DarkDeity15
Smash Lord
Link's Bag of Tricks
Welcome!
A warm welcome is given to new Link players and to those who are simply interested in all the advanced tech Link has to offer. The purpose of this thread is so that all of Link's ATs & AT information is gathered into one place. That way, they are easily accessible to everyone. This will also be the main spot where ATs will be discussed. More ATs will be included as time goes on.Welcome!
About The Thread
Quite frankly I don't have the time to spend making the entire thread at once, so I've decided to do us a favor and release it early. The OP will be divided into the categories "Major ATs" and "Minor ATs". The videos that go along with some of the more complicated ATs will uploaded much later, because I've run into some family-related issues as of late. More ATs will be included as time goes on.Extra Info: Things that are underlined like this are always the names of ATs, or closely involve them. Things that are bold like this are probably that way because they're important, while things that are bolded and/or emphisized like this are especially important.
Index:
Major ATs~
- Soft Throws
- Bomb Mines
- Bomb Drops + Catches
- Bomb Jumping
- CQC Z-drops & Bomb Shines
- B-reversing & Wave Bouncing
- Bomb Throws OoS (Out of Shield)
- Tether Canceling
- Tether Canceled Bomb Shines
- JC (Jump Canceled) Bomb Throws
- Up Smash & Spin Attack OoS
The "Minor ATs" will be added when "Major ATs" have been completed.
Minor ATs Will Include: Phoenix Bombs, Down Throw FF (Fast Fall) Bomb Catch, Dance Trotting, Gale Guarding, Falling Spin Attack Cancel, Instant Aerial Spin Attack, Falling Spin Attack, and lastly, FH (Full Hop) Up Air Ledge Grab Cancel.
~Major ATs~
Let's start off with Link's major ATs. By "major" I mean the ATs that most affect Link's meta, and are highly recommended that you master in order to improve your game at a high level. There are 13 major Link ATs in total (not including the ones underneath the red subtitles), all of which can be or are important in their own way. For beginners who want to use Link as effectively as possible, these ATs will help you out with that. It's your job to master as many of them as you can and to take advantage of their utility as much as needed.Open the spoiler to view major ATs.
#1: Soft Throws (MUST KNOW)
This is not only one of Link's most important ATs in his meta, but it's also one of the easiest to master. To perform this with your c-stick, you must have it set to "attack". Otherwise, you must light throw the bomb in the opposite direction Link is facing while either standing or walking. The result will be the bomb gently landing on the ground without exploding. You can also soft throw the bomb in front of you when moving forward by turning around, jump canceling and then lightly throwing the bomb behind you. You can tell that Link has done a light throw when he doesn't yell.
There's a few ways you can use this to your advantage. First, the bomb will always detect hurtboxes as long as it's moving and the hitbox stays out longer than when normally when soft throwing it. It's also very worth noting that this is an excellent way to plant bombs and set up bomb mines (see AT #2). Also know that you can soft throw out of a walk, dash, and run. There are a couple of ways to soft throw out of a run. You can throw the bomb behind you out of shield, or you can jump cancel pivot toss it (I'll also get into JC tosses). Both are equally as quick.
#2:
Bomb Mines (MUST KNOW)Bomb mines can be very helpful to you in that they create stage control extremely well. What these are is basically your bomb/s sitting on the ground. Putting a bomb between yourself and your opponent can make them unsure of how to approach you. You can take this time to either think of a strategy or to encourage and punish a bad decision you opponent makes.
Creating bomb mines is easy to perform, but also very important. What you need to do here is simply manage to land a bomb on the ground without it exploding. There are a few ways to do it. As mentioned in the above AT, you can soft throw the bomb, which has the added benefit of the bomb acting as a projectile. You can also just straight up drop it when you're close enough to the ground, with two main ways to do so, bringing us to...
...The first way being the easiest. Just drop the bomb close enough to the ground by pressing the grab button (which is called a Z-drop) so that you don't get punished for needlessly throwing out a Zair/Link's clawshot (if you drop a a bomb high enough to where you see your clawshot, this is called a Zair Drop), and I'd advise anyone to time the Z-drop late enough so that you receive no lag from Zair at all (called Bomb Shining, which I'll be talking about in AT #6. And yes, it's still considered a bomb shine if the bomb doesn't hit anyone). Just make sure that you let go of the grab button right after if you don't want to shield. Of course you can Zair drop if need be, but that's just a safer and faster alternative.
The second is done by jumping and then instantly, right as Link's feet leave the ground (you won't notice that in-game though), dropping the bomb with the grab button while the control stick is in it's neutral position. This is called Instant Z-dropping, where Link can jump and plant a bomb without using a Zair/his clawshot at all. However your timing needs to be very percise, otherwise you'll toss the bomb forward if done too early or perform a Zair drop if done too late. The bomb needs to be dropped just a few frames after Link leaves the ground. With time and practice though, your muscle memory will eventually take over for you. And if you're really fast, Link can catch the bomb in the air right after an instant Z-drop. This is then called an IZAC (instant Z-drop aerial catch). And if timed correctly, you can even perform a Phoenix Bomb by catching the bomb immediately after having in explode on someone, which I will be talking about in the Minor AT section. Performing a Phoenix bomb this way is called an IZPB (Instant Z-drop Phoenix Bomb).
You can also catch a planted or airborne bomb with an aerial and then drop it again as soon as the move ends with the grab button. You won't perform a Zair.
Catching Bombs (Same With Other Grab-able Items)~
You can easily pick up a bomb with the grab button if you're in the air or by airdodging if you're in range. And as said above, you can also catch bombs with normal air attacks if you're in range of them and then drop them without Zairing by pressing the grab button as soon as the move finishes. This can allow for some pretty cool stuff to happen and is useful for mindgames and offstage shenanigans.
This AT alone gives Link one of the best combo set-ups in the game. The guaranteed combo options are pretty much endless depending on their % (DI plays a role as well, but you can combo an opponent anyways if you can keep track of where they're going) and you can true combo the bomb with a forward air attack well above 120% on Mario. And yes, you can true combo CQC Z-drops into a meteor down air attack for some insanely early kills on most characters. Instant Z-dropping makes this AT better since you aren't forced to land because of Zair, you dont have to jump at someone first, and because you don't have to deal with the tiny amount of endlag it gives you if you land. However, normally CQC Z-dropped bombs that are dropped as late as possible (just before Link's feet touch the ground) will cause you to retain no landing lag from your Z-air at all, at which point is called a Bomb Shine.
Instant Z-dropping also has a property where if it is shielded normally, it will still hit the opponent on the way down if they drop their shield as opposed to dropping it any other way, where I guess you can say the bomb is "against you". Also note that a bomb can still hit your opponent no matter how it's dropped if they tried to just power shield it like it were nothing.
These Techniques also work very well with meteor bombs, so be sure to try them out, too.
#6:
B-reversing & Wave BouncingYou might've actually seen this AT mentioned in the game at some point. Link's most notable moves that can be B-reversed and wave bounced are his arrows and boomerang. These can be used to mix up your landings and mindgame.
B-reversing~
In order perform a B-reverse, while Link is moving in the air, use either Link's neutral special (arrows) or his side special (boomerang). If you use the boomerang, make sure that the control stick is left in its neutral position right after. Immediately after activating the move (before the move even comes out), tap the control stick in the opposite direction Link is facing. The result should be in Link reversing momentum and direction while performing the special.
Wave Bouncing~
This one is a bit trickier than the regular B-reverse, but the main principle behind it is pretty much the same. All you have to do is B-reverse, only this time immediately after tapping the opposite direction Link is facing, tap forward. Link should reverse his momentum, but not the direction he's facing. The purpose of this B-reverse variation is pretty self explanatory.
There is a pretty neat trick here that you can perform with bombs. If you have a bomb in hand and tether to the ledge, you'll notice that Link drops the bomb. Well, if you're quick enough, you can tether cancel and catch the bomb with a normal aerial by pressing the grab button, or air dodging. So here's the trick: If you catch the bomb with a Dair, the bomb will explode and save you from self-destructing. Pretty nifty, huh?
Up Throw & Up Throw Fake-out~
These two variations are by far the easiest to perform, with the other versions being quite a bit harder, which I'll soon get into. However, after learning how to perform these, the others shouldn't be very hard to understand. Anyways, here are the inputs needed to perform these variations: With a bomb in hand, dash throw > c-stick down > Z > analog stick up. All of these inputs must be done in a split second. The result should be in Link either throwing the bomb upwards and sliding a considerably long distance (being the normal up throw bomb slide), or in Link throwing the bomb forwards and then doing an up throw animation (being the up throw fake-out). If you end up with an up throw fake-out, then the time you took between inputting "c-stick down" and "Z up" was a tad longer than it is required for you to perform a normal up throw bomb slide (the same rules apply for forward throw and back throw bomb slide variations, so that you're aware).
However, the up throw fake-out isn't useless by any means. It allows you to approach someone whilst throwing a bomb, while at the same time allowing you to cover more space than by simply dash-throwing. And since you can get up close with the slide, follow-ups are easier. Not nearly as easy as with CQC Z-drops/bomb shines, but still pretty easy.
As for the use of normal up throw bomb slides, they allow you to close the gap between you and an opponent fairly quickly with the sheer amount of distance you slide in such a short amount of time. It's also Link's furthest sliding variation of bomb slide. You're even able to use this to approach with smashes, jabs, tilts, and grabs.
Forward Throw & Forward Throw Fake-out~
The inputs are mostly the same as the uthrow variations, but instead of simply inputting up, you'll need to input back, and then forward while hitting these sweet-spots with the control stick, as marked by the red lines:
The result should be in Link throwing the bomb forwards while sliding. The only difference between the normal forward throw bomb slide and the fake-out is that with the normal bomb slide, Link slides further (the fake-out has Link do his forward throw animation in some wierd way and doesn't go quite as far, but that doesn't really matter much). In my opinion, this variation isn't as useful or as practical, because you can easily get the same results and uses with the up throw fake-out, with the only benefit being that the normal forward throw bomb slide gives you more distance. Up throw fake-out is also way easier to perform.
Back Throw & Back Throw Fake-out~
The inputs are exactly the same as the forward throw variations outside the fact that the inputs for the control stick are in reverse. So instead of hitting the sweetspots back and then forwards, you'll need hit them forwards and then back. The result will be in Link either sliding forward while throwing the bomb back (being a normal back throw bomb slide), or in Link sliding forwards and throwing the bomb forwards, then doing a back throw animation (being a back throw fake-out).
As for their uses, the normal variation can be used in the same way you would a JC back throw, only that you can use all that extra slide to escape pressure from an opponent, leaving them having to deal with the bomb you just chucked at them. Sort of like how a lizard can detach its tail to distract a predetor, if you will. As for the fake-out variation, you're better off doing a forward throw bomb slide or an up throw fake-out unless you just feel like messing with an opponent's head. However with both back throw variations, you're able to slide off of edges. This is only because when sliding at the edge, the bomb throw is what turns you away. Think back to how Mario's FLUUD can push you off of a platform or stage if you aren't facing the edge, for an example. This allows you to go for some surprise gimps and edge guards.
#10:
Tether Canceled Bomb ShinesAs for tether canceled bomb shines, this tech can be performed by jumping off the stage, and while having the bomb directly inside an opponent's hurtbox, tether cancel. Your bomb will hit your opponent, and they will not be able to react. The most important thing that is necessary to perform a tether canceled bomb shine is that obviously, you need to be facing the stage. After a successful hit, you're free to convert this into an aerial if you know where they go. I find that this tech has a lot of potential, so I suggest that everyone experiment with this. Especially with meteor bombs in play.
~More More ATs to Come~
This is not only one of Link's most important ATs in his meta, but it's also one of the easiest to master. To perform this with your c-stick, you must have it set to "attack". Otherwise, you must light throw the bomb in the opposite direction Link is facing while either standing or walking. The result will be the bomb gently landing on the ground without exploding. You can also soft throw the bomb in front of you when moving forward by turning around, jump canceling and then lightly throwing the bomb behind you. You can tell that Link has done a light throw when he doesn't yell.
There's a few ways you can use this to your advantage. First, the bomb will always detect hurtboxes as long as it's moving and the hitbox stays out longer than when normally when soft throwing it. It's also very worth noting that this is an excellent way to plant bombs and set up bomb mines (see AT #2). Also know that you can soft throw out of a walk, dash, and run. There are a couple of ways to soft throw out of a run. You can throw the bomb behind you out of shield, or you can jump cancel pivot toss it (I'll also get into JC tosses). Both are equally as quick.
#2:
Bomb Mines (MUST KNOW)
Creating bomb mines is easy to perform, but also very important. What you need to do here is simply manage to land a bomb on the ground without it exploding. There are a few ways to do it. As mentioned in the above AT, you can soft throw the bomb, which has the added benefit of the bomb acting as a projectile. You can also just straight up drop it when you're close enough to the ground, with two main ways to do so, bringing us to...
#3:
Bomb Drops & Catches (MUST KNOW)
Dropping Bombs (Pun Intended)~Bomb Drops & Catches (MUST KNOW)
...The first way being the easiest. Just drop the bomb close enough to the ground by pressing the grab button (which is called a Z-drop) so that you don't get punished for needlessly throwing out a Zair/Link's clawshot (if you drop a a bomb high enough to where you see your clawshot, this is called a Zair Drop), and I'd advise anyone to time the Z-drop late enough so that you receive no lag from Zair at all (called Bomb Shining, which I'll be talking about in AT #6. And yes, it's still considered a bomb shine if the bomb doesn't hit anyone). Just make sure that you let go of the grab button right after if you don't want to shield. Of course you can Zair drop if need be, but that's just a safer and faster alternative.
The second is done by jumping and then instantly, right as Link's feet leave the ground (you won't notice that in-game though), dropping the bomb with the grab button while the control stick is in it's neutral position. This is called Instant Z-dropping, where Link can jump and plant a bomb without using a Zair/his clawshot at all. However your timing needs to be very percise, otherwise you'll toss the bomb forward if done too early or perform a Zair drop if done too late. The bomb needs to be dropped just a few frames after Link leaves the ground. With time and practice though, your muscle memory will eventually take over for you. And if you're really fast, Link can catch the bomb in the air right after an instant Z-drop. This is then called an IZAC (instant Z-drop aerial catch). And if timed correctly, you can even perform a Phoenix Bomb by catching the bomb immediately after having in explode on someone, which I will be talking about in the Minor AT section. Performing a Phoenix bomb this way is called an IZPB (Instant Z-drop Phoenix Bomb).
You can also catch a planted or airborne bomb with an aerial and then drop it again as soon as the move ends with the grab button. You won't perform a Zair.
Catching Bombs (Same With Other Grab-able Items)~
You can easily pick up a bomb with the grab button if you're in the air or by airdodging if you're in range. And as said above, you can also catch bombs with normal air attacks if you're in range of them and then drop them without Zairing by pressing the grab button as soon as the move finishes. This can allow for some pretty cool stuff to happen and is useful for mindgames and offstage shenanigans.
#4:
Bomb Jumping
A really simple AT, yet comes into handy pretty often. Especially now that the bombs's fuse has shortened to 3.66 seconds. If you've been launched offstage while having your bomb cook for a bit, even when your chances of making it back onstage look bleak, just up B anyways. If you manage to gain some hight before the bomb explodes, your stock has been saved. It's as simple as it gets.Bomb Jumping
#5:
CQC (Close Quarters Combat) Z-drops & Bomb Shines (MUST KNOW)
So let's get right to the Chetaeu Romani & heart containers here. Literally all you have to do to CQC Z-drop is press the grab button to drop a bomb right inside of someone while being close enough to the ground, so that Link's Zair doesn't appear. Either that, or you can instant Z-drop it (see how to do it in AT #3 under "Dropping Bombs"). The bomb will hit an opponent so quickly that they won't have any time to react since the bomb explodes as soon as it's out. Last I remember, it took 1 frame for the bomb to leave Link's hand. However, because of how bombs work, the time it takes for a bomb to leave Link's hand and hit the opponent is about 2 frames, making it nearly as good as a Melee shine in terms of frame data.CQC (Close Quarters Combat) Z-drops & Bomb Shines (MUST KNOW)
This AT alone gives Link one of the best combo set-ups in the game. The guaranteed combo options are pretty much endless depending on their % (DI plays a role as well, but you can combo an opponent anyways if you can keep track of where they're going) and you can true combo the bomb with a forward air attack well above 120% on Mario. And yes, you can true combo CQC Z-drops into a meteor down air attack for some insanely early kills on most characters. Instant Z-dropping makes this AT better since you aren't forced to land because of Zair, you dont have to jump at someone first, and because you don't have to deal with the tiny amount of endlag it gives you if you land. However, normally CQC Z-dropped bombs that are dropped as late as possible (just before Link's feet touch the ground) will cause you to retain no landing lag from your Z-air at all, at which point is called a Bomb Shine.
Instant Z-dropping also has a property where if it is shielded normally, it will still hit the opponent on the way down if they drop their shield as opposed to dropping it any other way, where I guess you can say the bomb is "against you". Also note that a bomb can still hit your opponent no matter how it's dropped if they tried to just power shield it like it were nothing.
These Techniques also work very well with meteor bombs, so be sure to try them out, too.
#6:
B-reversing & Wave Bouncing
B-reversing~
In order perform a B-reverse, while Link is moving in the air, use either Link's neutral special (arrows) or his side special (boomerang). If you use the boomerang, make sure that the control stick is left in its neutral position right after. Immediately after activating the move (before the move even comes out), tap the control stick in the opposite direction Link is facing. The result should be in Link reversing momentum and direction while performing the special.
Wave Bouncing~
This one is a bit trickier than the regular B-reverse, but the main principle behind it is pretty much the same. All you have to do is B-reverse, only this time immediately after tapping the opposite direction Link is facing, tap forward. Link should reverse his momentum, but not the direction he's facing. The purpose of this B-reverse variation is pretty self explanatory.
#7:
Bomb Throws Out of Shield (MUST KNOW)
It's a common misconception that Link has a hard time dealing with people who land behind him when he's in shield. Mostly because of Link's ability to throw bombs directly OoS. It's also likely that you've knowingly been performing this already, probably because I've already mentioned it in the first AT segment on soft throws. This AT is literally the easiest AT ever. Just hold shield with a bomb in hand and then either press the attack button and use the control stick to control where you'll throw it, or just use the c-stick. This is especially handy because you don't have to wait until after you drop your shield to throw the bomb.Bomb Throws Out of Shield (MUST KNOW)
#8:
Tether Canceling
Not only does this look incredibly stylish, but it's extremely useful as a fantastic recovery mix-up. There are many ways you can utilize tether canceling. To perform a tether cancel, allow your Zair/clawshot to attatch to a ledge for a short moment, then tap down on the control stick. If you just tap the control stick down, you won't FF (fast fall) to your doom. And even if you do FF, either use a double jump or an aerial spin attack to the ledge. Don't sweetspot it (as in, don't grab the ledge before Link finishes his spin attack and position yourself so that the spin attack can hit your opponent) if you want to catch someone standing at the ledge by surprise. Lastly, if you either tether cancel quickly enough (by giving the control stick a quick tap downward) or double jump, this allows you to tether cancel a second time if you really want to dazzle and confuse an opponent. Don't tether cancel too often against better players though, or they'll eventually catch on and punish you for it.Tether Canceling
There is a pretty neat trick here that you can perform with bombs. If you have a bomb in hand and tether to the ledge, you'll notice that Link drops the bomb. Well, if you're quick enough, you can tether cancel and catch the bomb with a normal aerial by pressing the grab button, or air dodging. So here's the trick: If you catch the bomb with a Dair, the bomb will explode and save you from self-destructing. Pretty nifty, huh?
#9:
Bomb Slides
There are six variations of bombslides. Up throw, forward throw, back throw, and the fake-out versions of all of those. This tech is a bit trickier than the others, so bare with me here.Bomb Slides
Up Throw & Up Throw Fake-out~
These two variations are by far the easiest to perform, with the other versions being quite a bit harder, which I'll soon get into. However, after learning how to perform these, the others shouldn't be very hard to understand. Anyways, here are the inputs needed to perform these variations: With a bomb in hand, dash throw > c-stick down > Z > analog stick up. All of these inputs must be done in a split second. The result should be in Link either throwing the bomb upwards and sliding a considerably long distance (being the normal up throw bomb slide), or in Link throwing the bomb forwards and then doing an up throw animation (being the up throw fake-out). If you end up with an up throw fake-out, then the time you took between inputting "c-stick down" and "Z up" was a tad longer than it is required for you to perform a normal up throw bomb slide (the same rules apply for forward throw and back throw bomb slide variations, so that you're aware).
However, the up throw fake-out isn't useless by any means. It allows you to approach someone whilst throwing a bomb, while at the same time allowing you to cover more space than by simply dash-throwing. And since you can get up close with the slide, follow-ups are easier. Not nearly as easy as with CQC Z-drops/bomb shines, but still pretty easy.
As for the use of normal up throw bomb slides, they allow you to close the gap between you and an opponent fairly quickly with the sheer amount of distance you slide in such a short amount of time. It's also Link's furthest sliding variation of bomb slide. You're even able to use this to approach with smashes, jabs, tilts, and grabs.
Forward Throw & Forward Throw Fake-out~
The inputs are mostly the same as the uthrow variations, but instead of simply inputting up, you'll need to input back, and then forward while hitting these sweet-spots with the control stick, as marked by the red lines:
The result should be in Link throwing the bomb forwards while sliding. The only difference between the normal forward throw bomb slide and the fake-out is that with the normal bomb slide, Link slides further (the fake-out has Link do his forward throw animation in some wierd way and doesn't go quite as far, but that doesn't really matter much). In my opinion, this variation isn't as useful or as practical, because you can easily get the same results and uses with the up throw fake-out, with the only benefit being that the normal forward throw bomb slide gives you more distance. Up throw fake-out is also way easier to perform.
Back Throw & Back Throw Fake-out~
The inputs are exactly the same as the forward throw variations outside the fact that the inputs for the control stick are in reverse. So instead of hitting the sweetspots back and then forwards, you'll need hit them forwards and then back. The result will be in Link either sliding forward while throwing the bomb back (being a normal back throw bomb slide), or in Link sliding forwards and throwing the bomb forwards, then doing a back throw animation (being a back throw fake-out).
As for their uses, the normal variation can be used in the same way you would a JC back throw, only that you can use all that extra slide to escape pressure from an opponent, leaving them having to deal with the bomb you just chucked at them. Sort of like how a lizard can detach its tail to distract a predetor, if you will. As for the fake-out variation, you're better off doing a forward throw bomb slide or an up throw fake-out unless you just feel like messing with an opponent's head. However with both back throw variations, you're able to slide off of edges. This is only because when sliding at the edge, the bomb throw is what turns you away. Think back to how Mario's FLUUD can push you off of a platform or stage if you aren't facing the edge, for an example. This allows you to go for some surprise gimps and edge guards.
#10:
Tether Canceled Bomb Shines
Jump Canceling Techniques
Techniques that involve canceling your jump into certain moves. These moves include Link's bomb throws, Up Smash and Up Special, which I will get into here.
#11:
JC (Jump Canceled) Bomb Throws (MUST KNOW)
Probably the 2nd easiest AT in Link's arsenal, but nevertheless, this tech is still going to serve a lot of use to you. As for how to perform it, all that you need to do it, as the name suggests, press the jump button with a bomb in your hand. Not a second later, while moving forward (walking or running), throw the bomb in any given direction. Be it up, forwards, of behind you to catch a chasing opponent off guard. The result will be Link sliding in the direction you were going more than usual. For maximum sliding with the JC, try running. The slide also helps with combos and approaching sin you can get up close to a foe by the time you perform the throw, and you can get closer to the opponent (not including characters with fast, damaging projectiles) while not having to worry as much about getting punished unless you're simply just way too closeTechniques that involve canceling your jump into certain moves. These moves include Link's bomb throws, Up Smash and Up Special, which I will get into here.
#11:
JC (Jump Canceled) Bomb Throws (MUST KNOW)
#12:
Up Smash & Spin Attack OoS
If you've already taken a look at JC bomb throws, chances are that you'll have no problem with this. Since Link is able to jump directly out of his shield, this allows for any jump cancel-able moves to be performed directly OoS as well. The most notable moves with this ability when it comes to being performed OoS are up smash and spin attack. These allow Link to punish people hard for hitting his shield. As for how to perform; While you're shielding, press the jump button and the immediately do an up smash or up special.Up Smash & Spin Attack OoS
~More More ATs to Come~
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