Alright I finally got the game and did some testing in training mode, 1/4th speed, for the best kill options. I recorded it and timed each move to see their relative lengths. Take this with a grain of salt (which should be easy because we're competitive fighting game players
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Ground attacks tiers are based on how quickly each move ends (IASA judged by holding shield)
S tier
(If Link's holding a bomb already) bomb throw is very fast and safe and can lead to combos.
Jab 1 is the least committing option Link has on the ground (starts frame 7). It ends the soonest.
The fastest kill move is Spin attack this time according to the frame data (starts frame 4) but it also takes the longest to end tied with Usmash. But if jab combos better in this game then we have a reliable jab>spin attack (or jab>jab>spin seems to work vs CPUs) set up and spin is a special move so it's very easy to buffer on the soonest frame after jab. If jab misses than don't 2nd jab or SA and it's safe.
Can someone help confirm how much of a true combo this is? I can't play well until I get the GC controller adapter.
If this is a reliable combo than it will be our best ground kill setup.
Utilt (frame 8) is the next fastest and safest kill option. Good old Utilt. It hits a bit in front of Link, above and a good distance behind him.
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A tier
Ftilt starts the same time Fsmash does (frame 15) but it hits behind Link first and ends slightly sooner. Ftilt is a good substitute to Fsmash if the opponent is closer. Fsmash hits more in front of Link and whiffs on and behind Link.
Grab: this time around it's slightly faster than Fsmash to end. Uthrow kills at high %s. Grab might be slightly shorter than Brawl but it will air grab the entire length.
Dsmash hits on frame 9 (not 7 like in Brawl so SA is faster) and ends about as fast as Fsmash. Use it to punish rolls behind Link and hit on both sides.
Fsmash (15) hits in front low and comboes into Fsmash 2 for good damage.
Dash attack takes about as long as Fsmash 1 to end but it also starts on frame 21. As far as I can tell DACUS have been removed from the game (I didn't slide at all, can someone confirm?) and this gives a KOing DA more value since it can be done from a dash. Use DA as a landing punisher.
Note: NONE of the moves in this tier will reach above Link enough to hit characters on BF platforms, not even Ftilt or DA even though the energy trail suggest it.
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B tier
Usmash (frame 10) and spin attack take about the same time to end and shouldn't be used except chains, platform pokes for Usmash and frame traps. If you whiff these Link will be severely punished.
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Other stuff
Note: aerials Bair, Nair, Fair and Zair seem to only have the normal landing lag, which seems like more than Brawl. I think landing chains aren't as good as in Brawl but land>jab will probably work in most cases. Nair/Bair 1st hit>Spin attack might be worth investigating as a combo.
bomb pulls are pretty fast, faster than arrows and Boomerang throws. use bombs a lot, as usual. Bomb throws are the safest thing Link can do if he's already holding a bomb.
I think projectiles are slightly less laggy than in Brawl.
Zair ledge tethering rapidly doesn't work. Zair only does 2% then 4% damage but still hits 2 times and is a great spacing tool.
Locks and bomb footstool combos seem less reliable but it might just be me sucking with this controller.