A Person
08-25-2004, 06:12 AM
Im gona be perfecty honest here Im what you would consider a noob. Although ive had the game since it came out ive never put time into becomeing really good so i only know the BASIC moves for my charecter link. One day i was talking to some friends about SSBM and they started talking about wavedashing and L-canceling and i got scared cause frankly i have almost no idea what those are. If anyone can plz help me i need all the advanced and upper basic moves for Link and strats agenst a JiggilyPuff,Marth,and other Links because i will mostlikely have to fight them to prove that i am good. Thak You all in advance for any help you can give me
disturbedperson
08-25-2004, 12:48 PM
Well, i don't know the advanced strategies for Link, but i do know the terms you're confused about.
L-cancel: Hit L just before you land after using an aerial attack. If the attack is still in motion it would lag your character(they would take time to recover from the motion) but if you hit L as you're landing during the animation your character recovers much more quickly. Most useful for Link's Down Stab IMO. Also most noticable with that move.
Wavedash: Air dodge into the ground at an angle DIRECTLY after a jump. You should slide across the ground as if you never jumped. Most noticable with Luigi due to his low traction. Link doesn't have too much use for it due to high traction but that doesn't mean you can't use it.
If you need a video on Wavedashing, download DC++(instructions are on the Melee Discussion part of the forums), and find someone with the video Falcon Kick Sucks. the Luigi in that movie does a lot of wavedashing at the beginning so you will be able to see what it looks like.
and no, you aren't a n00b. a n00b is a loser who doesn't want to learn anything and believes that they are the absolute best at the game period and whatever they say goes. you are a newb. unknowning of the current strats and terms but willing enough to learn.
Blind
08-26-2004, 12:40 AM
<WARNING: VERY LONG>
Check out the various threads and practice the strategies within as much as possible (particularly Garde's Link guide... it'll tell you a lot about the characteristics of each move, as well as methods of applying the advanced techniques that daunted you before). Do your best to master all the techniques you can... short hopping with Link is pretty easy, but it's integral to his offensive air game. L-Cancelling is likewise vital, because once you land from an air attack, if you cancel it properly you can lead into further attacks quicker. Fast falling is vital too, because once you've connected with an air attack, you'll want to be able to get to the ground and jump up again as fast as possible to continue your assault. It also allows you to mix up your moves so you aren't as predictable.
The most important thing about all these techniques is that they grant you more speed. For Link, a naturally slow character, having more speed is an absolute must; in this game, speed is far more powerful than strength, so being able to combine the two makes you a better player.
Master his projectiles, check the threads about using them... become good with his hookshot, both aerial for combat and recovery, but also the timing for throws... get good with throw comboes. They rely on heavily on which character you're facing, so learn how far which throw sends each character.
For Jigglypuff, you'll want to use your projectiles. JP has several advantages over Link, and they involve her crazy aerial mobility, the Wall of Pain (a term which refers to short hopping her backward a, forward a, and forward b air attacks, using her air mobility to zip in and out of attack range, and combining all of that with her numerous air jumps), and her rest attack. You especially have to watch out for the rest attack, because on some stages it's an instant KO, and if you miss using your spin attack (up+b), your throw, or fail to L-Cancel a down or up+a aerial attack, a good JP player will simply float in from above and sleep you away. Fortunately, you can use the fact that you have great projectiles and decent range. Stick with his faster attacks (neutral A on the ground, and neutral A , backwards A, and forward A in the air) to build up percent, and try to finish with an up+a in air or down+a in air. If you think it'll work, your spin attack or your forward and down smashes are prime candidates for KO'ing, but make sure you don't miss or you'll be rested. Try not to rely on throws too much, because the lag if you miss is horrible and Jiggles is small, so you can miss even when she does the little crouch upon landing from midair. Then, you eat a sleep attack. The percent gained isn't enough for the risk, and the distance she flies probably doesn't allow you to juggle her. A down throw can lead into an up+a aerial attack though, and that could potentially be a KO at certain percents.
Marth is trickier than Jiggles, and requires more planning. Your projectiles, against a potent Marth player, won't work nearly as well as you'd probably like. He can cut through most of them, so instead of the bomb, rely more heavily on the boomerang. Marth has a nasty offensive game with his aerials, but he can't avoid the spin attack very well, so clear him out with that as best you can. You have to sweet spot the edge perfectly to recover against him, since he can edgeguard very well with his down+a and his forward smash. (if you don't know, sweet spotting is timing your triple jump (or other recovery move) so that you grab the edge without exposing yourself at all to attack... that way you grab the ledge and have a short period of invincibility to catch your breath and get back on the stage).
Marth out prioritizes you with almost every move, so good timing is a necessity. He's a tough opponent to face, but he can be beat if you can chip away at him without exposing yourself. Use your projectiles to guide his movements so you can make him play how you want him to... you know your own style best, so this is up to you. Basically, ask yourself this: where do I play my best? If you're best on the ground, use your projectiles to force him to stay there... toss them high and over his head so he doesn't go jumping at you. Then you can use your superior throw range to get extra percent and combo him. Don't miss though, or you will not like the consequences. If you're better in the air, aim your boomerangs down so he gets used to jumping over them, then pop him in the face later. Use your decent air control to guide yourself into range for a forward air... it's priority will help you in the air game. If he's pressuring you too much, air dodge backwards into an aerial hookshot and screw up his rhythm. It's a lot to remember, but a little practice and the situations will flow into your responses easily.
The most important thing to remember is that you cannot neglect ANY of Link's moves... he's versatile, but only if his full arsenal is employed. Even moves like his bow and arrow can be used in the right circumstances to give you the edge you need to win... The best part about all of this is that Link has many different styles of play, and if you master them all you can blend them seamlessly together, making you a tough opponent. The opponent gets used to projectiles? Suddenly switch to a short hopping, close quarters combat aerial game. He adapts? Play defensively, with attacks that keep them at bay while you read their moves. Switch it up to a ground game... time your spot dodges to avoid attacks, and punish with throw comboes. Many opponents will think that you've exhausted Link's arsenal well before he's out of options, so be ready to surprise them.
He's a tough character who demands a lot of thought and practice, but he has so many tools at his disposal that mastering him makes you a dangerous enemy.
Charoo
08-26-2004, 04:38 AM
Well L cancel is a must ofcourse. Anyways agaisnt floaty character jsut remember that they are more flexible than you in the air especially Jiggly. So try to have a round combat with them unless you really have to go aribone for the kill or to avoid them.
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