General Introduction and Summary
Hey Link mainers!
This is Foxy here. I am actually a direct descendant from one of the Seven Sages and as such I have been gifted with all their knowledge. My purpose here is to aid Link on his quest.
This thread will be divided up into three main posts.
This post will contain the Brainstorming section. The Brainstorming section will be a place where anyone can contribute anything! Anything you want to talk about, test, look into further or want to say can be said right here. This means that if you found something that you think is cool, if you have an idea that could help, if you want to advance Link's metagame, if you want to overcome one of Link's weaknesses or if you are interested in developing an AT that you see further down, then again, this is the place to talk about it.
I will personally take every post seriously and contribute myself (when I'm online), but this is really going to have to be a community effort if it's going to work.
The second post will contain Link's Complete List of AT's, Tricks and Cool Stuff. I can guarantee that you'll learn something by looking through this incredibly long list. Even seasoned smashboards veterans will find something that they didn't know as I have updated it a decent bit since the last time. This list will primarily serve as a way of recording everything that is known about Link for easy reference, but it will also help to give us something to talk about and I shall be adding to it from time to time when new things are discovered through our discussion in this thread.
The third post will contain Link's True combos, percent specific combos and mix up combos. The True combos are unescapable even with SDI. They will always work as long as you don't screw up. The percent specific combos will only be unescapable within a certain percent range that will change for each character and will be affected by staling and could potentially be escapable earlier than the specified estimated percent range if the opponent has incredible SDI, but for the most part, they are quite reliable and as long as you stay within the estimated range for it to work on, it should always work as they all register as consecutive hits in Training mode. The mix up combos are debatable whether you could even call them combos because they are escapable at any percent range. They rely on predicting the opponent and are merely there for mix ups.
Also, here's a link to Link's frame data just incase you need it. http://allisbrawl.com/forum/topic.aspx?id=124952
While I would encourage you to post straight in this thread whenever you have something to say, if you are unsure or embarrassed about sharing something in this thread, you can feel free to PM me first and ask me if it's worth posting. I'll give you all the honest advice that one would expect from a descendant of a Sage.
One last thing that should be said before we move on to the actual thread. Don't thank me, thank Scabe for making me.
Link's Brainstorming Thread
So here's how it's gonna work!
First of all, as stated above, everyone contributes by posting things like any tricks/combos/things you pull off in games that you think are cool and could be useful, any ideas you have that could help (brainwaves, if you will), advancing Link's metagame, overcoming any of Link's weaknesses (maybe you have a few theories that you'd like discussed) or if you are interested in developing/discussing an AT that you see in the second post that you see potential in.
Once discussion gets going, I will continue to update this post with your quotes. This will involve the original idea and then any helpful contributions that are made after it that actually go towards some sort of a conclusion or advancement. In the end, I will ultimately be deciding what gets quoted and what does not, which just means that I'll be the one that decides what's useful/helpful. Don't take it personally if you don't get quoted. I probably had my reasons. Just keep trying to post helpfully and productively. On a lighter note, if you don't get quoted, the chances are, I'm just sitting back and watching where the idea is going before I make my final decision. Once I see that the idea is going somewhere, I will be obliged to quote it and only too happy to do so.
Quoted Ideas and useful/helpful responses
Read through this section so you can get instantly up to date with any of the previous discussions instead of having to read through the entire thread. This will give you a general idea of what we are discussing and will help you contribute.
Hyrulian Shield Ideas
There is some interest in looking into the Hyrulian Shield and possible ways to develop it.
What do you think? Do you know of any other ways that we could implement the Hyrulian Shield? Or maybe you can just discuss the Hylian Slide. Have you tried using it in a real game? (If so, how did it work out?) How useful do you think this application could prove to be?
First hit of Bair
What other things could this combo into other than the second hit of Bair? This has a lot of potential for new ideas.
Let's try to develop this further. What does it combo into? How can it be used? Any info on this one would be really appreciated, so if you have anything to add, go for it.
Jab Locks. Set ups and general discussion
Link's Jab Lock can lead to zero to deaths if you know how to use it. I see it as an incredibly importaint part of his meta game that we simply cannot ignore. Let's find new ways to set Jab locks up, finish them off, keep them going, and any discussion about them at all. Perhaps you have a really easy way of performing it? Perhaps you just need help. Let's discuss the Jab Lock!
Well that's where we are atm. If you want to contribute another Jab Lock set up, post it and presuming that it works, I'll add it to the quoted post that has the list of all known Jab Lock set ups. But this isn't all you can post! Feel free to post anything that is Jab Lock related. Anything at all. Suggestions are at the top of this discussion.
Returning Boomerang. (The Gale Return)
This could lead to some interesting discussions. Link's Gale Return has this amazing pushing and pulling effect caused by wind hitboxes. Very strange things can occur with wind hitboxes. Let's discuss the returning Boomerang and possible uses for it!
This is already turning out great. There are so many uses for the returning Boomerang. This shouldn't be a hard discussion to contribute to. Go for it!
Zair Combos
As you should know, Link's Zair has this amazing property where it has two kinds of hitboxes. There's the chain as it comes out and there's the claw snappy thing at the tip once it's fully extended. In order for Zair to combo into other moves, Link has to cancel the Zair early before the claw chomp comes out. So when I say, "Zair Combos", I'm talking about stuff that combos out of the chain hitbox of Zair when you land on the ground soon after to cancel the Zair. Just a warning about this, it means that you give up some of your spacing.
The first hit of Zair cancelled early has great combo potential. What other combos can you find? If you can't test, you can be just as helpful by suggesting possible combos. One such combo I found was....
Zair to D-tilt Spike 0_o
I found after doing some tests with Zair that Link can register consectutive hits in Training mode with a Zair to D-tilt spike combo. This is absolutely amazing! Or is it? There are still a few things wrong with it, like you have to Zair up really close to the opponent and close to the ground, so we need to find ways to set it up. Also, the D-tilt spike is quite hard to connect with because the spike hitboxes get over powered by the normal hitboxes so there's not much room for error. Still, this could be meta game changing as it means that on stage it can lead straight into a Jab Lock if they don't tech the spike and near the edge it can mean instant death. In short, this could be big.
This still needs a lot of input from everyone. Let's try to think of ways to set this up and ensure the spike hitbox to connect. Maybe you can think of a different way entirely to perform this? How about finding out what percents it is easiest to connect the spike on? In general though, we need to brainstorm and find ways to over come it's problems and find new ways to take advantage of it's good points. Remember, this could be big.
BDACUS
The Buffered Dacus is still a relatively new tech and certainly hasn't been given enough thought by us Link mainers. This section is to be devoted to the BDACUS amd its uses for Link, specifically, what should it be buffered out of and how can we use it best?
As you can see, major contribution to this will require a major effort, but don't let that put you off; if you feel you're not up to any testing, then contributions in the form of ideas are also appreciated. So if you have any ideas or are just curious to know if something to Bdacus is any good, then what are you waiting for? Post it up.
What now? Contribute of course!
It's time to contribute. You can add something on to a previous discussion ^ or you can create a new topic of conversation. So if you have anything to share, go for it! If you have any ideas or brainwaves that you reckon could be a good topic, let's hear it!
If you don't have anything to contribute atm, then feedback about this thread is also good to hear.
(Also, any help with getting some more pictures is also appreciated. This thread may as well be epic and look nice at the same time.)
Hey Link mainers!
This is Foxy here. I am actually a direct descendant from one of the Seven Sages and as such I have been gifted with all their knowledge. My purpose here is to aid Link on his quest.
This thread will be divided up into three main posts.
This post will contain the Brainstorming section. The Brainstorming section will be a place where anyone can contribute anything! Anything you want to talk about, test, look into further or want to say can be said right here. This means that if you found something that you think is cool, if you have an idea that could help, if you want to advance Link's metagame, if you want to overcome one of Link's weaknesses or if you are interested in developing an AT that you see further down, then again, this is the place to talk about it.
I will personally take every post seriously and contribute myself (when I'm online), but this is really going to have to be a community effort if it's going to work.
The second post will contain Link's Complete List of AT's, Tricks and Cool Stuff. I can guarantee that you'll learn something by looking through this incredibly long list. Even seasoned smashboards veterans will find something that they didn't know as I have updated it a decent bit since the last time. This list will primarily serve as a way of recording everything that is known about Link for easy reference, but it will also help to give us something to talk about and I shall be adding to it from time to time when new things are discovered through our discussion in this thread.
The third post will contain Link's True combos, percent specific combos and mix up combos. The True combos are unescapable even with SDI. They will always work as long as you don't screw up. The percent specific combos will only be unescapable within a certain percent range that will change for each character and will be affected by staling and could potentially be escapable earlier than the specified estimated percent range if the opponent has incredible SDI, but for the most part, they are quite reliable and as long as you stay within the estimated range for it to work on, it should always work as they all register as consecutive hits in Training mode. The mix up combos are debatable whether you could even call them combos because they are escapable at any percent range. They rely on predicting the opponent and are merely there for mix ups.
Also, here's a link to Link's frame data just incase you need it. http://allisbrawl.com/forum/topic.aspx?id=124952
While I would encourage you to post straight in this thread whenever you have something to say, if you are unsure or embarrassed about sharing something in this thread, you can feel free to PM me first and ask me if it's worth posting. I'll give you all the honest advice that one would expect from a descendant of a Sage.
One last thing that should be said before we move on to the actual thread. Don't thank me, thank Scabe for making me.
Link's Brainstorming Thread
So here's how it's gonna work!
First of all, as stated above, everyone contributes by posting things like any tricks/combos/things you pull off in games that you think are cool and could be useful, any ideas you have that could help (brainwaves, if you will), advancing Link's metagame, overcoming any of Link's weaknesses (maybe you have a few theories that you'd like discussed) or if you are interested in developing/discussing an AT that you see in the second post that you see potential in.
Once discussion gets going, I will continue to update this post with your quotes. This will involve the original idea and then any helpful contributions that are made after it that actually go towards some sort of a conclusion or advancement. In the end, I will ultimately be deciding what gets quoted and what does not, which just means that I'll be the one that decides what's useful/helpful. Don't take it personally if you don't get quoted. I probably had my reasons. Just keep trying to post helpfully and productively. On a lighter note, if you don't get quoted, the chances are, I'm just sitting back and watching where the idea is going before I make my final decision. Once I see that the idea is going somewhere, I will be obliged to quote it and only too happy to do so.
Quoted Ideas and useful/helpful responses
Read through this section so you can get instantly up to date with any of the previous discussions instead of having to read through the entire thread. This will give you a general idea of what we are discussing and will help you contribute.
Hyrulian Shield Ideas
There is some interest in looking into the Hyrulian Shield and possible ways to develop it.
Could start with discussing the hylian slide?
Basically a worthless Hylian shield tech here unless it's on ice. It could save (normal) shield pressure when blocking Aura spheres/charged shots etc. Shield dash>immediately release shield>Link slides the shield dash distance in his normal stance and the Hylian shield blocks range attacks like usual but with no lag or push-back.
http://www.youtube.com/watch?v=ZY1M7HIUMnQ
I did a lot of testing in the past.
Hshield is in effect when Link is already standing or crouching, not transitioning to those states. Link occasionally lets down his guard when standing still and puts his Hshield away when holding an item but keeps a constant guard if he’s crouching. If any part of a range attack hits the actual shield Link will be pushed back and remain unharmed (Fox’s lasers will push him). Link himself can still be hit. Explosions, including Snake’s missile, penetrate it but Link’s safe from moves that continue through like Razor Leaf and Robo Beam.
The only time I’d intentionally Hshield is if the opponent was far and using a big range attack; the constant guard doesn’t deplete Link’s normal shield and it’s easier than power shielding. Big controlled blasts like PK Flash/Freeze and Din’s Fire will be blocked if any part touches the Hshield. Charged Aura Balls and Beam Shot’s are easy to Hshield from a distance." (Written before I discovered the slide)
HShield stops every range attack. Explosions and Pikmin aren't considered range attacks. There is slight stun and pushback but not while Link's sliding. Crouching on ice makes Link slide but stops him on normal terrain. Tapping 'shield' automatically makes Link stand from running with no direction input. He slides the distance of shield dashing while the Hylian shield blocks range so you save a few frames of shield drop lag and shield pressure.
It's not great but any lag reduction/shield alternative helps.
First hit of Bair
What other things could this combo into other than the second hit of Bair? This has a lot of potential for new ideas.
I was thinking that a lot of Link's don't cancel their bair enough on the first hit (cancel it on the ground that is) so they could follow up more.
The landing lag makes it hard to not be grabbed. Sometimes when we're both in the air I'll Bair>Fast fall when the first hit connects>land and Utilt. Utilt/Usmash have farther reach behind Link so Bair (first kick) canceling>Utilt/USmash from a lower position is a good low platform poker.
So I wanted to do some tests on the first hit of Bair cancelled on the ground just to see if I could get any "consecutive hits" in Training mode and to get some general info. The consecutive hits are usually a pretty reliable way of getting true combos.
I tested it on Mario and I was able to true combo the first hit of Bair into a turn around Jab. With practise I was also able to barely pull of a true combo with turn around U-tilt as well. (To get the true combos, you need to focus on using Bair at the last possible moment and of course turning around and Jabbing instantly.)
As Scabe said, the first hit of Bair has set knockback, so anything that I say true combos will true combo at any percent.
I tried a few other moves that didn't work like D-smash, Up-B and U-smash, and while I'm uncertain atm (I'll need to test it properly with another player and not just my spare fingers), I'm pretty sure that it can combo into turn around Grab. The only thing Mario could do was double jump just before he touched the ground, but we might still be able to grab him out of the air. We don't have to worry much about people landing then shielding/sidestepping because for some reason they can't shield straight away when they land (hitstun? in brawl?). This discovery made me think that even though with some moves it says it's not a consecutive hit, it might still be inescapable (again, I'll need to test with another person).
I then tried some things on a few other characters and I soon found that different characters were having different results even though it has set knockback. For example, some characters can't even jump before they touch the ground so with them we may have a guaranteed Grab.
I decided to test all characters to see which ones could double jump before they land and which ones I could get a consecutive hit with a turn around Jab. I found something, character specific, yet mind blowing, which I'll tell you in a sec.
Instead of writing all the characters, I'll give you the highlights.
I was able to get a consecutive hit with a Turn around Jab on every character except Bowser. I tested this strange phenomenon for a while and for some reason, Bowser is immune. Some characters were slightly easier or harder to get the consecutive hit with.
Almost every character was able to double jump out before they touched the ground except Bowser, Diddy Kong, Sheik, Ganon, Meta Knight, Fox, Falco, Wolf and Captain Falcon. Some characters were able to double jump sooner then others. With the characters listed that can't double jump, theoreticaly, we should be able to get a guaranteed turn around grab.
And here it is! The big one. As I was going through the characters, I got to Meta Knight. Oh yes. As I have said, we should be able to get a free grab on him, but that isn't what I'm most pleased about. I did the quick test to see if I could get consecutive hits by doing the usual SH, Bair (cancelled on the ground) turn around Jab, and it worked first time. A little too easily.... You see, I'd accidently stuffed the timing up and I had used Bair slightly too early. The Jab should not have been a true combo. For some reason unknown to me, out of curiosity perhaps, I tried to combo the Bair into a turn around D-smash and IT FRIKEN WORKED! I got that consecutive hit I was looking for but not expecting to see. For some reason, the first hit of Bair absolutely owns Meta Knight. He is the only character that I've been able to get a consecutive hit with D-smash (I haven't tested it on all characters yet, but still).
This means that on any percent, as long as you don't screw it up, LINK HAS A GUARANTEED D-SMASH ON META KNIGHT.
Oh and I just thought of something that would make things much easier. If possible, we need to find a way to get the timing of the Bair consistenly. You know what I mean? So even if it means jumping, doing something straight away then doing a Bair straight after that automatically gets timed perfectly to come out just as you land. Something along those lines so that we don't have to try to time the Bair perfectly. Then, we want the easiest possible way to perform the turn around moves. Should we buffer the turn around? Hold it? Flick it? Lightly tilt it? I tried a few variations while I was testing and some were easier but some were faster, so this is still a bit of a grey area. Basically, what should be the agreed way to perform this to make it consistent?
(next post)
Edit 2: I beat you guys to it XD. I found the ultimate way to perform this. It's very simple and it will perform the Bair perfectly, every time (if you don't screw up). You simply SH, Fast fall asap and at the exact same time that you hit down on the joystick to fast fall, hit Back on the c-stick. If you fast fall as early as you can and you perform the Bair at the exact same time (quite easy), then the Bair will always come out at the last possible moment. Which means that if the Bair comes out at all, it has set you up perfectly for any combos. Then it's just up to you to turn aorund and do what you want in the shortest time you can and you can guarantee that it'll true combo.
In regards to my former concern about the extra landing lag, it doesn't seem to affect the combo-ability at all. If anything, fast falling might actually save time because I was easily able to get the turn around U-tilt on Mario where previously I struggled a bit. This may just have to do with the Bair consistenly being timed perfectly, but either way, it appears to be easier to true combo now.
All you have to do is practise the timing for the fast falling.
For the record, these were all tested in training mode and if I say it's a true combo, what I mean to say is the game registered it as a "consecutive hit". The way I performed the combos was I did a SH, as soon as I could I Fast falled and hit Bair at the same time (Bair with C-stick), rolled the joystick from down (the fast fall) to towards the opponent while I was falling (to turn around as soon as I land) and then performed the move that is specified. You may find an easier way to perform it for you, but this is the way that I would advise for it to be performed if you asked me.
True combo follow ups to the first hit of Bair cancelled on the ground.
Mario: Jab and U-tilt
Luigi: Jab and U-tilt.
Peach: Jab and U-tilt.
Bowser: He's immune.
Donkey Kong: Jab.
Diddy Kong: Jab and U-tilt.
Yoshi: Jab.
Wario: Jab.
Link: Jab.
Zelda: Jab and U-tilt.
Sheik: Jab and U-tilt.
Ganondorf: Jab.
Toon Link: Jab and U-tilt.
Samus: Jab.
ZSS: Jab, U-tilt and D-smash.
Pit: Jab and U-tilt.
Ice Climbers: Jab and U-tilt.
R.O.B.: Jab.
Kirby: Jab, U-tilt and D-smash.
Meta Knight: Jab, U-tilt and D-smash.
King D3: Jab.
Olimar: Jab and U-tilt.
Fox: Jab, U-tilt and D-smash.
Falco: Jab U-tilt and D-smash.
Wolf: Jab.
Captain Falcon: Jab.
Pikachu: Jab, U-tilt and D-smash.
Ivysaur: Jab.
Charizard: Jab.
Squirtle: Jab, U-tilt and D-smash.
Lucario: Jab.
Jigglypuff: Jab and U-tilt.
Marth: Jab and U-tilt.
Ike: Jab.
Ness: Jab and U-tilt.
Lucas: Jab and U-tilt.
Mr GaW: Jab, U-tilt and D-smash.
Snake: Jab.
Sonic: Jab and U-tilt.
That's all for now.
WE NEED A NAME!! Bair Cancel? Let's think, so it's the first hit of Bair that is cancelled on the ground. That's what we have to work with. We probably can't include whatever folow up we would use because the follow up changes. Ground cancelled Bair? It just doesn't sound cool enough. We need a cool sounding name.
Dropkick Combo.
Example: Dropkick Dsmash combo.
Dropkick sounds good.
i.e Dropkick Jab Combo, Dropkick Dsmash Combo etc.
Here's a vid of Dropkick combos. http://www.youtube.com/watch?v=AXv5nUV80As
Jab Locks. Set ups and general discussion
Link's Jab Lock can lead to zero to deaths if you know how to use it. I see it as an incredibly importaint part of his meta game that we simply cannot ignore. Let's find new ways to set Jab locks up, finish them off, keep them going, and any discussion about them at all. Perhaps you have a really easy way of performing it? Perhaps you just need help. Let's discuss the Jab Lock!
Though as far as Jab locks. There is that japanese video up with multiple Jab locks Strats. Maybe start with catalog those first and move on from there. So as to both having someplace to begin as well as no repeating ourselves.
As promised, I've gone through the vid of jab locks and I've listed every way that he set them up. So read through, feel inspired and let's hear some discussion on finding some more Jab lock set ups. I'll quote this post and a few others that lead to this post and create a new discussion in the OP. I will add any new ideas that you have to this list which will also of course remain in the OP.
Keep in mind that a lot of these are not guaranteed set ups, but who cares.
1. Throw Boomerang at them close up, walk forwards, Jab.
2. U-tilt a shielding enemy who is standing above you on a low platform, they fall off the platform in their tumble animation, when they land, simply Jab them.
3. Both you and your opponent stand on a low platform with the opponent standing near the edge of the platform. Jab him, he will fall off the platform in his tumble animation, you fall through the platform and when you land, Jab him.
4. Bomb pull, Full hop, throw the Bomb down just in front of your opponent, footstool them, Nair, Fast fall the Nair, Jab them.
5. Pull out a Bomb, Footstool a grounded opponent, throw the Bomb down, Footstool them again, Nair, Fast fall the Nair, Jab them.
6. Throw the Boomerang so that it misses the opponent, use the three hit Jab combo on the opponent so they get hit into the path of the returning Boomerang, they will be pulled back towards you, when they land Jab them.
7. Pull out a Bomb, Jump, double jump, throw the bomb down at the opponent, fast fall, Quickdraw in their direction, then Jab them.
8. Throw a Boomerang at the opponent up close, shoot an arrow, run up and Jab them? (in the vid he did not use this as a Jab lock set up but the arrow does lock them.)
9. SH, Bair so that the first hit misses them and so that the second hit hits them just as you land, run towards them, SH Nair so that you miss them on the way up, Fast fall the Nair, Jab them.
10. SH, wait a bit, Zair up close so that you hit them just as you land, run towards them, SH, Instantly footstool them, Nair, Fast fall the Nair, Jab them.
11. Against some characters, you can hit them with the first hit of Bair just as you land, SH towards them and Instantly footstool them, in the vid he followed this up with a Quickdraw to Jab, but the footstool is not guaranteed as they can always escape if they expect it (I already tested this).
12. Hit an opponent up against a wall (with the three hit Jab combo) and if they don't tech it, Jab them when they land.
13. As soon as you come back from losing a stock, Bomb pull, get close to them, throw the Bomb down at your feet then quickly jump towards them and footstool them and then land an Jab them..... (I have some serious doubts about this one.)
14. Footstool an opponent who is jumping up from the edge, Nair, Fast fall the Nair, Jab them.
15. Against some characters (I presume) SH, Zair them close up, D-tilt them (it should spike them into the ground) then Jab them.
16. ....this one's silly. Grab them, Up-throw them, SH, Footstool them, Nair, Fast fall the Nair, Jab them. (maybe this is hoping they will airdodge through you expecting you to attack them, and then you footstool them just as their invincibility frames run out?)
17. Throw the Boomerang up really close, SH, Instantly Footstool them, Nair, Fast fall the Nair, Jab them.
18. On slower falling characters, Jab them twice, Jab cancel, SH, Instantly Footstool them, Nair, Fast fall the Nair, Jab them.
19. Throw the Boomerang so it misses them, Pull out a bomb, Throw the bomb at them, they will get pulled back by the returning Boomerang, SH, Footstool them, Nair, Fast fall the Nair, Jab them.
20. Lol.... Pull out a Bomb, Full hop, Double Jump, Z-drop the Bomb, Fast fall to the other side of the opponent and D-tilt. The Bomb will hit them and then they'll get spiked into the ground by the D-tilt and then you Jab them.
21. Throw the Boomerang at your opponent from close up, Run towards them, SH wait a bit, Fair so that you hit them with the First hit of Fair then Instantly land, Jab them.
22. SH, Zair up close to them just before you land, Run forwards a tiny bit, SH Instantly Footstool them, Fast fall, Quickdraw towards them, Jab them.
From this point onwards, I finished looking through the vid and anything listed has been posted by one of us. Keep the suggestions coming! This is great work!
23. Throw a Boomerang so that it misses your opponent, wait a bit, D-tilt them into the returning Boomerang, they will get caught by it, if they don't airdodge or tech then walk up to them and Jab them when they land.
24. Throw a Boomerang so that it misses your opponent, Grab them, F-throw them into the returning Boomerang, they will get caught by it, if they don't airdodge or tech then walk up to them and Jab them when they land.
25. SH and drift towards the opponent (continue to hold towards them until you land) Zair up close to the opponent and close to the ground, combo it into a D-tilt spike, if they don't tech it, you can combo them into an inescapable Jab.
26. Pull out a bomb, SH, drift/DI towards the opponent (continue to hold towards them until you land), Airdodge, Zair up close to the opponent and close to the ground, combo it into a SH, Bomb D-throw, Footstool, Nair, Fast fall the Nair, Jab them.
27.
28.
29.
30.
Returning Boomerang. (The Gale Return)
This could lead to some interesting discussions. Link's Gale Return has this amazing pushing and pulling effect caused by wind hitboxes. Very strange things can occur with wind hitboxes. Let's discuss the returning Boomerang and possible uses for it!
Let's focus on the effect of the Boomerang returning. Needs a cool name like Gale return or something.
The gale pull/push acts like a solid wall when a character hits it in hit stun from steep vertical angles. Hypothetically bombs, Dtilt, Usmash, Utilt, Dair, Dthrow, Uthrow, and Uair could 'gale spike' (like stage spike) into combos. Dtilt/Utilt/bombs are the only feasible options. Although, Dthrow might work if the gale's returning behind Link.
Anyways with the Gale Return there's quite alot of possibility for combos.
Usually when you throw a bomb the boomerang and it hits the opponent. The Boomerang pulls them in setting you up for a free hit. I think Fair is usually the bets since both hits will connect iirc?
I wish Dair would work constintely but it does the Gale Return does that thing where it saves the opponent rather then getting killed by the Dair.
Also in teams I've had some amazing saves with the Gale Return. It's actually saved my partner a few times when he would have died.
Here's Gale Spiking with Throws. http://www.youtube.com/watch?v=9FrM-DmZ_0k
New video with Gale Spike Setups http://www.youtube.com/watch?v=DJWa-WnYIeE
Zair Combos
As you should know, Link's Zair has this amazing property where it has two kinds of hitboxes. There's the chain as it comes out and there's the claw snappy thing at the tip once it's fully extended. In order for Zair to combo into other moves, Link has to cancel the Zair early before the claw chomp comes out. So when I say, "Zair Combos", I'm talking about stuff that combos out of the chain hitbox of Zair when you land on the ground soon after to cancel the Zair. Just a warning about this, it means that you give up some of your spacing.
@Scabe
Try the Zair>Pivot landing Bair. Might only be able to do single hit Zair and relatively close. But if it does manage to work there are some combo possibilities there.
This at about 48 seconds in. See if that's possible with Link.
http://www.youtube.com/watch?v=2LW7p9_sqOI&feature=related
Hmm, zair pivot landing? I'm thinking it's definitely possible, but the applications are gonna be much more limited for us I think. For us to do it, we probably will have to only get the first hit of zair to land like Ryos said (otherwise we wouldn't be close enough), setting ourselves up to ruin our spacing if they shield or dodge, and opening us up to nasty counterattacks since Link is garbage up close. Another question is whether or not it's escapable (or at least easily escapable) since I would imagine we have more lag on our jump than Tink. If zair DOES lead into a bair though, it might be useful, although it still seems like it'd be a very dangerous AT for us to use, since this is a very aggressive technique and Link is not a character who likes to approach. Maybe this could be useful out of a SH'd airdodge?
Zair pivot landing Bair works. I tested this on Wolf and it's a true combo!
I think Zair>Pivotlanding Bair is more of a defensive to offensive move.
Possible use for this being: When your opponent gets close to you, retreating air dodge to approaching Zair in the same SH, into a pivot landing Bair might actually help Link turn the situation in his favor when someone gets too close where Link doesn't do so well.
But it most definitely will have to be a surprise for it to work. Not something you want to use over and over unless they are too stupid to figure out how to deal with it. Also the real problem is if they shield the zair. Though they are less likely to shield of they think Link is about to back away with an air dodge.
It looks pretty flashy. It worked on like Snake, MK and Wolf, those are the ones I've tested.
So it may come in handy this move whenever you use the close up version of Zair.
But I figured I'd stuff around for a bit to see if I can find anything else so I don't leave you empty handed and I found something. Did you guys know that you can combo Zair into a SH bomb D-throw? If you can't see where I'm going with this, then allow me to explain further. You obviously have to do a Zair with a Bomb and you have to Zair up close, but then you can combo that into a SH Bomb D-throw, Footstool, Nair, Fast fall the Nair, Jab Lock. I'm sure you must have known about that, right?
Anyway, possibly char specific, I'd have to check, but it's pretty ****.
True combo? Possibly not if they SDI the Zair away from you. But it did register as a consecutive hit.
Zair to D-tilt Spike 0_o
I found after doing some tests with Zair that Link can register consectutive hits in Training mode with a Zair to D-tilt spike combo. This is absolutely amazing! Or is it? There are still a few things wrong with it, like you have to Zair up really close to the opponent and close to the ground, so we need to find ways to set it up. Also, the D-tilt spike is quite hard to connect with because the spike hitboxes get over powered by the normal hitboxes so there's not much room for error. Still, this could be meta game changing as it means that on stage it can lead straight into a Jab Lock if they don't tech the spike and near the edge it can mean instant death. In short, this could be big.
Anyway, I did some more testing! And it's good news!
I tested it on every character to see who it would work on and I was able to make it work on everyone! The entire cast! But before you wet yourself, you must know that some characters are much harder than others and before you get all downcast, you must know that some characters are very very easy to spike.
It all depends on three factors. How far they get hit away with Zair. How high they get hit with Zair. And finally, where their hurtboxes are while they are getting hit away.
Before I go through the list of Char's, I think I'm in a position to tell you how to perform this. After all the testing, I found that the easiest way was to SH, drift towards them, Zair close to the ground, hit them as close as possible, continue to drift towards them until you land and then D-tilt asap. For some char's and for higher percents, you may need to continue to hold towards them for a little bit after you land so you can walk forwards a tiny bit and then D-tilt in order to close the gap better. Other then that, it's all just to do with getting a really good idea of where the D-tilt spike hitbox is. This just comes with practise.
I'm going to go through the list of char's and tell you what's going on with them.
Remember, I was able to combo Zair into D-tilt spike on everyone. As I found out, it does not make any difference whether you try it so you spike them into the ground to set up a Jab lock or if you spike them off stage. It still connects the same.
As I go through the list, unless I specify, it works on low to medium percents. Any higher and it would make things a lot harder (but not neccesarily impossible. It just means you have to walk forwards a tiny bit before you D-tilt.) I will at some point, go through the list and specify exactly at what percentages it works at for each char.
Mario: Fairly straight forward. Medium difficulty.
Luigi: Ditto.
Peach: A little bit harder because of floatiness. You may have to ever so slightly delay the D-tilt (it will still register as a TC.)
Bowser: Very Hard. For Bowser, because he only gets hit up a little bit and because he has a lot of hurtbox (he's fat), you need to get him to higher percents first (70ish) in order to get the rest of his body out of the way.
Donkey Kong: Very Hard. You need to hit his foot. You'll see what I mean. He sort of sticks his foot out in a nice spot to hit it, but you also have to avoid his other foot (otherwise it won't spike). (Works at the usual low to medium percents, just thought I'd clear that up, but remember, if I don't specify, it means it works at low to medium percents.)
Diddy Kong: Fairly straight forward. Medium difficulty.
Yoshi: Ditto.
Wario: Ditto.
Link: Ditto.
Zelda: Ditto.
Sheik: Very Hard. With some characters, it only seems to work at a certain percent. This is because there is something very wrong about the way they get hit, so that you need to get them to a certain percent when they change their hurtbox animation or they simply get hit high enough. Sheik is one of these characters. It's possible, it's just it only seems to work at a specific percent which I will go into in more detail when I test to see what percents it works on for each char. For all other char's, that this happens to, I'll say, "Same as Sheik."
Ganondorf: Fairly straight forward. Medium difficulty.
Toon Link: Ditto.
Samus: This was an interesting one. You might even say it doesn't work. But we can true combo spike her out of the Zair, just not in the same way as the rest of the cast. You see, she floats over the spike hitbos of the middle of the sword. So the only way I found to spike her was to get close enough and hit her with the arm spike hitbox of Link (you know, right?). So it's still possible, just different.
Zero Suit Samus: lolz lolz lolz!!! This one is easy! There are only two characters that I reckon are simply dead easy to perform this on and ZSS is one of them. It's because the only thing we can hit is her skinny foot. It's really easy because of the small hurtbox. Nothing gets in the way! So as long as you line up the Spike hitbox just right, this one is as good as done! Poor ZSS.
Pit: Fairly straight forward. Medium difficulty.
Ice Climbers: This one is as simple as the average chars, but it's different because obviously, there are 'two characters'. So I just thought I'd give a special mention that sometimes you spike them both and sometimes you only spike one. Useful? I don't know. Perhaps for gimping purposes, it would be better that they were seperated.
R.O.B: This one was a little bit hard but only because you had to hit the very corner of his base thing. Not too much to worry about.
Kirby: This one is actually a little bit harder because he's so small. You need to Zair closer to the ground, but by doing this it means you get less drift in their direction. So you need to Zair, walk a little bit then D-tilt Spike.
Meta Knight: Fairly straight forward. Medium difficulty.
King D3: You need to hit his foot just like Donkey Kong. Medium difficulty.
Olimar: You may need to walk forwards a little. A bit harder.
Fox: Very Hard. Same as Sheik.
Falco: Fairly straight forward. Medium difficulty.
Wolf: Very minimal drift is needed. He doesn't get hit very far by Zair.
Captain Falcon: Fairly straight forward. Medium difficulty.
Pikachu: lolz lolz lolz. Very Easy!!!! This is dead simple. He gets hit in such a way that his body gets right out of the way and his thin tail sticks down in a really easy to hit way in the perfect spot to D-tilt spike. You really can't miss.
Ivysaur: Fairly straight forward. Medium difficulty.
Charizard: Ditto:
Squirtle: Ditto.
Lucario: Ditto.
Jigglypuff: Hard to time. You need to slightly delay the D-tilt because she floats over it.
Marth: Fairly straight forward. Medium difficulty.
Ike: Very Hard. Same as Sheik.
Ness: Fairly straight forward. Medium difficulty.
Lucas: Very Hard. Same as Sheik.
Mr.G@W: Fairly straight forward. Medium difficulty.
Snake: Easy. Not as easy as ZSS and Pikachu, but easy.
Sonic: Fairly straight forward. Medium difficulty.
If you do it properly and you D-tilt spike them and they don't tech it, they literaly can't escape the Jab lock. I've found that I can just stand still and Jab asap after the D-tilt, but maybe with some char's you need to walk forwards a tiny bit first.
Ok, so let's talk about setting this up. It is obvious to you all that a major flaw in this is getting that miss-spaced Zair right up close. Well, this is the brain storming thread, this is why we're here. Let's think of some solutions.
How about punishing laggy moves. This includes anything laggy, just laggy actions in general.
Another idea? SH airdodge towards your opponent, dodging an attack and canceling the airdodge with the Zair up close.
I like this idea. I often combo Zair>smash to stop powerful moves like smashes/Falcon punch/etc, we could Zair>Dtilt spike to punish moves. Zair has great disjoint, even used close, and high piercing priority, it's also a projectile eater. Air dodge a move>Zair>Dtilt brings us nice and close, maybe a good Dtilt arm hitbubble spike vs in-air opponents.
Mario fireball approaches>Zair eats it and we spike.
Link's Zair and grab will not be affected (other than damage) by Mario's cape; in other words, no flip or stun no mater what. If we could time it right, Mario will have a terrible time recovering.
I want to say the spike is at a sharp angle that launches down and away; we can spike opponents past a grab-able edge from higher pass-through platforms. Stages like Delfino, Smashville, Rainbow Cruse, etc have these.
Zair attacks as Link drops through platforms as long as the claw doesn't land on the platform.
If the spike's off we can always Utilt or smash. Considering how much Link relies on Zair we can spike at close spacing opportunities, most opponents want to break through.
Note that sloped edges and ground (like Yoshi's Island Brawl) affect Dtilt's attack angle.
Though i figure the most effective and safe way to attempt a Zair>Dtilt spike would be to use it at the end of a jab lock in progress. If you can get them into a jab lock and walk them to the edge, let them stand up Zair>Dtilt and go for the kill, because they wouldn't be coming back from that.
Here's a vid of Zair to Dtilt Spike. More to come.
http://www.youtube.com/watch?v=eNT2fT8niRY
BDACUS
The Buffered Dacus is still a relatively new tech and certainly hasn't been given enough thought by us Link mainers. This section is to be devoted to the BDACUS amd its uses for Link, specifically, what should it be buffered out of and how can we use it best?
I learned how to Bdacus ( http://www.youtube.com/watch?v=WcDLKBJyQzk ), if you press up on the C stick, you'll buffer a Dash attack. Today after I learned some characters can't jump from B-throw and Fthrow (Bthrow> Fthrow though F throw has better follow ups) and but I only find it possible to Bdacus from Fthrow, some characters are forced to land, others have the ability to jump near ground, it doesn't work at all for some... these are not true combos. These arent useful on character that are sent flying as they can DI away from you. The Bdacus can be used to rack up damage and dash attack can lead into juggles and strings.
I used two controllers to test this
Forced Landing
Near Ground
Barely Works
Doesn't work too well
Doesn't work at all
Fthrow
Mario - Bdacus/? - Can (barely) escape. Just jump.
DK - Bdacus - dash attack only works if he didn't jump- He goes a bit high but it can still be pulled off
Link - Bdacus/Dash attack - It works well on him... lol
Samus - ?Bdacus?- Can escape if she wanted to. Just jump.
ZSS - Dash attack/Bdacus - you really have to make sure you do this quickly as her jump gets her out of range quickly
Kirby - Bdacus - I honestly expected this to completely fail, but the Usmash's first hit can knock him into the third hit, otherwise, it fails.
Fox - Bdacus/dash attack/Grab? - Fox has to go through 4 frames of hard landing lag giving us more time to attack, if he shields then you can get a grab
Pikachu - Dash attack?/?Bdacus?-This thing goes way too far, Dash attack barely gets him and usually will miss. The Bdacus will be late and Pikachu can escape before you can really move
Marth -Bdacus - Marth (barely) escapes. Just jump. Dash attack will give a red spark(don't know name) if he doesn't move at all.
Gaw - Bdacus - Dash attack will miss since it goes too far and Gaw can easily counterattack or jump away
Luigi - ಠ_ಠ - He goes too far for Dash attack and once he flips, he's out. BDacus won't won't reach him in time
Diddy Kong -Bdacus - he goes too far for Dash attack and Bdacus will only work if diddy doesn't buffer a jump
Zelda - Bdacus - it all depends on what Zelda does after hitstun. As long as she didn't jump, then you can get the hits in
Shiek - Bdacus/dash attack- Same as Zss
Pit -?Dashattack?/Dacus - Same as DK
Meta Knight - Dash attack.../Bdacus - Bdacus can hit MK out of his jump, and dash attack won't hit MK unless moves towards you
Falco -Bdacus - He goes to far for dash attack. He can counter Bdacus though... if he expects it...
Squitle - Bdacus - Most light characters just go too far squirtle is not an exception. BDacus works but only if squitle doesn't jump
Ivysaur- Bdacus..../?Dash attack? - he flies too far for dash attattack, in order for it to work, he must move forward. Bdacus only works if ivysaur doesn't jump.
Charizard - Dash attack../Bdacus - Same as DK, you can be counterattacked... if expected. Dash attack will miss if Charizard moves back.
Ike - Dash Attack/Bdacus - I prefer dash attack as it is faster and Ike has very little time to react to it. I'm not to sure about this but i think if Ike dodges, you will still hit him.
Snake -Bdacus/Dash attack- Use Bdacus, Dash attack doesn't send Snake far at all.
Peach - ಠ_ಠ - You can try Bdacus but she flies too high, she'll only get hit if she doesn't jump or float
Yoshi -Bdacus - Yoshi flies too high for dash attack, and with it's mobility, it can easily move out of the way of Usmash. It will only hit if yoshi doesn't move too much or DJ.
Ganondorf Dash attack/Bdacus- again, I prefer dash attack. If ganon ends up landing, he'll go though 5 frames of hard landing lag. It doesn't make much of a difference
SoPo - Bdacus- Popo really goes pretty far but not that far. Bdacus will hit as long as Sopo doesn't move away or jump
King Dedede -dash attack/Bdacus- Same as meta knight... lol.
Wolf - Dash attack/Bdacus/...grab... - unlike fox, wolf does not undergo hard landing lag so getting another grab would be harder. He lands just as Dash attack hits. He has the ability to shield Bdacus.
Lucario - Bdacus - He goes too far for Dash Attack and Lucario can counterattack your Bdacus
Ness - Bdacus - Same as LucarioSonic - Bdacus - He goes low enough for the initial hit. Basically, same as Kirbyyou won't even be able to grab him any way
Bowser - Bdacus/Dash attack - Just like Ike, he doesn't have many options, but once he jumps, he's out.
Wario - Bdacus - Doesn't work to well since he goes so far, and is out of hitstun when in midair. Just as long as get gets caught in the first hit, it should be fine.
Toon Link Bdacus - Same as Wario
R.O.B. - Bdacus - Same as Wario
Olimar - Bdacus - Same as Wario
Captain Falcon - Bdacus/Dash attack - It's possible for CF to escape from dash attack if he jumps away
Jigglypuff - Bdacus - Same as Wario... meh.
Lucas - Bdacus - Same as Wario. I wish i could say more but it's just so stale.
Yeah, I guess I created another Link gimmick, haha.
I wasn't too sure where to post this, I hope it's the right place
What now? Contribute of course!
It's time to contribute. You can add something on to a previous discussion ^ or you can create a new topic of conversation. So if you have anything to share, go for it! If you have any ideas or brainwaves that you reckon could be a good topic, let's hear it!
If you don't have anything to contribute atm, then feedback about this thread is also good to hear.
(Also, any help with getting some more pictures is also appreciated. This thread may as well be epic and look nice at the same time.)