combo on the right side of the Sandbag
  4. Double jump to the left, two bat drop+arrow combos
  5. Tipper

Bull's-eye: 1700+ feet (540+ m.)

Advanced

  1. Grab the bat
  2. 1 single jump bat drop up+A on the left side of the Sandbag
  3. 1 single jump bat drop up+A on the right side of the Sandbag
  4. Smash throw the bat at the bag to the left
  5. Throw the boomerang diagonally upward
  6. Pick up the bat and smash throw it to the right at the Sandbag as it is flying across
  7. Grab the bat and do 2 single jump bat drop+arrow combos
  8. Tipper

Bull's-eye: 2100+ feet (640+ m.)

Advanced/Hard

  1. Grab the bat
  2. Do 2 bat drop up+As
  3. Grab the bat, then smash throw the bat at the bag to the back wall, then press A to immediately grab the bat again
  4. Non-smash throw the bat up, then immediately smash throw a boomerang to the right or left (it doesn't matter)
  5. When the bag comes back, it should fly right underneath the bat. When this happens, do a tilt Down+A attack, spiking the bag down right after the bat hits,
  6. Quickly do a bat drop/Up+A into the boomerang that you threw earlier
  7. 1 Bat drop neutral+A
  8. Aerial tipper (172-173%)

Bull's-eye: 2500+ feet (760+ m.)

Hard

  1. Grab the bat.
  2. Do a bat drop/Up+A, moving the bag to the right. 31-32%
  3. Do a bat drop/Boomerang, moving the bag to the left. 64-67%
  4. Grab the bat, then smash throw the bat at the bag to the back wall, then press A to immediately grab the bat again. 86-89%
  5. Non-smash throw the bat up, then immediately smash throw a boomerang to the right or left (it doesn't matter). 86-89%
  6. When the bag comes back, it should fly right underneath the bat. When this happens, do a tilt Down+A attack, spiking the bag down right after the bat hits. 119-122%
  7. Quickly do a bat drop/Up+A into the boomerang that you threw earlier. 151-154%
  8. L-Cancel, then quickly tilt Down+A the bag. 162-165%
  9. Do a bat drop/Arrow. 179-186%
  10. Grab the bat, position yourself for a tipper and swing. 199-206%

Bull's-eye: 2750+ feet (840+ m.)

Hard/Intense

  1. Grab the bat
  2. Do a bat drop up+A, moving the bag to the right
  3. Do a bat drop boomerang, moving the bag to the left
  4. Grab the bat, then smash throw the bat at the bag to the back wall, then press A to immediately grab the bat again
  5. Non-smash throw the bat up, then immediately smash throw a boomerang to the right or left (it doesn't matter)
  6. When the bag comes back, it should fly right underneath the bat. When this happens, do a tilt Down+A attack, spiking the bag down right after the bat hits
  7. Quickly do a bat drop up+A into the boomerang that you threw earlier.
  8. Lightly throw a boomerang up+right
  9. Quickly do a bat drop neutral+A on the left side of the Sandbag, The boomerang should hit the Sandbag
  10. Tilt down+A
  11. Tipper

Bull's-eye: 2850+ feet (860+ m.)

Intense

  1. Bat drop up+A to the right
  2. Bat drop boomerang to the left
  3. Smash throw bat at bag off the back wall, catch, light throw up
  4. Smash the boomerang left, down+a as bat hits
  5. BD up+a into the rang as it returns
  6. Single jump bat drop forward+A
  7. Aerial tipper

Bull's-eye: 2900+ feet (880+ m.)

Intense/Expert

  1. Bat drop up+A to the right
  2. Bat drop boomerang to the left
  3. Smash throw bat at bag off the back wall, catch, light throw up
  4. Smash the boomerang left, down+a as bat hits
  5. BD up+a into the rang as it returns
  6. Single jump bat drop forward+A off the back wall
  7. Light boomerang up-right
  8. Smash throw bat into the Sandbag as it comes back
  9. Aerial Tipper

Bull's-eye: 3100+ feet (940+ m.)

Expert

  1. Bat drop up+A to the right
  2. Bat drop boomerang to the left
  3. Smash throw the bat at the bag to the back wall, catch, light throw up
  4. Smash the boomerang left, down+a as the bat hits
  5. Bat drop up+a into the rang as it returns
  6. Bat drop forward+a into the back wall
  7. Jump right and catch the bat, light throw the boomerang up right
  8. Smash throw the bat down into Sandbag as it returns from the back wall
  9. Aerial Tipper

Bull's-eye: 3200+ Feet (970+ m.)

External links


Techniques

Sex Kick


Template:Zelda Melee