Fortress
Smash Master
I thought that this would be a nice topic to talk about, and something that could help pepper some more grabs into our games. Just a nice healthy discussion about Link's grab game.
So, of course, we know Link's grab: long-range, at the price of being slow. Not his best out-of-shield option, but it's of course still there, and is extremely valuable when dealing with up-close shield pressure. It doubles as a recovery, a niche aerial attack, and even a means to manipulate bombs and other projectiles.
One thing that I thought we could discuss here are applications for each of Link's throws. Of course, D-throw and U-throw have always been popular options with easy follow-ups, but it'd be nice to touch on all aspects of Link's grab game.
UP-THROW: In my opinion, this is one of Link's more explored grab options. It kills on Final Destination at roughly %160, and has plenty of follow ups. At lower percentages, up-tilts are good options for keeping an opponent in the air, and positioning them onto a platform. If platforms aren't available, a bair is always viable in that it can allow you to continue comboing. At higher percents, you can U-throw into a U-air at around 70% to KO most cast members on the upper platform of Battlefield. A niche use, perhaps, but the application is there; U-throw into U-Air as a finisher. Of course, at lower percents, U-airs can be busted out easier to rack up heavy damage relatively quickly.
If all else fails, there's always the "get the **** away from me" option in Link's grounded up-special. You can't go wrong there.
FORWARD-THROW: One of the neatest things, to me, about Link's forward throw is that there are plenty of potential follow-ups available to Link depending on opponent's position and damage afterward. It's possible, with a poor reaction from your opponent, to follow forward throw with another grab up to about 40%. Now, at 40%, it's not going to be very reliable or consistent, but up until that point, Link can forward throw, start a dash, and immediately bust out a jump-cancelled grab to tug an opponent back in at the very limits of his grab range. Of course, it's not a powerful option, but I'm sure that Link pseudo-chaingrabing (har) is at the very least intimidating.
Another option available to Link is the DACUS. With a long slide, powerful u-smash, and good reach, Link can follow through with forwards with a DACUS until about 70% on most of the cast. He has plenty of followups from there, but that alone is a damage-dealing tool that can bring some unexpected lighting-fast speed to Link's game.
At very low percents, D-Tilt is an option against opponents who miss techs, make poor DI decisions, or are just slower than you on the punch. You can lift opponents back into the air, and chase with f-airs, 'rangs, or a n-air with good reliability. The F-tilt is a little less reliable in that opponents will usually be too far away, but right around 0%, Link can whap an opponent with an f-tilt. Probably not his most potent follow-up, as most opponents will be well out of reach most of the time, and that f-tilt itself at low percents probably won't sweep somebody off of their feet, leaving Link vulnerable in endlag.
BACK-THROW: I feel as if this is Link's most undervalued throw of all. I don't really hear talk about it, or see it too much in matches, but there are applications for it out there. B-throw against a wall is always a viable option, which can lead to all sorts of magical followups, namely u-tilt, but I honestly can't find B-throw's role in my Link game.
DOWN-THROW: The most viable option, in terms of how much I see it used and how much you can just do out of it. The down-throw can be called the backbone of Link's grab game. The throw doesn't send opponents very far above you until higher percents, meaning that up-special follow-ups are an incredible finishing option for Link. B-airs chain nicely out of it, as well as U-airs. D-airs and F-airs are options depending on your opponents reaction, and you can even throw a 'rang to keep an opponent in the air for your approach.
Anyway, that's my sort of opinionated take on Link's grab game and how to apply it. Does anybody do anything else out of Link's grabs? Is his pivot grab an option to be taken advantage of? What say all of you?
So, of course, we know Link's grab: long-range, at the price of being slow. Not his best out-of-shield option, but it's of course still there, and is extremely valuable when dealing with up-close shield pressure. It doubles as a recovery, a niche aerial attack, and even a means to manipulate bombs and other projectiles.
One thing that I thought we could discuss here are applications for each of Link's throws. Of course, D-throw and U-throw have always been popular options with easy follow-ups, but it'd be nice to touch on all aspects of Link's grab game.
UP-THROW: In my opinion, this is one of Link's more explored grab options. It kills on Final Destination at roughly %160, and has plenty of follow ups. At lower percentages, up-tilts are good options for keeping an opponent in the air, and positioning them onto a platform. If platforms aren't available, a bair is always viable in that it can allow you to continue comboing. At higher percents, you can U-throw into a U-air at around 70% to KO most cast members on the upper platform of Battlefield. A niche use, perhaps, but the application is there; U-throw into U-Air as a finisher. Of course, at lower percents, U-airs can be busted out easier to rack up heavy damage relatively quickly.
If all else fails, there's always the "get the **** away from me" option in Link's grounded up-special. You can't go wrong there.
FORWARD-THROW: One of the neatest things, to me, about Link's forward throw is that there are plenty of potential follow-ups available to Link depending on opponent's position and damage afterward. It's possible, with a poor reaction from your opponent, to follow forward throw with another grab up to about 40%. Now, at 40%, it's not going to be very reliable or consistent, but up until that point, Link can forward throw, start a dash, and immediately bust out a jump-cancelled grab to tug an opponent back in at the very limits of his grab range. Of course, it's not a powerful option, but I'm sure that Link pseudo-chaingrabing (har) is at the very least intimidating.
Another option available to Link is the DACUS. With a long slide, powerful u-smash, and good reach, Link can follow through with forwards with a DACUS until about 70% on most of the cast. He has plenty of followups from there, but that alone is a damage-dealing tool that can bring some unexpected lighting-fast speed to Link's game.
At very low percents, D-Tilt is an option against opponents who miss techs, make poor DI decisions, or are just slower than you on the punch. You can lift opponents back into the air, and chase with f-airs, 'rangs, or a n-air with good reliability. The F-tilt is a little less reliable in that opponents will usually be too far away, but right around 0%, Link can whap an opponent with an f-tilt. Probably not his most potent follow-up, as most opponents will be well out of reach most of the time, and that f-tilt itself at low percents probably won't sweep somebody off of their feet, leaving Link vulnerable in endlag.
BACK-THROW: I feel as if this is Link's most undervalued throw of all. I don't really hear talk about it, or see it too much in matches, but there are applications for it out there. B-throw against a wall is always a viable option, which can lead to all sorts of magical followups, namely u-tilt, but I honestly can't find B-throw's role in my Link game.
DOWN-THROW: The most viable option, in terms of how much I see it used and how much you can just do out of it. The down-throw can be called the backbone of Link's grab game. The throw doesn't send opponents very far above you until higher percents, meaning that up-special follow-ups are an incredible finishing option for Link. B-airs chain nicely out of it, as well as U-airs. D-airs and F-airs are options depending on your opponents reaction, and you can even throw a 'rang to keep an opponent in the air for your approach.
Anyway, that's my sort of opinionated take on Link's grab game and how to apply it. Does anybody do anything else out of Link's grabs? Is his pivot grab an option to be taken advantage of? What say all of you?