SuSa
Banned via Administration
This is 100 facts and tips that every Link should know. Read through it and you may find things you didn't know!
(Please contribute as this is nowhere near done, and we may get over 100!)
At the bottom you can find things that need testing.
PLEASE TEST! (I don't have a wii or brawl)
I will be organizing this in areas as the list grows ---
1. Arrow Lock
An uncharged arrow shot has the capability to lock your opponent, just like a jab.
2. Bair Sets Up
The first hit of Bair can setup due to its set knockback!
First hit of Bair > FF > reverse Dsmash
First hit of Bair > FF > Buffer Turn Around > Utilt
First hit of Bair > FF > Ftilt
3. Boomerang Knockdown has -set- knockdown. No matter how hard or which angle you throw it in, if its at its knockback speed, it will knock down the opponent the same distance.
4. The harder your throw the boomerang, the farther you can be away from the opponent to knock them down.
5. If you dash left/right, sh bair, and B-reverse AC the landing, Link will shoot backwards. If done correctly. However you Bair left, and shoot right if you dash right (example)
6. Dair and arrows can cancel projectiles. (Useful for gimping the Earth Boys)
7. Nair is great for stage spikes if you know how to RAR, and the opponent is recovering from below the stage. (Especially on FD) the weak hit also gimps. Win-Win.
8. If you are really high up, pull a bomb. Even if you can recover, pull a bomb. If you get gimped, the bomb can save you. (I was almost killed once, but my bomb blew up and I SDI'd towards the stage from the very bottom corner of FD, and lived!) It's a rare occasion, but it can happen! And any attempt at avoiding me gimped is best. (just remember to SDI the explosion towards the stage!)
9. Using bombs to edgeguard can set people into traps. (Jump over, drop bomb with Z, perform an aerial) This works great against characters like Lucario, and the Spacies who can choose to recover from below or from the side with ease. (This limits their options to avoid your gimp if you drop the bomb)
10. If you opponent is hanging from the edge, don't approach. Space your arrows and bombs to get them in a trap. (Common Sense)
11. Up smash has fixed knockback on the first two hits. Your opponent can DI out of the last hit if they know how at 0% or 100%! Not a reliable kill move, and only a good damage racker if your opponent doesn't know how to SDI. -- This is why I rarely use this move!
12. #11 applies to up-B in the air as well (excluding last hit) so if you're one of the few that try to KO with up-B, if they know how to DI out, you'll just get punished.
13. The bombstool can be a great gimp tool! The bomb hits your opponent up, and if you're close enough you can footstool them and recover! I've KO'd many Pit's, and even a Meta Knight because very few people expect this. the footstool can sometimes KO if they are low enough. Always fun. I use this when an aerial would kill me.
14. A wise man once said, "Those with bomb in hand. Don't get chaingrabbed." If you're in chaingrab %'s, have a bomb in hand as much as possible.
15. That same wise man once said, "Why walk. When you can slide?" (Referring to the DACIT/Bombslide)
16. The DACUS can go several different distances. Learn how to control this and abuse the fact it can go small, medium, and large distances. It's no help if you undershoot/overshoot where your opponent is!
17. Dair can bounce of certain projectiles, this can either cancel the projectile or help aid recovery! (Be careful about using this to recover)
18. During animations where the opponents back hitbox is shown (Falco's forward smash for example), if you hit them with the Gale Boomerang they are knocked towards you because Brawl counts this as a "hit on their back". This can setup a perfectly spaced Jab Lock.
19. The bomb does different %'s based off of how fast its moving. I'm trying to find the exact formula. (The bomb does I believe 7-11% based off how far you are. I may be wrong on those %'s, its been like 5 months)
20. You can only have 2 bombs out at any one time. So if you throw one up, then pull another and throw it, don't waste time pulling a "blank". (You still do the animation, but you won't pull anything!
21. Dair does more damage when fastfalled.
22. You can 'cancel' the animation of catching the Gale Boomerang by doing another move. (Zair or another quick move, like jabbing is recommended)
_____TEST_____
1. How strongly can you (S)DI a bomb? (And about how high are you when you can see a noticeable distance) -- This will help bombstooling! If you're able to memorize the %'s at which it becomes much harder/impossible to footstool you know when to stop.
Variables:
Character - Use MK and Lucas as testing. MK has horrible aerial movement, while Lucas is like a plane.
%'s - Start at 0%, 25%, 50%, 75%, and 100+%. Knowing Brawl, the higher the %, the more you can avoid the footstool.
(Please contribute as this is nowhere near done, and we may get over 100!)
At the bottom you can find things that need testing.
PLEASE TEST! (I don't have a wii or brawl)
I will be organizing this in areas as the list grows ---
1. Arrow Lock
An uncharged arrow shot has the capability to lock your opponent, just like a jab.
2. Bair Sets Up
The first hit of Bair can setup due to its set knockback!
First hit of Bair > FF > reverse Dsmash
First hit of Bair > FF > Buffer Turn Around > Utilt
First hit of Bair > FF > Ftilt
3. Boomerang Knockdown has -set- knockdown. No matter how hard or which angle you throw it in, if its at its knockback speed, it will knock down the opponent the same distance.
4. The harder your throw the boomerang, the farther you can be away from the opponent to knock them down.
5. If you dash left/right, sh bair, and B-reverse AC the landing, Link will shoot backwards. If done correctly. However you Bair left, and shoot right if you dash right (example)
6. Dair and arrows can cancel projectiles. (Useful for gimping the Earth Boys)
7. Nair is great for stage spikes if you know how to RAR, and the opponent is recovering from below the stage. (Especially on FD) the weak hit also gimps. Win-Win.
8. If you are really high up, pull a bomb. Even if you can recover, pull a bomb. If you get gimped, the bomb can save you. (I was almost killed once, but my bomb blew up and I SDI'd towards the stage from the very bottom corner of FD, and lived!) It's a rare occasion, but it can happen! And any attempt at avoiding me gimped is best. (just remember to SDI the explosion towards the stage!)
9. Using bombs to edgeguard can set people into traps. (Jump over, drop bomb with Z, perform an aerial) This works great against characters like Lucario, and the Spacies who can choose to recover from below or from the side with ease. (This limits their options to avoid your gimp if you drop the bomb)
10. If you opponent is hanging from the edge, don't approach. Space your arrows and bombs to get them in a trap. (Common Sense)
11. Up smash has fixed knockback on the first two hits. Your opponent can DI out of the last hit if they know how at 0% or 100%! Not a reliable kill move, and only a good damage racker if your opponent doesn't know how to SDI. -- This is why I rarely use this move!
12. #11 applies to up-B in the air as well (excluding last hit) so if you're one of the few that try to KO with up-B, if they know how to DI out, you'll just get punished.
13. The bombstool can be a great gimp tool! The bomb hits your opponent up, and if you're close enough you can footstool them and recover! I've KO'd many Pit's, and even a Meta Knight because very few people expect this. the footstool can sometimes KO if they are low enough. Always fun. I use this when an aerial would kill me.
14. A wise man once said, "Those with bomb in hand. Don't get chaingrabbed." If you're in chaingrab %'s, have a bomb in hand as much as possible.
15. That same wise man once said, "Why walk. When you can slide?" (Referring to the DACIT/Bombslide)
16. The DACUS can go several different distances. Learn how to control this and abuse the fact it can go small, medium, and large distances. It's no help if you undershoot/overshoot where your opponent is!
17. Dair can bounce of certain projectiles, this can either cancel the projectile or help aid recovery! (Be careful about using this to recover)
18. During animations where the opponents back hitbox is shown (Falco's forward smash for example), if you hit them with the Gale Boomerang they are knocked towards you because Brawl counts this as a "hit on their back". This can setup a perfectly spaced Jab Lock.
19. The bomb does different %'s based off of how fast its moving. I'm trying to find the exact formula. (The bomb does I believe 7-11% based off how far you are. I may be wrong on those %'s, its been like 5 months)
20. You can only have 2 bombs out at any one time. So if you throw one up, then pull another and throw it, don't waste time pulling a "blank". (You still do the animation, but you won't pull anything!
21. Dair does more damage when fastfalled.
22. You can 'cancel' the animation of catching the Gale Boomerang by doing another move. (Zair or another quick move, like jabbing is recommended)
_____TEST_____
1. How strongly can you (S)DI a bomb? (And about how high are you when you can see a noticeable distance) -- This will help bombstooling! If you're able to memorize the %'s at which it becomes much harder/impossible to footstool you know when to stop.
Variables:
Character - Use MK and Lucas as testing. MK has horrible aerial movement, while Lucas is like a plane.
%'s - Start at 0%, 25%, 50%, 75%, and 100+%. Knowing Brawl, the higher the %, the more you can avoid the footstool.