FerrishTheFish
Smash Ace
MISSION STATEMENT: The goal of this thread is to compile a concise and accurate list of Link's advanced techniques. These do not have to be techniques specific to Link, they just have to be a) useful, and b) advanced. All of this information will be updated to the OP in the format:
[COLLAPSE="Up-B Edgehog"]EXAMPLE: (video/.gif)
HOW-TO: Run towards a grabbable ledge at full speed. At the last second, jump-cancel a standing up special. Link's momentum should carry him off the edge and he should grab onto it (it may help to hold the control stick away from the platform until you fall off, then toward the platform until you grab on). Can also be performed by moonwalking instead of running.
USES: Quickly edgehog someone after knocking them off the platform. Most effective when opponent attempts to sweetspot the ledge rather than land on the platform.
MATCH-UPS: Most useful vs. Fox and Falco who try to sweetspot the ledge, as the weak up-B will not hit them. Moderately useful vs. Sheik and Falcon (and Ganondorf) as it forces them to recover on the platform where they can be hit by a ledge-hop dair. Less useful vs. Marth, Peach, and ICs. Useless vs. Puff.
PRACTICE: Practice this technique vs. CPU Foxes and Falcos on any neutral stage except BF.[/COLLAPSE]Although probably all the information in here could be found elsewhere, there didn't seem to be a compiled and organized list anywhere. I personally find it very helpful to practice with a .txt document open on my computer screen with the names of all the techniques I want to practice. This thread, which attempts to pack the maximum amount of information into the minimal amount of space, is a reflection of that. Hopefully this thread will help other Links on SWF practice these advanced techniques.
This thread is NOT intended to be a guide for any general Link strategies. I'll give you the techniques, but it is ultimately up to you how you choose to use or not use them.
FEEDBACK:
1. Please post suggestions for techniques I may have missed or mistakes I may have made. I know I'm not exactly the world's best Link, and I take no credit for the discovery or implementation of any of these techniques.
2. Examples of these techniques will be much more useful if they occur in actual matches. If anyone comes across a good in-match example, please post it on here and I'll try to put it on the OP. Otherwise, sometime soon I'll hop on Training Mode and post 20-second Windows Movie Maker vids of these techniques.
3. Please let me know if I get some of the names wrong or if a certain technique has more than one name (so they can all be listed under one technique). Overlaps somewhat with #1.
4. Obviously, some of these techniques are "more advanced" and/or "more essential" than others. For now, I'll try to put them in order of decreasing importance but I may ultimately decide to organize these techniques into subcategories. Please post suggestions as to what tech belongs where.
5. This overlaps somewhat with #4, but some of these techniques may be too basic or too obscure to merit posting here. Please let me know if I should remove some of these techniques, although for referencing purposes, I would much rather just create "Basic" and/or "Obscure" subcategories.
6. If some of my examples are incorrectly linked, please let me know (check out Note #2 first, tho).
NOTES:
1. I have linked the videos to times several seconds before the actual technique is performed to add some context to each technique. Yes, the technique is there (unless I really DID make a mistake), just be patient for a few seconds
2. For some reason, at least on my desktop, YouTube has trouble seeking the correct time for URLs with the time built-in for long videos. Please check the last few characters of each URL (e.g. "&t=00h11m06s" corresponds to 00:11:06) and, if YouTube does not auto-seek the correct time, manually seek the time--since this is essentially the fault of my lack of time and lack of decent video-editing software, I will (eventually) attempt to fix this issue by isolating the relevant matches/sets into shorter videos.
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[COLLAPSE="Up-B Out of Shield"]EXAMPLE: http://www.youtube.com/watch?v=CXFH_DRXlQ0&t=11m06s
HOW-TO: While shielding, press Up on the Control Stick, then press B to perform Link's up special.
USES: Link's fastest and arguably best option out of shield. Punishes people for using laggy attacks on Link's shield or for shield-pressuring incorrectly.
MATCH-UPS: Most useful vs. Marth and Peach. Moderately useful vs. Sheik, Falcon, and ICs. Less useful vs. Fox, Falco, and Puff.
PRACTICE: Practice this technique anytime, anywhere.[/COLLAPSE][COLLAPSE="Jump-Cancelled Bomb Throw"]EXAMPLE:
HOW-TO: While holding a bomb and running (or performing any other action that can be jumped out of), press X or Y to jump and immediately smash the Control Stick in the desired direction (forward, backward, up, down, or no direction) and press A or Z to throw the bomb in that direction. Identical to a standing/smash bomb throw. Also works by tapping the Control Stick upward and then in the desired direction, although this is impractical. Also works with the C-stick, but only in the upward direction.
USES: Throws the bomb forward faster and farther than the running bomb throw. Throwing a bomb backwards while running removes the need to jump and make Link potentially vulnerable in the air, on top of keeping Link's Hylian shield "active" and able to block reflected/supershielded bombs. It also makes opponents more wary about approaching, on top of looking somewhat freaky (for mindgames). Throw the bomb upward for surprise value vs. airborne opponents. Throw the bomb downward at 65% to get Link to 69%.
MATCH-UPS: Most useful vs. everyone except Fox and Falco. Moderately useful vs. Fox and Falco.
PRACTICE: Practice this technique anytime, anywhere. Use FD for a large flat surface to run on and/or Training Mode if necessary.[/COLLAPSE][COLLAPSE="Up-B Edgehog"]EXAMPLE: http://www.youtube.com/watch?v=CXFH_DRXlQ0&t=11m06s
HOW-TO: Run or walk towards a grabbable ledge at full speed. At the last second, jump-cancel a standing up special. Link's momentum should carry him off the edge and he should grab onto it (it may help to hold the control stick away from the platform until you fall off, then toward the platform until you grab on). Can also be performed by moonwalking for a really flashy effect.
NOTE: Walking at full speed towards ledge -> dash away -> moonwalk towards the ledge is easier that just moonwalking without walking first, because walking like that will make your moonwalk bigger.
NOTE: Wavedashing forwards and just holding the Control Stick forwards makes you instantly walk at full-speed.
USES: Quickly edgehog someone after knocking them off the platform. Most effective when opponent attempts to sweetspot the ledge rather than land on the platform.
MATCH-UPS: Most useful vs. Fox and Falco who try to sweetspot the ledge, as the weak up-B will not hit them. Moderately useful vs. Sheik and Falcon (and Ganondorf) as it forces them to recover on the platform where they can be hit by a ledge-hop dair. Less useful vs. Marth, Peach, and ICs. Useless vs. Puff.
PRACTICE: Practice this technique vs. CPU Foxes and Falcos on any neutral stage except BF.[/COLLAPSE][COLLAPSE="Jab-Jab-Reverse Utilt"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h04m40s
HOW-TO: Tap A twice, then tilt the Control Stick slightly away from the opponent to turn around, then perform an utilt. Can also be performed by tilting the Control Stick diagonally up and slightly away from opponent.
USES: Often used to shield-tap. Superior to the third jab in practically every way, as it covers more options and is harder to punish. May start juggle combos under certain conditions. An excellent mix-up and complement to the jab-jab-dsmash: reverse utilt pokes downward angled shield, dsmash pokes upward angled shield.
MATCH-UPS: Most useful vs. Falcon since it punishes all his out-of-shield options. Moderately useful vs. Peach, as well as Fox and Falco (due to the possibility of starting a juggle). Less useful vs. Sheik, ICs, and Puff. Useless vs. Marth, assuming you get that close to his shield in the first place without getting grabbed.
PRACTICE: Practice this technique anytime, anywhere.[/COLLAPSE][COLLAPSE="Shield Drop"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h34m25s
Shai Drop: http://www.youtube.com/watch?v=vLu5972oPZc
HOW-TO: When on a platform, drop through the platform and immediately LIGHTLY tap L/R to shield. Link's shield will appear for a brief instant and he will drop through the platform more quickly than usual. Modify this technique by releasing L/R after dropping through the platform and wavelanding underneath. Can also be performed by lightly, slightly tapping downward while shielding on a platform.
USES: Can be performed while running on a platform. Can aerial attack after dropping through the platform as usual. Literally replace every "normal" drop in your game with a shield drop, it's that much better.
MATCH-UPS: N/A.
PRACTICE: Practice this technique on the BF platforms, in Training Mode if necessary. Turning off the music (under Options -> Sound) can help you listen for the shield sound effect (a low-pitched "thrum" that is unmistakable if you know what it sounds like).[/COLLAPSE][COLLAPSE="Jump-Cancelled Grab"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h04m57s
HOW-TO: While running or crouching, press X or Y to jump, then immediately (before leaving the ground) press Z. Identical to a standing/shield grab.
USES: Grab opponents after crouch-cancelling an attack. Can be useful when tech-chasing opponents (seriously, dthrow -> dash-dance -> JC regrab scares and frustrates people). Safer than a running grab because it has 10 fewer frames of ending lag.
NOTE: Although the JC grab comes out 1 frame faster than the running grab, the act of jump-cancelling can take 1-6 frames, so be sure to hit that Z button as quickly as possible, i.e., in 1 frame.
NOTE: Oftentimes there are better options out of a grab than dthrow -> dash-dance -> JC regrab, so it is only recommended to attempt at low % (<20%).
MATCH-UPS: N/A.
NOTE: Sheik/Puff can avoid it by ducking.
PRACTICE: Practice this technique on FD. Note that the visual difference between a running grab and a JC grab is tiny, but Link appears to slide a short distance when properly performed. If possible, get a friend to play a fast-faller like Falco and practice dthrow -> Falco techrolls -> (dash-dance ->) JC grab.[/COLLAPSE][COLLAPSE="Short-Hop Bair Double-Jump"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h35m34s
HOW-TO: Perform a short-hop and IMMEDIATELY perform a bair. The instant before Link lands from the bair, double-jump.
USES: Can follow up with any aerial move. When performed on an opponent's shield, may avoid a shield-grab and punish (e.g., with a dair).
MATCH-UPS: N/A.
NOTE: Sheik and Marth seem to have an easier time shieldgrabbing Link out of a SHBDJ than other characters.
PRACTICE: Practice this technique anytime, anywhere. Use Special Melee: Slo-Mo Melee or Training Mode if necessary.[/COLLAPSE][COLLAPSE="Ledge-Cancel"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h08m27s
HOW-TO: While in the air near a ledge/platform and traveling in the direction of "off" the ledge/platform, perform any aerial move. Land as close to the edge as possible. Link should land but slide off and be immediately ready to perform another action.
USES: Bypasses any ending lag from any aerial move. Can be used to string aerial moves together (usu. dair/bair/fair to nair). May also confuse opponents who are trying to recover (esp. if ledge-cancelling a dair). If facing backwards, can edgehog immediately after the ledge-cancel.
MATCH-UPS: N/A.
NOTE: It is more difficult to edgeguard Sheik and Marth with this technique.
PRACTICE: Practice this technique anytime, anywhere. May be more useful to practice on FoD (has platforms of variable height).[/COLLAPSE][COLLAPSE="Moonwalk"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h48m19s
http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h42m36s
HOW-TO: Tap forward to run. IMMEDIATELY tilt the Control Stick downward, then backwards and hold. The whole process should take ~1/10 of a second.
USES: Can be used to edgehog. Can be used to confuse opponents. Jumping after a moonwalk results in a greatly increased aerial speed while traveling backwards--can achieve max air speed while traveling backwards (normally impossible) if you bair after jumping.
MATCH-UPS: N/A.
PRACTICE: Practice this technique anytime, anywhere.[/COLLAPSE][COLLAPSE="Bomb Plant"]EXAMPLE:
HOW-TO: First, Link must be holding a bomb. There are now several ways to perform a bomb plant. In order of increasing difficulty:
1. Jump through a platform and drop the bomb when it clears the top of the platform.
2. Drop through a platform and drop the bomb just before it starts to go through the platform.
3. Ledge-hop and drop the bomb when it clears the ledge.
4. Short-hop, double-jump, fast-fall, and time a bomb release so that the bomb lands on the ground without exploding.
5. Short-hop backwards and drop the bomb during the frames of its animation where it is closest to the ground.
6. Anytime while landing on any surface, time a bomb release right before landing.
USES: Used to build up a "stockpile" of bombs (usu. while opponent is respawning) that can be quickly thrown one after another without needing any time to pull any more out. Can be used as a "mine," esp. placing a bomb on a ledge when edgehogging to cover multiple options.
MATCH-UPS: N/A.
PRACTICE: Practice this technique anytime, anywhere.[/COLLAPSE][COLLAPSE="Up-B Recovery Interrupt (aka Down Fishin')"]EXAMPLE: http://www.youtube.com/watch?v=39V2YIE4Edk&t=00h17m45s
HOW-TO: While edgehogging an opponent who is attempting to recover near the stage, quickly drop off the ledge, fastfall to the appropriate height, and sweetspot an up-B. Attempt to lightly nick the opponent (preferably with only one hit of the up-B) rather than actively knock them away from the platform.
NOTE: Sweetspotting the up-B (you can tell you've sweetspotted when the final rotation/hit doesn't come out) is absolutely necessary for this technique because it brings Link back to the ledge in the shortest amount of time, allowing a possible follow-up or edgehog.
USES: Used to interrupt opponent's recovery (mainly fast-fallers) who will oftentimes miss their recovery after being hit by this technique because literally NO ONE sees it coming. I have literally never seen another Link attempt anything like this before (if they even drop off the ledge, they go for something like a bair or nair), and I have successfully pulled it off against some pretty legit players. This is probably the only technique on this list that I will attempt to take some sort of credit for.
NOTE: This technique is NOT very safe and NOT recommended unless you are 100% sure it will hit.
MATCH-UPS: Most useful vs. Fox and Falco. Usefulness vs. other characters unknown.
PRACTICE: Practice this technique/sweetspotting in general on any stage with a ledge. May help to practice on BF, which is probably the hardest stage to sweetspot on.[/COLLAPSE][COLLAPSE="Bombdash"]EXAMPLE: http://www.youtube.com/watch?v=39V2YIE4Edk&t=00h27m56s
HOW-TO: While holding a bomb, perform a short-hop. Quickly throw the bomb and waveland in either direction.
USES: Can be used to help escape an opponent or avoid a punishment (esp. if wavelanding away). Can be used to follow up if the bomb hits (esp. if wavelanding towards).
MATCH-UPS: Most useful vs. Marth and Peach. Moderately useful vs. Sheik, Falcon, and ICs. Less useful vs. Puff. Useless vs. Fox and Falco (they will just reflect it in your face and you can't really do anything about it).
PRACTICE: Practice this technique anytime, anywhere. May be easier to practice on FD for a large, flat surface to waveland on.[/COLLAPSE][COLLAPSE="Bomb-Jump"]EXAMPLE: http://www.youtube.com/watch?v=kjrYLXC2p8s&t=02m23s
http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h33m32s
HOW-TO: This recovery technique can only be performed while falling in the air and holding a bomb (an easy way to set up this scenario is to double-jump and pull out a bomb during the jump). Throw the bomb upwards, then perform an up special, using the Control Stick to aim so that the bomb collides with Link's head. The bomb will explode on Link's head, knocking him forward.
NOTE: Only works with a "fresh" (i.e. not stale) up-B. The up-B becomes stale if you hit your opponent with it even once; however, it then becomes un-stale if you lose your stock or if you land 9 hits with other moves.
USES: Enables recovery from farther away than usual. However, as it turns Link around, he is no longer able to grapple recover. It is also possible to use this technique to knock Link into a wall so that he can wall-jump tech.
MATCH-UPS: N/A.
PRACTICE: Practice this technique in Training Mode on the bottom of Hyrule Temple. Choose a CPU Link, set his damage to about 350%, and set his controls to "Human." This allows the technique to be performed repeatedly. Practice by controlling the CPU Link.[/COLLAPSE][COLLAPSE="Bomb-Tech"]EXAMPLE:
HOW-TO: While in the air near a wall and holding a bomb, throw the bomb towards the wall and immediately walljump-tech (press R all the way down, hold towards the wall on the C-stick and hold up on the Control Stick). Link will wall-jump and gain a little height.
NOTE: Link must be at high enough damage or else the bomb will not stagger him and he will be unable to tech (unsure of exact % needed).
USES: Enables recovery from lower than usual, essentially a poor man's grapple recovery. Similar to the bomb-jump, this technique turns Link around and prevents subsequent grapple recovery. Grapple recovery, when possible, is usually preferable.
MATCH-UPS: N/A.
PRACTICE: Practice this technique on the sides of Fountain of Dreams. It is possible to bomb-tech off of the bottom central pillar and recover with an up special.[/COLLAPSE][COLLAPSE="Lightshield Ledge Reset (??)"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h03m15s
HOW-TO: Stand as close to the edge of a platform, usu. a side platform, as possible (it may help to roll towards the edge). Buffer a light shield, e.g. by holding Z during a roll. Tilt the light shield away/off the edge.
USES: Most useful when opponent is invincible off of a respawn. Any action by the opponent other than a perfectly spaced grab will push Link off the edge and allow him to escape and "reset" the position. Can be used to "reset" the position in some other situations as well. Beware of players smart enough to just stand in front of you and wait for your shield to go down (the proper counter to this technique); check out shield dropping, specifically Shai Dropping, for an easy way to escape from this.
MATCH-UPS: N/A.
PRACTICE: Practice this technique on any stage with platforms.[/COLLAPSE][COLLAPSE="Pivot/Pivot Dsmash"]EXAMPLE:
HOW-TO: Perform a dash-dance. The frame after Link turns around, press down on the C-stick. Link should turn around and perform a dsmash. Holding Z after using the C-stick causes Link to charge the dsmash. Other moves are possible as well, most notably the ftilt.
USES: Can be used to tech-chase (i.e., punishing in-place techs and missed techs). Punishes poorly-spaced approaches. Can avoid some characters' grabs under certain conditions. Pivot ftilt can be used to quickly adjust spacing in order to edgeguard.
MATCH-UPS: Moderately useful vs. Fox, Falco, Peach, and Falcon. Less useful vs. Sheik, ICs, and Puff. Useless vs. Marth.
PRACTICE: Practice this technique anytime, anywhere. Use Special Melee: Slo-Mo Melee if necessary.[/COLLAPSE]
[COLLAPSE="Up-B Edgehog"]EXAMPLE: (video/.gif)
HOW-TO: Run towards a grabbable ledge at full speed. At the last second, jump-cancel a standing up special. Link's momentum should carry him off the edge and he should grab onto it (it may help to hold the control stick away from the platform until you fall off, then toward the platform until you grab on). Can also be performed by moonwalking instead of running.
USES: Quickly edgehog someone after knocking them off the platform. Most effective when opponent attempts to sweetspot the ledge rather than land on the platform.
MATCH-UPS: Most useful vs. Fox and Falco who try to sweetspot the ledge, as the weak up-B will not hit them. Moderately useful vs. Sheik and Falcon (and Ganondorf) as it forces them to recover on the platform where they can be hit by a ledge-hop dair. Less useful vs. Marth, Peach, and ICs. Useless vs. Puff.
PRACTICE: Practice this technique vs. CPU Foxes and Falcos on any neutral stage except BF.[/COLLAPSE]Although probably all the information in here could be found elsewhere, there didn't seem to be a compiled and organized list anywhere. I personally find it very helpful to practice with a .txt document open on my computer screen with the names of all the techniques I want to practice. This thread, which attempts to pack the maximum amount of information into the minimal amount of space, is a reflection of that. Hopefully this thread will help other Links on SWF practice these advanced techniques.
This thread is NOT intended to be a guide for any general Link strategies. I'll give you the techniques, but it is ultimately up to you how you choose to use or not use them.
FEEDBACK:
1. Please post suggestions for techniques I may have missed or mistakes I may have made. I know I'm not exactly the world's best Link, and I take no credit for the discovery or implementation of any of these techniques.
2. Examples of these techniques will be much more useful if they occur in actual matches. If anyone comes across a good in-match example, please post it on here and I'll try to put it on the OP. Otherwise, sometime soon I'll hop on Training Mode and post 20-second Windows Movie Maker vids of these techniques.
3. Please let me know if I get some of the names wrong or if a certain technique has more than one name (so they can all be listed under one technique). Overlaps somewhat with #1.
4. Obviously, some of these techniques are "more advanced" and/or "more essential" than others. For now, I'll try to put them in order of decreasing importance but I may ultimately decide to organize these techniques into subcategories. Please post suggestions as to what tech belongs where.
5. This overlaps somewhat with #4, but some of these techniques may be too basic or too obscure to merit posting here. Please let me know if I should remove some of these techniques, although for referencing purposes, I would much rather just create "Basic" and/or "Obscure" subcategories.
6. If some of my examples are incorrectly linked, please let me know (check out Note #2 first, tho).
NOTES:
1. I have linked the videos to times several seconds before the actual technique is performed to add some context to each technique. Yes, the technique is there (unless I really DID make a mistake), just be patient for a few seconds
2. For some reason, at least on my desktop, YouTube has trouble seeking the correct time for URLs with the time built-in for long videos. Please check the last few characters of each URL (e.g. "&t=00h11m06s" corresponds to 00:11:06) and, if YouTube does not auto-seek the correct time, manually seek the time--since this is essentially the fault of my lack of time and lack of decent video-editing software, I will (eventually) attempt to fix this issue by isolating the relevant matches/sets into shorter videos.
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[COLLAPSE="Up-B Out of Shield"]EXAMPLE: http://www.youtube.com/watch?v=CXFH_DRXlQ0&t=11m06s
HOW-TO: While shielding, press Up on the Control Stick, then press B to perform Link's up special.
USES: Link's fastest and arguably best option out of shield. Punishes people for using laggy attacks on Link's shield or for shield-pressuring incorrectly.
MATCH-UPS: Most useful vs. Marth and Peach. Moderately useful vs. Sheik, Falcon, and ICs. Less useful vs. Fox, Falco, and Puff.
PRACTICE: Practice this technique anytime, anywhere.[/COLLAPSE][COLLAPSE="Jump-Cancelled Bomb Throw"]EXAMPLE:
HOW-TO: While holding a bomb and running (or performing any other action that can be jumped out of), press X or Y to jump and immediately smash the Control Stick in the desired direction (forward, backward, up, down, or no direction) and press A or Z to throw the bomb in that direction. Identical to a standing/smash bomb throw. Also works by tapping the Control Stick upward and then in the desired direction, although this is impractical. Also works with the C-stick, but only in the upward direction.
USES: Throws the bomb forward faster and farther than the running bomb throw. Throwing a bomb backwards while running removes the need to jump and make Link potentially vulnerable in the air, on top of keeping Link's Hylian shield "active" and able to block reflected/supershielded bombs. It also makes opponents more wary about approaching, on top of looking somewhat freaky (for mindgames). Throw the bomb upward for surprise value vs. airborne opponents. Throw the bomb downward at 65% to get Link to 69%.
MATCH-UPS: Most useful vs. everyone except Fox and Falco. Moderately useful vs. Fox and Falco.
PRACTICE: Practice this technique anytime, anywhere. Use FD for a large flat surface to run on and/or Training Mode if necessary.[/COLLAPSE][COLLAPSE="Up-B Edgehog"]EXAMPLE: http://www.youtube.com/watch?v=CXFH_DRXlQ0&t=11m06s
HOW-TO: Run or walk towards a grabbable ledge at full speed. At the last second, jump-cancel a standing up special. Link's momentum should carry him off the edge and he should grab onto it (it may help to hold the control stick away from the platform until you fall off, then toward the platform until you grab on). Can also be performed by moonwalking for a really flashy effect.
NOTE: Walking at full speed towards ledge -> dash away -> moonwalk towards the ledge is easier that just moonwalking without walking first, because walking like that will make your moonwalk bigger.
NOTE: Wavedashing forwards and just holding the Control Stick forwards makes you instantly walk at full-speed.
USES: Quickly edgehog someone after knocking them off the platform. Most effective when opponent attempts to sweetspot the ledge rather than land on the platform.
MATCH-UPS: Most useful vs. Fox and Falco who try to sweetspot the ledge, as the weak up-B will not hit them. Moderately useful vs. Sheik and Falcon (and Ganondorf) as it forces them to recover on the platform where they can be hit by a ledge-hop dair. Less useful vs. Marth, Peach, and ICs. Useless vs. Puff.
PRACTICE: Practice this technique vs. CPU Foxes and Falcos on any neutral stage except BF.[/COLLAPSE][COLLAPSE="Jab-Jab-Reverse Utilt"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h04m40s
HOW-TO: Tap A twice, then tilt the Control Stick slightly away from the opponent to turn around, then perform an utilt. Can also be performed by tilting the Control Stick diagonally up and slightly away from opponent.
USES: Often used to shield-tap. Superior to the third jab in practically every way, as it covers more options and is harder to punish. May start juggle combos under certain conditions. An excellent mix-up and complement to the jab-jab-dsmash: reverse utilt pokes downward angled shield, dsmash pokes upward angled shield.
MATCH-UPS: Most useful vs. Falcon since it punishes all his out-of-shield options. Moderately useful vs. Peach, as well as Fox and Falco (due to the possibility of starting a juggle). Less useful vs. Sheik, ICs, and Puff. Useless vs. Marth, assuming you get that close to his shield in the first place without getting grabbed.
PRACTICE: Practice this technique anytime, anywhere.[/COLLAPSE][COLLAPSE="Shield Drop"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h34m25s
Shai Drop: http://www.youtube.com/watch?v=vLu5972oPZc
HOW-TO: When on a platform, drop through the platform and immediately LIGHTLY tap L/R to shield. Link's shield will appear for a brief instant and he will drop through the platform more quickly than usual. Modify this technique by releasing L/R after dropping through the platform and wavelanding underneath. Can also be performed by lightly, slightly tapping downward while shielding on a platform.
USES: Can be performed while running on a platform. Can aerial attack after dropping through the platform as usual. Literally replace every "normal" drop in your game with a shield drop, it's that much better.
MATCH-UPS: N/A.
PRACTICE: Practice this technique on the BF platforms, in Training Mode if necessary. Turning off the music (under Options -> Sound) can help you listen for the shield sound effect (a low-pitched "thrum" that is unmistakable if you know what it sounds like).[/COLLAPSE][COLLAPSE="Jump-Cancelled Grab"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h04m57s
HOW-TO: While running or crouching, press X or Y to jump, then immediately (before leaving the ground) press Z. Identical to a standing/shield grab.
USES: Grab opponents after crouch-cancelling an attack. Can be useful when tech-chasing opponents (seriously, dthrow -> dash-dance -> JC regrab scares and frustrates people). Safer than a running grab because it has 10 fewer frames of ending lag.
NOTE: Although the JC grab comes out 1 frame faster than the running grab, the act of jump-cancelling can take 1-6 frames, so be sure to hit that Z button as quickly as possible, i.e., in 1 frame.
NOTE: Oftentimes there are better options out of a grab than dthrow -> dash-dance -> JC regrab, so it is only recommended to attempt at low % (<20%).
MATCH-UPS: N/A.
NOTE: Sheik/Puff can avoid it by ducking.
PRACTICE: Practice this technique on FD. Note that the visual difference between a running grab and a JC grab is tiny, but Link appears to slide a short distance when properly performed. If possible, get a friend to play a fast-faller like Falco and practice dthrow -> Falco techrolls -> (dash-dance ->) JC grab.[/COLLAPSE][COLLAPSE="Short-Hop Bair Double-Jump"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h35m34s
HOW-TO: Perform a short-hop and IMMEDIATELY perform a bair. The instant before Link lands from the bair, double-jump.
USES: Can follow up with any aerial move. When performed on an opponent's shield, may avoid a shield-grab and punish (e.g., with a dair).
MATCH-UPS: N/A.
NOTE: Sheik and Marth seem to have an easier time shieldgrabbing Link out of a SHBDJ than other characters.
PRACTICE: Practice this technique anytime, anywhere. Use Special Melee: Slo-Mo Melee or Training Mode if necessary.[/COLLAPSE][COLLAPSE="Ledge-Cancel"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h08m27s
HOW-TO: While in the air near a ledge/platform and traveling in the direction of "off" the ledge/platform, perform any aerial move. Land as close to the edge as possible. Link should land but slide off and be immediately ready to perform another action.
USES: Bypasses any ending lag from any aerial move. Can be used to string aerial moves together (usu. dair/bair/fair to nair). May also confuse opponents who are trying to recover (esp. if ledge-cancelling a dair). If facing backwards, can edgehog immediately after the ledge-cancel.
MATCH-UPS: N/A.
NOTE: It is more difficult to edgeguard Sheik and Marth with this technique.
PRACTICE: Practice this technique anytime, anywhere. May be more useful to practice on FoD (has platforms of variable height).[/COLLAPSE][COLLAPSE="Moonwalk"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h48m19s
http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h42m36s
HOW-TO: Tap forward to run. IMMEDIATELY tilt the Control Stick downward, then backwards and hold. The whole process should take ~1/10 of a second.
USES: Can be used to edgehog. Can be used to confuse opponents. Jumping after a moonwalk results in a greatly increased aerial speed while traveling backwards--can achieve max air speed while traveling backwards (normally impossible) if you bair after jumping.
MATCH-UPS: N/A.
PRACTICE: Practice this technique anytime, anywhere.[/COLLAPSE][COLLAPSE="Bomb Plant"]EXAMPLE:
HOW-TO: First, Link must be holding a bomb. There are now several ways to perform a bomb plant. In order of increasing difficulty:
1. Jump through a platform and drop the bomb when it clears the top of the platform.
2. Drop through a platform and drop the bomb just before it starts to go through the platform.
3. Ledge-hop and drop the bomb when it clears the ledge.
4. Short-hop, double-jump, fast-fall, and time a bomb release so that the bomb lands on the ground without exploding.
5. Short-hop backwards and drop the bomb during the frames of its animation where it is closest to the ground.
6. Anytime while landing on any surface, time a bomb release right before landing.
USES: Used to build up a "stockpile" of bombs (usu. while opponent is respawning) that can be quickly thrown one after another without needing any time to pull any more out. Can be used as a "mine," esp. placing a bomb on a ledge when edgehogging to cover multiple options.
MATCH-UPS: N/A.
PRACTICE: Practice this technique anytime, anywhere.[/COLLAPSE][COLLAPSE="Up-B Recovery Interrupt (aka Down Fishin')"]EXAMPLE: http://www.youtube.com/watch?v=39V2YIE4Edk&t=00h17m45s
HOW-TO: While edgehogging an opponent who is attempting to recover near the stage, quickly drop off the ledge, fastfall to the appropriate height, and sweetspot an up-B. Attempt to lightly nick the opponent (preferably with only one hit of the up-B) rather than actively knock them away from the platform.
NOTE: Sweetspotting the up-B (you can tell you've sweetspotted when the final rotation/hit doesn't come out) is absolutely necessary for this technique because it brings Link back to the ledge in the shortest amount of time, allowing a possible follow-up or edgehog.
USES: Used to interrupt opponent's recovery (mainly fast-fallers) who will oftentimes miss their recovery after being hit by this technique because literally NO ONE sees it coming. I have literally never seen another Link attempt anything like this before (if they even drop off the ledge, they go for something like a bair or nair), and I have successfully pulled it off against some pretty legit players. This is probably the only technique on this list that I will attempt to take some sort of credit for.
NOTE: This technique is NOT very safe and NOT recommended unless you are 100% sure it will hit.
MATCH-UPS: Most useful vs. Fox and Falco. Usefulness vs. other characters unknown.
PRACTICE: Practice this technique/sweetspotting in general on any stage with a ledge. May help to practice on BF, which is probably the hardest stage to sweetspot on.[/COLLAPSE][COLLAPSE="Bombdash"]EXAMPLE: http://www.youtube.com/watch?v=39V2YIE4Edk&t=00h27m56s
HOW-TO: While holding a bomb, perform a short-hop. Quickly throw the bomb and waveland in either direction.
USES: Can be used to help escape an opponent or avoid a punishment (esp. if wavelanding away). Can be used to follow up if the bomb hits (esp. if wavelanding towards).
MATCH-UPS: Most useful vs. Marth and Peach. Moderately useful vs. Sheik, Falcon, and ICs. Less useful vs. Puff. Useless vs. Fox and Falco (they will just reflect it in your face and you can't really do anything about it).
PRACTICE: Practice this technique anytime, anywhere. May be easier to practice on FD for a large, flat surface to waveland on.[/COLLAPSE][COLLAPSE="Bomb-Jump"]EXAMPLE: http://www.youtube.com/watch?v=kjrYLXC2p8s&t=02m23s
http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h33m32s
HOW-TO: This recovery technique can only be performed while falling in the air and holding a bomb (an easy way to set up this scenario is to double-jump and pull out a bomb during the jump). Throw the bomb upwards, then perform an up special, using the Control Stick to aim so that the bomb collides with Link's head. The bomb will explode on Link's head, knocking him forward.
NOTE: Only works with a "fresh" (i.e. not stale) up-B. The up-B becomes stale if you hit your opponent with it even once; however, it then becomes un-stale if you lose your stock or if you land 9 hits with other moves.
USES: Enables recovery from farther away than usual. However, as it turns Link around, he is no longer able to grapple recover. It is also possible to use this technique to knock Link into a wall so that he can wall-jump tech.
MATCH-UPS: N/A.
PRACTICE: Practice this technique in Training Mode on the bottom of Hyrule Temple. Choose a CPU Link, set his damage to about 350%, and set his controls to "Human." This allows the technique to be performed repeatedly. Practice by controlling the CPU Link.[/COLLAPSE][COLLAPSE="Bomb-Tech"]EXAMPLE:
HOW-TO: While in the air near a wall and holding a bomb, throw the bomb towards the wall and immediately walljump-tech (press R all the way down, hold towards the wall on the C-stick and hold up on the Control Stick). Link will wall-jump and gain a little height.
NOTE: Link must be at high enough damage or else the bomb will not stagger him and he will be unable to tech (unsure of exact % needed).
USES: Enables recovery from lower than usual, essentially a poor man's grapple recovery. Similar to the bomb-jump, this technique turns Link around and prevents subsequent grapple recovery. Grapple recovery, when possible, is usually preferable.
MATCH-UPS: N/A.
PRACTICE: Practice this technique on the sides of Fountain of Dreams. It is possible to bomb-tech off of the bottom central pillar and recover with an up special.[/COLLAPSE][COLLAPSE="Lightshield Ledge Reset (??)"]EXAMPLE: http://www.youtube.com/watch?v=RnSmrjMuhzY&t=00h03m15s
HOW-TO: Stand as close to the edge of a platform, usu. a side platform, as possible (it may help to roll towards the edge). Buffer a light shield, e.g. by holding Z during a roll. Tilt the light shield away/off the edge.
USES: Most useful when opponent is invincible off of a respawn. Any action by the opponent other than a perfectly spaced grab will push Link off the edge and allow him to escape and "reset" the position. Can be used to "reset" the position in some other situations as well. Beware of players smart enough to just stand in front of you and wait for your shield to go down (the proper counter to this technique); check out shield dropping, specifically Shai Dropping, for an easy way to escape from this.
MATCH-UPS: N/A.
PRACTICE: Practice this technique on any stage with platforms.[/COLLAPSE][COLLAPSE="Pivot/Pivot Dsmash"]EXAMPLE:
HOW-TO: Perform a dash-dance. The frame after Link turns around, press down on the C-stick. Link should turn around and perform a dsmash. Holding Z after using the C-stick causes Link to charge the dsmash. Other moves are possible as well, most notably the ftilt.
USES: Can be used to tech-chase (i.e., punishing in-place techs and missed techs). Punishes poorly-spaced approaches. Can avoid some characters' grabs under certain conditions. Pivot ftilt can be used to quickly adjust spacing in order to edgeguard.
MATCH-UPS: Moderately useful vs. Fox, Falco, Peach, and Falcon. Less useful vs. Sheik, ICs, and Puff. Useless vs. Marth.
PRACTICE: Practice this technique anytime, anywhere. Use Special Melee: Slo-Mo Melee if necessary.[/COLLAPSE]
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