thedoctr11
Smash Apprentice
- Joined
- Aug 16, 2013
- Messages
- 189
- NNID
- thedoctr11
This thread is for organizing everything we know about Link in SM4SH 3DS/Wii U.
Then putting that knowledge to practical use through Guides and Tips from veterans and newcomers alike.
General Changes
B Specials:
A Attacks:
Grabs:
Smash Attacks:
Get Up Attacks:
Misc:
Design:
2014
Famitsu Scan
Looking forward to a better render but for now here is is this.
Analysis by @ Radical Larry
If you want an in-depth analysis, let me give you some information that you do not know of quite yet:
Starting off, Link appears to have gained quite a bit of speed, both air and groundwise, meaning that he's going to be a much faster fighter than before. Likewise, his air falling speed and gravity seem to have both been reduced a bit, seeing the footage of him at the E3 Invitational Tournament. Also, his sword range has been increased by a bit.
In terms of his normal ground attacks, they have been sped up, too, with his forward tilt being heavily influenced by Project M. Comparing both of them, I could see that the F-tilt was nearly the same speed with both, but the Smash 4 one was only a tiny bit slower. Given that, it seems to have kept some of its strength, and managed to rack about the same damage it did in Brawl, with a bit more knockback.
His up tilt seems to be a mix between the previous two games in terms of speed, while racking the same damage as Brawl with Melee's knockback. This could give Link better anti-air options and combo abilities, as well.
His dash attack seems like a two-hit attack with moderate knockback and a good trajectory to keep opponents at bay or hit them upwards.
Onto Smashes, his Forward Smash has had a speed buff, too, now starting and ending faster than Brawl's and having Melee-reminiscent frame data. In fact, both of the hits are much faster when going with each other.
His Down Smash seemed to have little to no changes whatsoever, so I will not speak further.
His Up Smash is reminiscent of Brawl's, when you see that it still links together quite nicely. It also has better damage and knockback to it, meaning it's much safer than before. It also seemed as if he could still Slide Smash in it, as well, and possibly he might DACUS with it once again.
His neutral aerial has remained practically the same, but with better knockback.
His forward aerial seemed to have the same capabilities as its Brawl counterpart, but with much less end lag than before.
Back aerial remained the same.
His up aerial is both funny, yet surprisingly more effective. Seeing how the frames look, Link can be able to dodge attacks like he couldn't in previous Smash games, alongside the fact that the sword comes out faster and he ends the attack faster, too. This could make it a more viable combo tool this time around.
His down aerial. Let me just start by saying it's had the most impacted buff of any of his regular moveset. It not only deals more damage and has a meteor smash, it also has a better trajectory, and believe it or not...it has incredibly fast end lag now. This makes the attack much, much safer against punishment now, as Link can come out of the attack before he can be punished; granted, this only would happen if the opponent is far away or a bit above him.
Now his grab, as we've seen, his grab has had its tether increased dramatically, but attack-wise, it's still the same length in the air. On the ground, it's interesting to point out that his grab seems to have been sped up to be on par with Project M. Even his dash grab seemed to have little ending lag now, and it also seems to me that Link can grab aerial opponents once again. Viable grab this time? Maybe.
Now for his specials; it seems that yes, his Hero's Bow charges faster, but his end lag also seems to be faster, as well, meaning his neutral special might just be more viable this time.
His bombs see little change, aside from being almost the same as Melee's Bombs, in terms of knockback.
His Gale Boomerang has had a serious rebuff in the game, as its gusts do not appear when going at an opponent, but rather, when it comes back to Link. This means the attack is much safer to use, thanks to its power and knockback buff it also received, too. However, I am curious to see how his Gale Boomerang will do when coming back...which leads me to the last attack...
...the Spin Attack. Of any and all of his attacks, normal or special, this one has been buffed beyond Melee. The attack, when grounded, no longer charges, has more knockback and damage scaling and also has a much longer reach than before, meaning it has its Melee standards back (hopefully it can still semi-spike). But in terms of recovery, ready for a shocker? It's the best its been in any Smash game, as it goes much higher than it did in Melee, combined with better knockback on the last hit, and it doesn't rely on a lot of Link's momentum anymore like it did in Brawl; we can clearly see that Link has more distance using it here than in Brawl, when he was hit backwards in the footage. Combined with Link's faster air speed and slower falling speed...
I'd say Link is definitely more viable in this game than he was in Melee, but we'd have to see once Link's playable when we get the games. Possibly high or top tier this time? Who knows?
Then putting that knowledge to practical use through Guides and Tips from veterans and newcomers alike.
General Changes
- Link's run speed has increased considerably
- His rolls (awesome by the way) include the new backflip
- Cool down time on many moves is decreased
- More mobility in the air. This in turn effects things like off stage options.
- Ledge Get Up attack
- His rolls (awesome by the way) include the new backflip
- Cool down time on many moves is decreased
- More mobility in the air. This in turn effects things like off stage options.
- Ledge Get Up attack
B Specials:
All specials are customizable.
Up - Spin Attack
- Noticeable wobble on ground
- Higher recovery
- No semi-spike or meteor
Down - Bomb
- Bomb Jump is back
- Bomb begins flashing red quickly
Right/Left - Gale Boomerang
- wind effect no longer stays vertical when given a direction
- strong pull back
Neutral - Hero’s Bow
- Arrows now charge faster
- New sound effect
Up - Spin Attack
- Noticeable wobble on ground
- Higher recovery
- No semi-spike or meteor
Down - Bomb
- Bomb Jump is back
- Bomb begins flashing red quickly
Right/Left - Gale Boomerang
- wind effect no longer stays vertical when given a direction
- strong pull back
Neutral - Hero’s Bow
- Arrows now charge faster
- New sound effect
A Attacks:
Neutral - Slash
- These jabs come out faster
Dashing - Jump Attack (14%)
-Viable KO move
Up Tilt - Overhead Slice
Forward Tilt - Arcing Slice
- 14% Dmg
Down Tilt - Crouching Slice
- DTilt comes out at a more horizontal trajectory. Wether the illusive DTilt spike is still around or not is yet to be seen.
Aerials: Overall Link's aerials all seem to have less cool down time and more potential. Though how this plays in comparison to other characters is yet to be really seen.
Up Aerial - Overhead Stab
- New animation as well as shorter duration. More power overall.
Forward Aerial - Double Slice
- Cool down time reduced
Back Aerial - Back Kick
- Bair remains unchanged
Down Aerial - Final Blow
- Meteor Smash within first few frames
- Also it's been noted that the cool down time is significantly shorter
Neutral - Flying Kick
- These jabs come out faster
Dashing - Jump Attack (14%)
-Viable KO move
Up Tilt - Overhead Slice
Forward Tilt - Arcing Slice
- 14% Dmg
Down Tilt - Crouching Slice
- DTilt comes out at a more horizontal trajectory. Wether the illusive DTilt spike is still around or not is yet to be seen.
Aerials: Overall Link's aerials all seem to have less cool down time and more potential. Though how this plays in comparison to other characters is yet to be really seen.
Up Aerial - Overhead Stab
- New animation as well as shorter duration. More power overall.
Forward Aerial - Double Slice
- Cool down time reduced
Back Aerial - Back Kick
- Bair remains unchanged
Down Aerial - Final Blow
- Meteor Smash within first few frames
- Also it's been noted that the cool down time is significantly shorter
Neutral - Flying Kick
Grabs:
Zair -
- Chain regrab returns
- auto cancel returns
- increased length
- cool down decreased
- Zair now drops items while simultaneously deploying hookshot
- Standing grab more like 64 Link, no longer falls on the ground
Right Throw -
Left Throw -
Down Throw -
Up Thrown -
- Chain regrab returns
- auto cancel returns
- increased length
- cool down decreased
- Zair now drops items while simultaneously deploying hookshot
- Standing grab more like 64 Link, no longer falls on the ground
Right Throw -
Left Throw -
Down Throw -
Up Thrown -
Smash Attacks:
Down Smash - Grass Slicer
- The back hit of this move is a semi-spike similar to how Link's Up B works in Melee and Project M
- Viable Kill Move
FSmash - Two Handed Smash
Up Smash - Triple Slice
- 3 hits with more combo potential. Possibly much better anti-air.
Final Smash - Triforce Slash
- increased speed
- The back hit of this move is a semi-spike similar to how Link's Up B works in Melee and Project M
- Viable Kill Move
FSmash - Two Handed Smash
Up Smash - Triple Slice
- 3 hits with more combo potential. Possibly much better anti-air.
Final Smash - Triforce Slash
- increased speed
Get Up Attacks:
Ledge - new get up stab
Floor-
Floor-
Misc:
Hylian Shield - Blocks some projectiles (1:30 http://youtu.be/r_YXkdJZwXc)
- Blocks Fully charged Mega Man shot (2:19 http://youtu.be/CugthCHCC_8)
-Idle Movement - Link no longer drops his shield idly
-Bomb FSmash are back
-Zair tether recovery is much longer
-Up B travels higher
- Blocks Fully charged Mega Man shot (2:19 http://youtu.be/CugthCHCC_8)
-Idle Movement - Link no longer drops his shield idly
-Bomb FSmash are back
-Zair tether recovery is much longer
-Up B travels higher
Design:
2014
Famitsu Scan
Looking forward to a better render but for now here is is this.
Analysis by @ Radical Larry
If you want an in-depth analysis, let me give you some information that you do not know of quite yet:
Starting off, Link appears to have gained quite a bit of speed, both air and groundwise, meaning that he's going to be a much faster fighter than before. Likewise, his air falling speed and gravity seem to have both been reduced a bit, seeing the footage of him at the E3 Invitational Tournament. Also, his sword range has been increased by a bit.
In terms of his normal ground attacks, they have been sped up, too, with his forward tilt being heavily influenced by Project M. Comparing both of them, I could see that the F-tilt was nearly the same speed with both, but the Smash 4 one was only a tiny bit slower. Given that, it seems to have kept some of its strength, and managed to rack about the same damage it did in Brawl, with a bit more knockback.
His up tilt seems to be a mix between the previous two games in terms of speed, while racking the same damage as Brawl with Melee's knockback. This could give Link better anti-air options and combo abilities, as well.
His dash attack seems like a two-hit attack with moderate knockback and a good trajectory to keep opponents at bay or hit them upwards.
Onto Smashes, his Forward Smash has had a speed buff, too, now starting and ending faster than Brawl's and having Melee-reminiscent frame data. In fact, both of the hits are much faster when going with each other.
His Down Smash seemed to have little to no changes whatsoever, so I will not speak further.
His Up Smash is reminiscent of Brawl's, when you see that it still links together quite nicely. It also has better damage and knockback to it, meaning it's much safer than before. It also seemed as if he could still Slide Smash in it, as well, and possibly he might DACUS with it once again.
His neutral aerial has remained practically the same, but with better knockback.
His forward aerial seemed to have the same capabilities as its Brawl counterpart, but with much less end lag than before.
Back aerial remained the same.
His up aerial is both funny, yet surprisingly more effective. Seeing how the frames look, Link can be able to dodge attacks like he couldn't in previous Smash games, alongside the fact that the sword comes out faster and he ends the attack faster, too. This could make it a more viable combo tool this time around.
His down aerial. Let me just start by saying it's had the most impacted buff of any of his regular moveset. It not only deals more damage and has a meteor smash, it also has a better trajectory, and believe it or not...it has incredibly fast end lag now. This makes the attack much, much safer against punishment now, as Link can come out of the attack before he can be punished; granted, this only would happen if the opponent is far away or a bit above him.
Now his grab, as we've seen, his grab has had its tether increased dramatically, but attack-wise, it's still the same length in the air. On the ground, it's interesting to point out that his grab seems to have been sped up to be on par with Project M. Even his dash grab seemed to have little ending lag now, and it also seems to me that Link can grab aerial opponents once again. Viable grab this time? Maybe.
Now for his specials; it seems that yes, his Hero's Bow charges faster, but his end lag also seems to be faster, as well, meaning his neutral special might just be more viable this time.
His bombs see little change, aside from being almost the same as Melee's Bombs, in terms of knockback.
His Gale Boomerang has had a serious rebuff in the game, as its gusts do not appear when going at an opponent, but rather, when it comes back to Link. This means the attack is much safer to use, thanks to its power and knockback buff it also received, too. However, I am curious to see how his Gale Boomerang will do when coming back...which leads me to the last attack...
...the Spin Attack. Of any and all of his attacks, normal or special, this one has been buffed beyond Melee. The attack, when grounded, no longer charges, has more knockback and damage scaling and also has a much longer reach than before, meaning it has its Melee standards back (hopefully it can still semi-spike). But in terms of recovery, ready for a shocker? It's the best its been in any Smash game, as it goes much higher than it did in Melee, combined with better knockback on the last hit, and it doesn't rely on a lot of Link's momentum anymore like it did in Brawl; we can clearly see that Link has more distance using it here than in Brawl, when he was hit backwards in the footage. Combined with Link's faster air speed and slower falling speed...
I'd say Link is definitely more viable in this game than he was in Melee, but we'd have to see once Link's playable when we get the games. Possibly high or top tier this time? Who knows?
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