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Garde's Link Guide

SNTRL

Smash Lord
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Oct 11, 2003
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Alcorn State, Mississippi
Link
Y.Link
Marth
Sheik
Ganon

Y.Link is closing in on Link pretty fast since. I've been playing Y.Link to the point that i can kill the cpu faster then i can wit Link. Against my friend(a very few that i have that play smash) Link is my main boy but i let them fight Y.Link first to see if they have the skill to face my Link(which isn't good...at all).

Holla!!
 

SS4Ricky

Smash Ace
Joined
Aug 11, 2003
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990
Location
Northern VA
X Japan! If you are coming by, give a warning or a date. We'll definately set up a smashfest or something if you're in the area.
Smashing around the US...good stuff:D

Kubuu, i've just started praticing with that. I think this is what you're talking about:

Link's neutral stays out there for a while, a really long while. That's why it's good to just jump out there and neutral a Fox or Falco. Just neutral and move the character around, you're bound to hit them. Now what i've been doing is performing a regular jump neutral, and doing one right before i land. When the first kick animation ends, it still does damage when he's rearing back his leg. Right when this hit connects, you can pull another neutral right after the initial hit. Works as a easy 2-hit combo. A little confusing, but i think you get what i mean.

And chaoser, dang, nice sig. I get sidetracked easily, so i forgot about trying to make one for myself. That got me back into it.
 

Kubuu

Smash Journeyman
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See, that's what I thought it was at first when I saw the computer do it. But only one kick was performed. It would make perfect sense if it was the immediate end of one sex kick, and the immediate start of a second. That one I've seen and done. But with this one, it's like one sex kick counts as two hits, if that makes any sense:crazy:
 

SNTRL

Smash Lord
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Yeah it does stay out there for awhile so it kinds of make sense...i think.

SS4 thanks.even though someone actually made it for me, i just provided the pic.

Holla!!
 

Mike G

███████████████ 100%
BRoomer
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Oct 3, 2002
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The Salt Mines, GA
off topic....

Originally posted by X Japan
well right now i'm having a ****ty life right now with out smash in the navy and i'm getting kick out for medical reasons.so it looks like i'm going to be back in the smashworld soon,but i'm not going to be in the NY area for a while until NOV of this year.i'm going to travel the US for a while.and will be able to post once a month.i'll think i'll hit the VA area in 3 weeks time.see you Ricky soon.
NO! Come back to NYC u Biatch!! We miss u :(

I Don't wanna hear "Oh, I have to come back in November" and crap like that! F*** the navy! U belong to the DA military! lol

But seriously Blaine, get back soon..

on topic: Yeah, Link is hard to to master. He gets his arse whooped by many characters in the game and stuff like that.
good clux to all of u who use that B@stard in tourneys.

We out!
 

Kubuu

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CURSE YOU MIKE!!!! When I get back to NYC, I'mma beat the japanese radishes out of you! And then I'm gonna hilt-butt toad for good measure!!:mad: Hahaha,j/k
 

CaliburChamp

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The so-called sex kick does more damage if you execute it right on ur opponenet. It has more push back too when you close in that close and execute it when your right on them, that also how I make it connect into a 2 hit combo, I guess it also matters on the flow of your direction. BTW, cool Sig Chaoser, Oni Link looks ph33r!
 

SNTRL

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Thanks CC.
But my question is who has the most knock back between Link and Y.Link?
Because i been playing Y.Link for a minute and it seems like he has the most.(i beleive i posted this here before)

Holla!!
 

CaliburChamp

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Havent tested it out yet. But Y. Link neutral A may have had more push back cause of the close proximity of the kick. Kind of like a sweet spot.
 

Hmoob Koob

Smash Apprentice
Joined
Feb 1, 2004
Messages
163
Well, I'm going to use Link for a tournament this weekend on Sat. I've only had about 7 months of time playing SSBM in a more competetive way, before that I used to play it just for fun...hopefully that's enough time to have beefed me up alittle bit. Also, Garde, I've seen your videos, their tight, but I use my Link very different from yours, one thing is for sure though, I don't short hop and sword plant as much, as I find that to be extremely dangerous for me.

I also shield grab more than your Link also, it's cool to know that we all play different Link's. Also, Garde, does Kenshin play a similar Link as yours? Just wandering, so that I know, tis all, considering Kenshin placed 3rd I believe in a tournie with his Link.

Well, since that's done, I have to beef myself up some more, I only have tonight, and tommorow to practice, oh yes, by the way, I'm going up against competetions such as probably Peach, Ganondorf, Jiggly Puff, Falco, possibly Fox?, one Marth player, Shiek/Zelda, another Link player I believe, some Roy players, I believe a few Mario players...and honestly, the only two characters who I'm alittle edgey with right now is Shiek/Zelda and Marth.

Well, one thing is for sure, I'm going to go and prove that Link is NO pushover wish me luck Link players.

Ps: Any tips from here til tommorow on how to handle any of the characters that I stated above would be most appreciated.
 

Eramor

Smash Apprentice
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Feb 18, 2004
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Awesome guide, dude!

I have a few things to add that might help out:

First, a weakness in getting back on the stage with the hookshot:
If you hook the side of the stage and hang there, your opponent can unhook your hookshot by hitting the point with a down A move. I've seen if done to a hookshot embedded far below the stage with Samus' mines. This works on Samus' grapple beam as well. the best defense is to hit Z again as soon as you can so your opponent can't exploit this. If you hit the edge perfectly, you will automatically grab the edge without popping up and being vulnerable. If your hookshot gets unhooked, you're doomed.

Recovering from tumbles with projectiles.
Using the boomerang or hookshot as you're falling, right before you land, can eliminate downtime from landing animations or rolling off of bounces. If timed correctly, you can save time with this, as well as keeping your opponent on their toes. I prefer the boomerang, as it is more versatile, and using the bow can turn you around for some reason (doesn't happen consistently). This can foil opponents rushing in for the kill, and leave them open to a nice combo (I recomend smash A).

Another combo
Use down tilt A at the end of its range, and your opponent will be knocked towards you. You can then juggle with Tilt Up A, and finish off with some air moves (neutral A, forward A, or back A). I prefer Back A, as you can land a double kick, do a second jump, and land another double kick, which can often be followed with more moves.

Countering Reflector-Happy players or power-shielding CPU's
When trying to frustrate your opponent with a barrage of projectiles, its even more frustrating to have them thrown back in your face. One way I've learned to counter this is to throw your boomerang off of the ground (only works with Old Link) by pressing Smash B, then directing it downward. This means that the 'rang comes in at an upward angle, so it misses you if your opponent reflects it. If you can, its fun to rush in and grab your opponent out of his reflector, and you need'nt fear getting hit by your own boomerang.

Peach getting you down by not going down?
The most effective anti-peach strategy I've found is to knock Peach into the air, and keep her there. Don't let her land. You can counter most of her aerial attacks with a halfmoon swipe (tilt up A). If she manages to get around you and taste earth, you can often stunf her with a boomerang before she can recover from the fall, then nail her with a running hack. The best finisher for Peach is a Spin Attack-Spike, which the guide touched on earlier. This move makes use of Link's range and the spin attack's insane priority. You have to hit your opponent with the tail-end of the Spin Attack (that is, the weak part after the strong beginning). If executed properly, your opponent will shoot down ward and outward from the stage. It is impossible to recover from this move if you have any significant damage (except if you are playing as the Puff, Kirby, or sometimes the electric rat)

Thanks for the tips, I hope you find mine useful!
 

CaliburChamp

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With Marth vs. Link match. You have to be aware, that Marths aerial game is better than every single aspect to that of Link, he cant compete in the air with a Marth. The only time I suggest to use aerial attks on him is when hes off balance. I would say overuse these moves on Marth:
Spin Attack (Up+B)
Down Smash
forward tilt
Half Moon Swipe (Up-Tilt)
Boomerang (forward+B)
Bomb (Down+B)
Running Hack (Running+A)
Forward Smash
Hylian Kick (Aerial+Neutral A)

You will have to keep your Link grounded. And use Hookshot only when you r really close to Marth, the closer you are the faster it will connect. If they ever dodge in front of you, you can come up and hookshot them, and you can expect them to dodge like that when ur overusing downsmash. Quick, Responsive, Powerful, Good Setup. DownSmash, and Half Moon Swipe are your most useful attacks when fighting a Marth. When Marths on the ground Downsmash is awesome, cause Marth cant grab you if you hit him with downsmash. And if he ever goes aerial on you Up+Tilt is your best bet. Always overuse those 2 moves the most, then when there damage builds add a Spin Attack to their hurt.
 

Kenshin

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In terms of sword length and priority, Marth would have the greater advantage but not all. Most of it depends on timing and what move your pulling off. Against a Marth you have the greatest advantage, those would be your projectiles. Unless hit with the tip of his aerial, a bomb would connect all the time. Another thing, with Link's forward aerial, if pulled out first and spaced Link can win in the air. His sex kick however is a complete loss if its going against Marth's sword.

The part about the half moon swipe and the downsmash would be correct to some degree if not all. You all have to realize, if a Marth EVER spaces you, give up. Honestly, you stand little to no chance against a spacing Marth for the simple fact that his sword is longer than yours. That is why projectiles is a must in this kinda match. Don't just sit there going over the aspects of a Marth. Unless you all forgot, everyone that posts on this guide and mine (mines been dead, I haven't updated it yet, I've been working on it, but I work to **** much) all have hopes for a Link being the number one character. Anyone who posts "How to beat Link with whatever character" basically draws posts out that say, "Avoid his up+B" "His Up+B is cheap" "His up+B will get you".

That is not what Link is. Link is not posted down to one move. As such when posting up advice on a character dont treat them as such. Post up like the Marth they will go up against the god of all Marths (AKA Sephirothken). Don't sit there telling them when they do this do this. Let them figure out what to do, but give them a foundation to build on. Garde is very good about this aspect and a couple of other posters on this guide. Overall however, all I see is how to counter attack move by move, and how to avoid a basic Marth. No character is basic, not everyone you are going to face sucks at this game. They worked on their character and know how to build on the advantages they were givin (AKA thats why top tiers are whores to beat, they have the most advantages, and once the weakness' are covered, they become the ***** of the entire community). Link is the most balanced character in this game. He doesn't excel in anything. Most characters have 2 to 3 aspects that they excel at over Link. Marth for example excels in speed and distance. Those 2 aspects alone make it a very difficult match.


Link can compete in every aspect, and can be annihilated in every aspect. That's why he can be the best. You just have to work around everything, this is mostly why people give up on Link or never really bother using him.

The down smash to Grab won't work first off. They dodge the first swing of the down smash you can probably infer that their dodge is over by the time your down smash is over. (unless its mewtwo, he has the longest dodge in the game I think).

Another thing, DON'T ABUSE ANYTHING. For your own sake don't abuse anything. You can be punished so easily from someone whos a fast learner. Also, abusing moves will suggest that you don't have anything else to work with once that character knows how to beat you down, and thats probably everybody.

Marth can space everyone of your moves, but you can work around anything he does. You have something to cover most of your weakness' if not all of them.

My advice against Marth,

Learn to space, and use projectiles. Projectiles to keep him from advancing so fast, and spacing to beat out his sword length. The down throw Up+B also works greatly on Marth, but only from some percentage points. Once he goes over that percentage point, you can use that combo anymore. Also, like caliburChamp said, if you use the down smash and he gaurds against it, your basically safe from a grab, not totally, your still in trouble if someone has fast reaction speeds. Meaning they will dash up to grab you, but overall you are in the clear.

Use projectles. That's your best bet.

Well those are my 2 cents

P.S Hopefully I can get off my butt and organize those Moast vids so yall can check it out. Well thats about it Ja ne
 

Garde

Smash Ace
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Blaine! You better come out here and teach me how to play Link like you do! Sorry to hear you got kicked out of the Navy, but I'm glad to hear you're back into the smash community and are going to travel the US. Who knows, maybe my Link is actually getting better now since I was able to incorporate WDing against my friend yesterday (the only way I could beat his Fox was WDing backwards to d-smashing him before he'd land).

Eramor, glad you liked the guide. :)

I didn't know the tip of the d-smash sent the opponent towards you... I'll check that out in training mode to see what else can be comboed from it...

The boomer vs. reflector thing is old, but I do it against people that don't reflect as well, so I don't catch the boomer as I'm rushing in. Oh yeah, YLink can do this also, you just can press down on the control stick, press around 45 degrees down and left or right, and you should get the boomer to bounce off the ground and keep on going, instead of returning over your head. YLink's boomer is more sensitive to direction, but it can go in any direction Link's can, and about 2 times more.

I recover from tumbles by pulling out bombs, I find them the most useful aerial projectile, and I'll often try to pull out a bomb before midair jumping if possible.

I never knew that people could dislodge your hookshot, thanks for the tip...

Does anyone know why sometimes when you hookshot onto a wall, as you're falling to full extent of the hookshot, you let go and just tumble to your death? It's happened to me only a few times, but I'd like to prevent it from happening.

I'm going to agree with Kenshin, don't overuse any move. Overusing moves makes them habits, and when you make habits, they're hard to break when someone learns how to counter them.
 

SilvenswordsmanX

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It happens because you were falling too fast. Air dodge(forward), then press "Z" to stabilize yourself, thats the best way.

*Dont pull out bombs to stabilize cuz you will fastfall(if you arent already...)the best way is to just do left>right repeatedly on the joystick really fast and make sure they touch 100% to the end cuz it only works that way.
 

CaliburChamp

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Sorry if I made you people misunderstand about my post. I didnt mean to overuse Half Moon Swipe and DownSmash, I meant those moves will cause the most trouble to a Marth, and of course if your not so good in spacing this wont work on Marth. Wding to a downsmash is a good idea. But what works great for me is Dash-Cancel-DownSmash-C Stick when you know you have a good swipe zone, and against an attacking Marth, Dash-Cancel-Sidestep, and you continue to sidestep until you have a clear shot. I like to Sidestep by tapping C-Stick down and Analog Stick Down, Cause just in case u do get hit you DI to the ground when ur hit, and you can sonn thereafter hit C-Stick down for downsmash (But dont hold the analog stick down for that or u will sidestep). This surprisingly helped me alot, and if you hold C-stick down and analog stick down you do a Turbo Sidestep Infinitly. It really helps!
 

The GERM

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I love playing Marth, I don't know why. I usually do a lot of bomb and boomerang combos like, bomb or boomer to sex kick or f-air. If a Marth is trying to space himself out, get ready to block because they're most likely trying to land a forward smash. So just play his little game and once that sword flies out, just block, he's then vulnerable and in perfect distance for a shield grab. People forget that the hookshot has slightly longer range than Marth's forward smash so if he barely misses or you block, grab that mother fracker. from there you can down throw to tilt up+a and then follow him cause he'll probably DI, and do an air-up+a. But you have to do it fast, before he recovers. but yah, don't abuse anything, ever, especially the up+B, not just for Link, but when using anyone in the game. the only move that you can even slightly abuse is your bombs and boomers, especially against Marth.
 

Garde

Smash Ace
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Messages
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I hate Marth, crappy f-air is really annoying...

I've picked up Samus as my 3rd best at the moment... I'm hoping she's going to help my Link out a lot. They're pretty similar in movesets, if you disregard their B moves (although their recovery height on the up+B is about the same). I'm using WDing a lot with her, because it's so **** useful, although I'm overusing it (that's how I get around stages, lol). Using WDing with her will hopefully change my Link into a new character that actually uses WDing, since I've seen how good it is with her.
 

Hmoob Koob

Smash Apprentice
Joined
Feb 1, 2004
Messages
163
Man..I didn't get to go the tournie that I wanted too...well, because I crashed my car on the way their, put it this way $1800 dollars to fix my car:(.

Anyhow, I myself, as an avid Link player do have extreme amounts of difficulties against Marth players, and it's true, especially spacing Marth players. Spacing myself can be a hassle, especially in smaller stages, where Marth's speed and range makes it extremely difficult for me to get any spacing period.

Also, since you talked about the aerial Forward+A attack and using it against Marth...I think I'll try that. It is true that against a Marth, bombs and boomerangs are you best bet for openings, also a question, has anyone really found the Bow to be useful, I mean, I only use it to protect me from projectile people, but other than that, I prefer the bomb and boomerang over it.
 

CaliburChamp

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I dont really use the bow that much, unless someone is playin the defensive on me, like Falco Spam Lasering, I also use it if Im tumbling after I get smashed to recover my stance in the air. Sorry to hear about the car damage. :(
 

Garde

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Hmm... I know this is my Link guide... But I'm gonna post this anyways. Marth's f-air has never really given me too much trouble with Link, I was more complaining about Marth's f-air vs. Samus... CryoFang's TOO good at blocking every one of my charge shots, missiles, AND bombs when I play Samus, and her sex kick is not ranged enough to get him, and he'll only stay in the air, and I can't shield grab (which I don't even dare try anymore) him cuz he's too **** good at L-Cancelling...
 

SNTRL

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Man..its sounds like you got a real problem.:laugh:

If he likes to stay in the air alot and ur using a samus. Well right now i can tell you to try to anticipate his moves. Maybe try using her her up-air when he does'nt expect it.

(Don't really listen to me though..i mostly play low level fighters down here)

Holla!!!
 

Eramor

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Feb 18, 2004
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Houston, TX
about the bow

The bow isn't Link's most useful projectile, but it has some uses that I've found:

Its got a really high priority over other projectiles, so you can actually shoot an arrow through a fully charged blast from Samus or Mewtwo. It will cancel their attack and hit them too. Don't use it against Shiek's needles.

Hitting people off the edge - Sometimes you can get 3 or 4 fully charged arrows off before your opponent gets back on. Only do this if they're going to get back without your help.

When your boomerang's aflyin' and its too far to throw a bomb.

Hitting people who are hanging on the edge. This will make them fall if they don't get back on the stage before the arrow hits them. Often, you can nail them with an A move or a Spin-Attack spike when they try to regain the edge.

hope that helps out. If anyone else has some more uses, I'd love to hear about them.
 

CaliburChamp

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Your forgetting one important asset to Samus against a Marth, its her bombs! And since shes floaty she can screw up Marths combos using bombs, then come in with an attack. I also have heard from Cloud Strife X, whos a Marth player saying he has the most trouble against Samus and Ganondorf. I believe those two are Marths counter.

As for the bow, they prove to be really helpful when fighting the space animals. Use the bow for edge guarding when they are trying to get back. It doesnt even have to be fully charged, it still will stun them for a long time, and thats not good for them cause they fall fast! The bow stuns them longer than anyone else in the game. It only works against Fox and Falco. Heh, I should of mentioned this one before.
 

Garde

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Thanks for the tips guys...

Eramor, the bow doesn't need to be fully charged to cancel out charge shots or missiles, in fact, an arrow sticking into the ground can also cancel projectiles, and is a great asset when playing against projectile whores (besides the space animals).

One thing about the bow that many people don't understand is that you shouldn't use the bow while you're standing on the ground very much. SH arrows are good for creating an opening for you and comboing into other projectiles or melee attacks. One thing you do NOT want to do with Link is stand still. Standing still with Link is a huge mistake, and keeping him moving gives the illusion that he's a lot faster than he really is, which throws off opponents.
 

CaliburChamp

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About Garde's PM. Your mailbox is full Garde hope u dont mind me postin here.
Yes, I have been practicing it alot! The SUper Bomb Recovery works for me about 75-80% now! Thanks really appreciate those helpful vids. I had some vids up with my Link in it, but I got to take them over again because I deleted them by accident when they wouldnt upload. :rolleyes:
 

Silverlegacy

Smash Rookie
Joined
Feb 1, 2004
Messages
8
Although Link isnt really my char it is good to hear things about him and great work on the pros and cons of Link

u wanna make a Fox / Marth / capt Falcon guide ? Lol
 

The GERM

Smash Ace
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872
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Concord CA
Link ditto's

I was just wondering, how do you guys do in Link ditto's? I had my first ditto at the OC with Derilink and I didn't do to bad but not very good. It just seems that whenever I play another Link player, I get a bit nervous at first and I don't do certain moves and strategies I would usually do in free-play. It just takes me a while to get into "Mad Link mode" or whatever. I'm getting pretty good at them now though, I asked my friend Trebor to get good with Link so we can play dittos, but he hates using him for some reason. Does this happen to anyone else?
 

SNTRL

Smash Lord
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Out of the 5 ppl i play against, only one show appreciation to Link almost as more than i do. For someone reason i have'nt fought against him but once or twice.
And since most of them suck i always win and when i L-cancel and stuff they get really mad. Cause im not teaching them how to do none of it.:laugh:

But when i did finally faced my friend in a ditto match, i was psyched cause he knew stuff i did'nt and i knew some he did'nt. But he perfers to keep them secrets to get a challenge.
Now im becoming worried that he might actually gain my tittle for best Link because he just rose to second best in our little group and kind of surprising me quite alot latley.

But to my point, i had really no worries when i did fight him, but considering how his skills are getting better(even wit out canceling and stuff) i might teach him. Then i might be de-Linked.

Germ, main thing to do is fight like u've been doing..just relax.:)

Holla!!!
 

CaliburChamp

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You cant get psyched out! What makes me not get psyched out is what Im aiming for, Best Link of the East. Especially when your fighting Link dittos, you cant let yourself forget that.

Remember the the 3 C's
Confidence, Calmness, and Control.:starman: :starman: :starman:
 

Kenshin

Smash Journeyman
Joined
Jul 8, 2002
Messages
354
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Dallas
First off, before I go stating my opinion on ditto's, I would like to state that I lost to Robfalco of Crystal City in a Link ditto. Twice. At the Moast 2.

Second, I would like to reinerate, (people might think I'm blowing smoke out of my *** because I lost in a ditto *hangs his head low* especially to Robfalco....god I should go do senkenpy to regain my honor, but wbat I discuss can actually be tested its been proven and I think a couple of people can back me up in this)

Ditto's mean nothing. There are things for a person to realize when playing a ditto. Reason one being that a ditto match is the least played match of anyones smash career. Anyone who uses a low level tier anyways. Reason two, a few months back someone posted the priorities post on the forum, I forgot which forum its in, either Tournament or discussion, but it said something interesting, the player slot determines some priority in the game. I always thought this was small and ignorable. It is to different character matches. However, and this is reason 3. In a ditto match it is NOT an equal match in advantages and disadvantages. Whoever is in the higher player slot has the bigger advantage. Say you both are Link and one player is in slot 1p and the other person in 2p. The person in 1p will win in almost every aspect of priority.

I actually tested this out in a ditto match against someone in dallas. I can't recall who actually, but he uses ganon. I dittoed him with gannon and I was in a higher player slot. Through the whole match we got into an aerial battle. The one that was most enjoyable was when we both started to do Ganon's down aerial.

Mine would win no matter what. No matter where he is, however higher he was than me, I beat him in priority. I ended up wining all the matches, but as soon as we switched player slots, he won all the aerial battles. Every down aerial I did in the previous matches never worked in this one, it was actually reversed.

Hope yall understand what I was trying to say lol. I know there are people out there that think like Azen in the thing that if people beat you in a ditto then they are better than you with that character.

I will state again

Reason 1-
Ditto Matches are the least played match of anyone with a low-level tier. Someone who plays against your character all the time has more knowledge on how to fight your character.Everyone who posts on this guide gives information on how to do better with Link, and how to fight other characters. NO ONE on this guide however has actually asked, "How do I beat Link?". We spend all our time on how to use Link. We never really ask how f*** Link over in a match.

Reason 2-
There is a priority advantage to the person in the higher player slot, again its ignorable when playing with different characters, but its a HUGE effect when playing dittos.

Reason 3-
It is not equal advantages and disadvantages, I guess this is just like reason 2, but whoever is in the higher player slot has more advantages than disadvantages and visa versa to the person in the lower slot.


Well those are my 2 cents
 

Azen Zagenite

Smash Champion
Joined
Jun 22, 2001
Messages
2,421
Location
Springfield, VA
^_^

Random Entrance from Azen. I'm bored.

Kenshin: Cause you know, I have plenty of Links in my group to play with. Fox, Sheik, Jiggly, .... , but no Link =[


:starman:
 

CaliburChamp

Smash Master
Joined
Oct 13, 2003
Messages
4,453
Location
Fort Lauderdale, FL
3DS FC
1392-6575-2504
OMG! One of those things that go through my mind. I knew about the players slot quirk, but I never really thought about it. It just slipped through my mind! But I remember, I lost in my first Link ditto match I had in a tourny, and I was 3nd player when he was 1st. I was attacking him, the same time he was attacking me, and it just seemed he managed to beat me. I thought it was pure Luck, but I didnt understand that it was a quirk back then, thanks for reminding me!
 

Hmoob Koob

Smash Apprentice
Joined
Feb 1, 2004
Messages
163
Well, I believe the majority, or at least, some of us know enough of how to beat Link, for I for one am a Link player, and I know that their are lots of things people could do take my Link down.

I think that going in a fight, Link can have alot of disadvantages against other characters. People can definetly use Link's poor aerial recovery to their advantage, Shiek can juggle Link to sickening results before Link can even get out of it. Even at higher percentages say around 50%, say if Samus where to grab a hold of Link, and throw him to the floor, Link can't roll, because he is only initially bounced once, and in the air, Link still can't recover, so in turn, Samus can Forward+Smash if Link is close, and usually he is, or else, run and shoulder tackle Link. I know that this is one of the things to watch out for when going against a Link player, knowing that Link has poor aerial recovery.

Link's hootshot is also a good or a bad thing, and I will not be the first one to admit that the hookshot can be a savior or a killer. I would have to say that knowing the Link players I know, and including myself, that I have a tendency to hookshot if given the opportunity, however, many people have learned to "sucker" me into shooting the hookshot. If a Link player misses with a hookshot, he's pretty much saying, come on and hit me for free, luring Link players to do the hookshot is also one thing that I find useful, knowing how far the hookshot goes, and getting a Link player to miss fire is a big pay off.

One of my buddies plays an excellent Roy, and he'll run back and forth, then come bursting at me and start Sword Dancing, I picked this up and whenever he got within reach, I hookshot him, after awhile, he finally picked it up too, and came bursting at me, but stop just slightly beyond range, I bit it, and hookshot, and that led to a K.O. for I was already at 70%, so you could see here, baiting the hookshot is a good thing when going against Link players, as some of Link's best combos can come from the hookshot.

Well, their are alot more handicaps that Link has, but these two are my two horrible heels right now. Another disadvantage for Link also is, I don't know if some of you have this problem, but it is Link's rather mediocre K.O. potential. I mean, I literally have to make then get into high percentages before I can K.O. some characters, given not all characters are hard to K.O. but characters in particular like Marth, Samus, and Jiggly Puff I have a difficult time K.o.ing them at lower percentages, for some of Link's best Smashes are his slower smashes and big lag times if you miss, Sword Plant, and Second Forward Sword Smash. Link's first forward sword smash swing has only mediocre K.O. potential when compared to other characters, and getting his 2nd forward smash on opponents is difficult if people catch it, they'll usually make you pay for it.

Also, the Sword Plant is very difficult to land, you have to really get a surprise on them, as I can't just short hop and sword plant like a mad man, or I'd be one dead Elf, even if you L-Cancel, it's still bad, only if you hit twice with the Sword Plant and L-Cancel will Link instantly recovery from the Sword Plant, or else expect to have to pull your sword out, even though it would be slightly faster than without L-Canceling at all, but still.

Hopefully anything I gave out some descent tips, and if I am wrong on some things, do shed some light, for I've been trying to find now a days characters that Link have extreme difficult times against. I really need to work on this, as I've pasted a quote on me that in SSBM I shouldn't underestimate any character even if someone where to pick Bowser and go against my Link.
 

CaliburChamp

Smash Master
Joined
Oct 13, 2003
Messages
4,453
Location
Fort Lauderdale, FL
3DS FC
1392-6575-2504
I have to admit, I hardly hookshot, unless its for recovery. I'd probably use hookshot more if Im not fighting against a floaty character. But you always want to do some kind of combo that will lead into a hookshot. Its always better to be really close to opponent to hookshot them fast. But of course it all depends on the players style, some characters excel and get most of their KOs from air attacks. Hookshot will hardly ever hit with characters like Jigglypuff.
And as for Links KO ability. He has up+air, down+air, f+air, spin attack, up+tilt, forward+tilt, f+smash, d+smash. But maybe you say this because Link doesnt spike. I would say Link can KO characters with spin attack at about 65-100%. And Link causes some major % of damage when he hits u with the master sword, compared to other characters. I believe there was a power rating guide somewhere there, and Link is one of the hardest hitters.
 

Hmoob Koob

Smash Apprentice
Joined
Feb 1, 2004
Messages
163
Well, the more I play as Link, the more I start to notice his weaknesses. Alot of the smash hits you stated are great, but they either have poor start or poor recovery. Only some characters can I kill at percentages of 65-100%, while the rest I usually literally have to work my way to higher percentages before I can lay waste to them, I remember fighting my buddy who plays a Zelda/Shiek, he was using Zelda, since I seem to have a more difficult time with Zelda than Shiek.

I got his Zelda to 175%, and did a aerial Up+A, and got him to 185%, Zelda flew high, but she still didn't die:mad: . Then all of a sudden, later on, I messed up once, Zelda lays in her aerial forward smash, I go from 62% to 74% and I get knocked back out of the stage to my death:o...seriously horrible. It literally takes ages for me to kill Samus when playing against someone who knows what their doing with Samus...so yes, my frustration is their...oh well, it's already what it is, can't complain about it, just have to live with it, and overcome it tis all.

Well, anyhow, it's good to know that your not really a hookshot person. However, after watching numerous videos of Link players, and even Garde, I can say that I do play a very different Link from the ones I've seen. If only I knew how to transfer my videos into my computer...then maybe I could post up some videos...:(.

Oh, and one more thing, Link does actually have a spike, say if you knocked someone off the stage like Marth for example, and Marth will have to come from down up to grab the edge. You can wait at the edge, try not to stay right on the edge, but close enough where you can do Link's down tilt attack, and the sword should swing slightly beyond the edge. You have to almost anticipate when Marth's going to come, and if you timed it correctly, Marth Sword would touch Link's sword but the funny thing is, Marth falls straight down, there you go, a spike. You'll know you did it wrong, if you get hit instead, if Marth just grabs the edge and you miss, or if you do hit Marth, but he then flys up instead of going down.

Again, a very difficult spike to time, far harder to time when compared to spikes like Falco, and Ganondorf.
 

SS4Ricky

Smash Ace
Joined
Aug 11, 2003
Messages
990
Location
Northern VA
Hey, i haven't posted here in a while....gotta say something...

Link ditto's are fun, but like people have been saying, shouldn't be played for best so and so. I do 'em for learning purposes. It's always good to see another Link in action.

Kill moves.....he really doesn't have any move that screams "death" when they get hit. 'Cept for the up+B, and any Link player should know they shouldn't abuse that move. Even the down stab isn't that reliable under 100%. To get the job done with Link, it's all about the setup. You can downsmash a person, and they'll go up. From there it's all up to the up stab to keep your opponent in the air, and if their high enough, to KO them. You can also push your opponent off the level with foward aerials or neutrals. Once their off though, it's all up to the player to keep them off. If you know their not that good at tipping the edge, go ahead with the up+B. If they try for the edge, you could edge hog or go for the spike to look pretty. Or if you just don't know what their gonna do, just jump off and neutral. You'll have enough recovery to make it back. Link's just tougher to KO with, but i like the challenge. :)

...ok, that should cover a week or two.:p
 

Eramor

Smash Apprentice
Joined
Feb 18, 2004
Messages
168
Location
Houston, TX
I don't think we're hearing enough about the spin-attack spike here. In my experience, this is Link's most potent finisher. When your opponent tries to get back on the edge (especially if they're approaching from below) start your up B so that they strike it during the middle of the attack. They won't regain their second jump, and they'll be sent flying downward and outward. I've killed at least a dozen good players with this move before they even reached 50% damage. Take advantage of the Spin-attack's range to keep from being hit by any recovery attacks. Another fun way to use the spin-attack spike is to start the attack while your opponent is climbing back from hanging on the edge. The first part of the spin-attack misses them because of invincibility, but the spin-attack spike will get them unless they jump. again, Link's range will outdistance or interrupt most wake-up moves.
 
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