• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

HunyBears Link Stuff. (Combo esscape strats added.)

Hunybear

Smash Ace
Joined
Sep 27, 2013
Messages
405
Location
Nashville Tennessee
HunyBears Link Stuff
This Thread will be a jumble of my interesting Link discoveries that don’t seem to fit within my other threads.
__________
Jab Reset
A “Reset” is the act of forcing the opponent out of their DownBound or DownWait animations with a hitbox. In this case the hit box will be the first hit of Links jab. DownBound is the state in which the opponent has just landed on the ground signified by a green flash. In this state he can not perform any action for the next 26 frames, making it the best time window for a jab reset. DownWait is the state where the opponent is laying on the ground and is actionable at any time. They can remain grounded for 221 frames or roughly 3.5 seconds. Any action they perform out of DownWait is invincible frame 1 making jab resets more difficult. When an opponent is hit while in either down state they go into a new stage called DownDamadged, which lasts 13 frames.

DownBound - 26
Down Wait - 221
DownDamadge - 13
Roll /Stand /Atk Invincible - 1

Forced Stand
Total: 30
Invincible:
1-24 - Donkey Kong
1-23 - [Everyone Else]
1-22 - Marth, Roy
1-20 - Ice Climbers, Peach, Sheik, Zelda

In order to jab reset The attack must do less than 7% damage and have relatively low KB. In this case Links fresh jab does 5%. If the attack inflicts 12 frames of hitstun or less than the opponent will always be forced into their standing animation. If it inflicts 13 frames of hitstun or greater the opponent has the ability to perform their normal get up options like roll, stand, and get up attack. At higher % Links jab will inflict more hitstun and as a result the opponents get up options will change depending on %.

In order for jab reset to work the opponent has to be grounded within 13 frames of knockback. If they are not grounded than the opponent will just be in their normal fall animation. This is why SDIing jab resets upward will escape the reset all together on most situations. All characters can escape Links jab reset at 0 if they SDI upwards well enough.

This table shows the last % where a fresh jab will force the opponent into regular get up. All % are pre-jab %

Jab 1
╔══════════════╤═══════════╗
║Characters....│Force Stand║
╟──────────────┼───────────╢
║Bowser........│47.........║
║DK............│46.........║
║Samus.........│45.........║
║Gannon........│45.........║
║Yoshi.........│45.........║
║C.F/Link......│44.........║
║Doc/Mario/Luig│43.........║
║Ness..........│41.........║
║Peach/Zel/Shk.│40.........║
║Ice Climbers..│40.........║
║Marth.........│40.........║
║Mew2/Roy/YL...│39.........║
║Falco/Pikachu.│38.........║
║Fox...........│37.........║
║Puff/Mr.G&W...│34.........║
║Pichu.........│32.........║
╚══════════════╧═══════════╝


Jab 2
╔══════════════╤═══════════╗
║Characters....│Force Stand║
╟──────────────┼───────────╢
║Bowser........│65.........║
║DK............│64.........║
║Samus.........│64.........║
║Gannon........│62.........║
║Yoshi.........│62.........║
║C.F/Link......│60.........║
║Doc/Mario/Luig│59.........║
║Ness..........│57.........║
║Peach/Zel/Shk.│56.........║
║Ice Climbers..│55.........║
║Marth.........│55.........║
║Mew2/Roy/YL...│54.........║
║Falco/Pikachu.│52.........║
║Fox...........│51.........║
║Puff/Mr.G&W...│46.........║
║Pichu.........│44.........║
╚══════════════╧═══════════╝


Out of Shield Options
Grab: 11 frames
Up-B: 9 frames
N-air: 10 frames
U-air: 11 frames
B-air: 12 frames
F-air: 20 frames
D-air: 19 frames
U-smash: 12 frames
Bomb toss: 7 frames
Bomb Drop: 7 frames


U-Throw Knock down on platforms
U-Throw causes knock down on all characters at 17% fresh. at this % it will force all characters aside from floaties to tech on side platforms.

Tech chase for the Kill
There's a lot of kill set-ups out of tech chase stations. Most notably if your opponent is forced to tech on platforms. You can D-air or WL up-B to cover all their options. Get up attack is a good counter to immediate up-B but because you can only perform get up attack from miss tech link can easily WL on and get a shield up to cover every option. (Up-B OOS so sexy) Link can force platform tech chases often with a bomb, dash attack, U-throw or U-air. Forcing opponents to tech close to the edge is also great because Link can just walk up and Up-B. This will almost always guarantee a kill if they do anything but tech in. Some characters have very short tech rolls and just get killed anyway.

Notable Kill set-Ups
Working on kill setups. any additions you have to this section please leave in comments and tag me.
Percents given for kills were tested in the center of FD. not 100% accurate but close too it.
[Character]
Set-up.........................Rough % range


[Fox]
Week U-air -> Early D-Air...... 70s-120s Kill~90s
U-Throw -> Running D-air....... 80s-120s Kill~90s
D-Throw -> Up-B................ 100s-200s kill~100s
Dash Attack -> Up-B............ 60s-110s kills~90s
Dash Attack -> D-air........... 80s-120s kills~90s
D-Tilt -> D-Air................ 50s-150s kills~90s
U-tilt -> D-Air................ 50s-100s kills~90s


[Falco]
Week U-air -> Early D-Air...... 70s-120s Kill~90s
U-Throw -> Running D-air....... 60s-120s Kills~90s
D-Throw -> Up-B................ 70s-200s Kills~120s
Dash Attack -> Up-B............ 60s-110s kills~100s
Dash Attack -> D-air........... 80s-120's Kills~90s
D-Tilt -> D-Air................ 50s-150s kills~90s
U-tilt -> D-Air................ 50s-100s kills~90s


[Marth]
D-Throw -> Up-B................ 0-90s
D-Throw -> D-air............... 90s-130s kills~90s
AC B-air -> Up-B............... 20s-70s No Kills
D-Tilt -> D-Air................ 0s-200s Kills~90s
U-tilt -> D-Air................ 30s-70's No Kill


[Sheik]
D-Throw -> Up-B................ 10s-120s Kills~110s
D-Tilt -> D-Air................ 10s-200s Kills~90s
U-tilt -> D-Air................ 40s-80s Kills~80s


[Puff]
D-Throw -> U-air................ 0s-120s Kills~90s
D-Throw -> D-air................ 40s-120s Kills~50s
D-Tilt -> D-Air................. 0s-100s Kills~50s


[Peach]
D-Throw -> U-air................ 20s-170s Kills~120s
D-Throw -> D-air................ 100s-150s Kills~70s
D-Tilt -> D-Air................. 0s-200s Kills~60s


[Ice Climbers]
?

[Falcon]
Week U-air -> Early D-Air...... 70s-120s Kill~90s
U-Throw -> Running D-air....... 80s-120s Kill~120s
D-Throw -> Up-B................ 90s-200s kill~120s
Dash Attack -> Up-B............ 60s-90s kills~90s
Dash Attack -> D-air........... 80s-130s kills~90s
D-Tilt -> D-Air................ 40s-200s kills~90s
U-tilt -> D-Air................ 50s-110s kills~90s



__________
Up-B Spike
There seems to be a little bit of confusion as to how the semi-spike works on Links Up-B so i'll try to clear that up here. Only the late hits of Links Up-B can spike. The initial hits of Links Up-B do not. If Link falls off stage while in Up-B his hit-boxes will transition to the weak aerial hit-boxes for the rest of the move so there's no such thing as the spin-hog spike (although that would be amazing.)

______________
D-attack Tumble
When does the "0" hit-box of Dash attack cause tumble? Here you GO!
All % are pre-hit and with a fresh D-attack.


╔══════════════╤═════════╗
║Characters....│Tumble...║
╟──────────────┼─────────╢
║Bowser........│46.......║
║DK............│45.......║
║Samus.........│44.......║
║Gannon........│44.......║
║Yoshi.........│44.......║
║C.F/Link......│43.......║
║Doc/Mario/Luig│42.......║
║Ness..........│40.......║
║Peach/Zel/Shk.│39.......║
║Ice Climbers..│38.......║
║Marth.........│38.......║
║Mew2/Roy/YL...│38.......║
║Falco/Pikachu.│36.......║
║Fox...........│35.......║
║Puff/Mr.G&W...│31.......║
║Pichu.........│30.......║
╚══════════════╧═════════╝


___________
U-Tilt Tumble
When does the "0" hit-box of U-Tilt cause tumble? Here you GO!
All % are pre-hit and with a fresh U-tilt.


╔══════════════╤═════════╗
║Characters....│Tumble...║
╟──────────────┼─────────╢
║Bowser........│24.......║
║DK............│23.......║
║Samus.........│23.......║
║Gannon........│23.......║
║Yoshi.........│23.......║
║C.F/Link......│22.......║
║Doc/Mario/Luig│21.......║
║Ness..........│20.......║
║Peach/Zel/Shk.│20.......║
║Ice Climbers..│19.......║
║Marth.........│19.......║
║Mew2/Roy/YL...│19.......║
║Falco/Pikachu.│18.......║
║Fox...........│18.......║
║Puff/Mr.G&W...│15.......║
║Pichu.........│15.......║
╚══════════════╧═════════╝
____________

SH Back Thing
When Link back jumps he lands one frame later than his neutral and forward jump. this makes SH bomb plants a 3 frame window instead of 1 and perfect WLs a 2 frame window instead of 1.

Dash Attack Clank
This was an oddly specific request by Stro
Transcendent = Red
Y = Yeah this is what it does

Moves with transcendent properties will not clank.
A Move that does 9% or more will beat the other move outright.
In this case the 0 hitbox of dash attack does 12% fresh. This means the move would have to do 21% or more to beat it and 3% to lose.
Dash attack
╔══════════════════════╤══════╤══════╤══════╗
║Move..................│Loss..│Clank.│Win...║
╟──────────────────────┼──────┼──────┼──────╢
║Fox Laser.............│N/A...│N/A...│N/A...║
║Falco Laser...........│N/A...│N/A...│N/A...║

║Sheik Needles.........│Y.....│N/A...│N/A...║
║Peach Turnips.........│Y.....│N/A...│N/A...║
║Peach Wink............│N/A...│y.....│N/A...║
║Peach Dot Eyes........│N/A...│Y.....│N/A...║
║Peach Stitch Face.....│N/A...│N/A...│Y.....
║IC Blizzard...........│N/A...│N/A...│N/A...║
║IC Ice Block..........│N/A...│Y.....│N/A...║
║Samus Full ChargeShot.│N/A...│N/A...│Y.....║
║Samus Small ChargeShot│Y.....│N/A...│N/A...║
║Samus Homing Missile..│N/A...│Y.....│N/A...║
║Samus Smash Missiles..│N/A...│Y.....│N/A...║
║Pika Thunder Jolt.....│N/A...│Y.....│N/A...║
║Doc Pills.............│N/A...│Y.....│N/A...║
║Luigi Fireball........│N/A...│Y.....│N/A...║
║Mario Fireball........│N/A...│Y.....│N/A...║
║Yoshi Eggs............│N/A...│Y.....│N/A...║
║Link Arrows Charge....│N/A...│Y.....│N/A...║
║Link Arrows No Charge.│N/A...│Y.....│N/A...║
║Link Bombs............│N/A...│Y.....│N/A...║
║Link Early Boomerang..│N/A...│Y.....│N/A...║
║Link Late Boomerang...│N/A...│Y.....│N/A...║
║YL FireArrows Charge..│N/A...│Y.....│N/A...║
║YL FireArrows NoCharge│N/A...│Y.....│N/A...║
║YL Bombs..............│N/A...│Y.....│N/A...║
║YL Early Boomerang....│N/A...│Y.....│N/A...║
║YL Late Boomerang.....│N/A...│Y.....│N/A...║
║Ness PK Flash.........│N/A...│N/A...│N/A...║
║Ness PK Fire..........│N/A...│Y.....│N/A...║
║Ness PK Thunder.......│N/A...│N/A...│N/A...║
║M2 Full Shadow Ball...│N/A...│N/A...│Y.....
║M2 Small Shadow Ball..│Y.....│N/A...│N/A...║
║Mr.G&W Sausages.......│N/A...│Y.....│N/A...║
║Kirby Final Cutter....│N/A...│N/A...│N/A...║
║Zelda Din's Fire......│N/A...│N/A...│N/A...║
║Bowser's Fire Breath..│N/A...│N/A...│N/A...║

║Pichu Thunder Jolt....│N/A...│Y.....│N/A...║
╚══════════════════════╧══════╧══════╧══════╝


Clank with Charge Shot
A fully charged Charge Shot does 25% fresh. This means Link must use an attack that does 16% or more to clank with a full charged Charge Shot. These are the moves that can do this.

F-Smash hit 2
D-Smash hit 1
D-Smash hit 2
Early U-Air
Early D-Air
Late D-Air


Escaping wave shine
As a result of Links high traction, he stays relatively close to fox after a Shine. This allows Fox to combo shine into itself continuously. This is called a Wave Shine. This is possible at all percents because Fox’s shine has set knockback. Set knockback means that the distance sent by being hit with this move doesn’t scale with percent, however this doesn’t mean there aren't ways to alter the distance Link is sent by the move. Here i will explore ways to escape wave shines.

Data
Fox’s shine will put link into 34 frames of stun.
Fox can be actionable as early as frame 20 with WD out of shine.
Link is put into 5 frames of hitstun when shined.

SDI
SDI is the act of altering your character's position while in hitstun by smashing the control stick.
Fox's shine will put you into 5 frames of hitstun. These 5 frames are the only time an SDI input as allowed. The best way to get the most amount of SDI inputs within this time frame is to rock your control stick very quickly in a quarter circle motion, in the direction you want to move. This method is commonly referred to as quarter circle DI. If done perfectly you can get almost twice the distance.
*notes.
SDI up is impossible. Link will always stay locked to the ground

CC
Sometimes It’s good to attempt to get behind fox instead of as far away as possible. He wouldn’t have time to react to the change in direction and you’d be able to escape the wave shine. Link can’t SDI behind fox, but he can attempt to CC to get behind him. Crouching reduces the knock back of all moves by 2/3s and starts as soon as frame 1. Link will essentially go 2/3s the distance and will allow him to get behind fox. It's also good if they just go ahead and use a normal attack.

Mixing up between SDI in and SDI away will will make it almost impossible for the opponent to wave shine Link more than twice. (unless it's a Hax$ shine of course)


FoD Bottom Recovery
It is possible to recover from the bottom pillar on FoD using Links tether jump recovery. This can be done with or without a DJ by tethering onto the top ring on the pillar of FoD. Ideally Link will want to tether from as far away as possible to avoid the ceiling at the bottom of FoD then immediately tether jump. Hold backwards to avoid the ceiling and then Up-B as soon as possible. (Tether jump takes 36 frames before link can Up-B)
In the image above you can clearly see there is a top ring around the pillar. That is the target because it allows the maximum tether jump height without bumping links head on the ceiling. Using the air dodge makes tethering substantially easier.
The red represent the ceilings which you must avoid bumping your head on. The blue and green are plain walls which link can tether too.


D-Throw U-Air kill %
These numbers represent the rough % D-throw U-Air will start Killing on BF. The numbers are pre-grab.
╔══════════╤═══════════╤═══════════╤═══════════╗
║Character.│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Fox.......│N/A........│N/A........│N/A........║
║Falco.....│N/A........│N/A........│N/A........║
║Marth.....│130s.......│140s.......│130s.......║
║Sheik.....│140s.......│150s.......│140s.......║
║Puff......│90s........│100s.......│90s........║
║Peach.....│120s.......│130s.......│120s.......║
║Popo......│120s.......│130s.......│120s.......║
║Falcon....│N/A........│N/A........│N/A........║
║Pika......│120s.......│130s.......│120s.......║
║Samus.....│130s.......│140s.......│130s.......║
║Doc.......│130s.......│140s.......│130s.......║
║Yoshi.....│140s.......│150s.......│140s.......║
║Luigi.....│130s.......│140s.......│130s.......║
║Gannon....│140s.......│150s.......│140s.......║
║Mario.....│130s.......│140s.......│130s.......║
║YL........│130s.......│140s.......│130s.......║
║DK........│160s.......│170s.......│160s.......║
║G&W.......│100s.......│110s.......│100s.......║
║Link......│140s.......│150s.......│140s.......║
║Mew2......│110s.......│120s.......│110s.......║
║Zelda.....│110s.......│120s.......│110s.......║
║Ness......│130s.......│140s.......│130s.......║
║Pichu.....│100s.......│110s.......│100s.......║
║Bowser....│150s.......│160s.......│150s.......║
║Kirby.....│100s.......│110s.......│100s.......║
╚══════════╧═══════════╧═══════════╧═══════════╝
Notes*
This combo will kill earlier on FD, PS, and YS. It kills at roughly the same % on FoD and Kills much later on DL.
At these % you should always pummel for the extra damage and to unstale U-air. Pummel does 3% per hit.


____________________
Combo escapes strats


Fox
⦁ U-throw-U-air

Fox U-throw U-air takes 51 frames in total. (U-throw takes 40 frames, JS 3 frames, and U-air comes out frame 8.)
Link can always jump out of SH U-air. Fox will be forced to FH U-air always. Link can N-air out of U-throw U-air from 0-6% with no DI. Link can N-air out from 0-14% with forward DI. N-air out with DI behind works from 0-31%.
DJ will not reliably escape U-air at most low %s. DIing behind Fox into buffer DJ will escape the U-air follow up around the 50s

What i've learned from this is that if you Always DI U-throw behind and N-air below 30 and DJ above 50 there's only a 20% window (30-50) where U-throw -> U-air actually combos.

╔══════════╤═══════════╤═══════════╤═══════════╗
║N-Air.....│No DI......│Forward DI.│Back DI....║
╟──────────┼───────────┼───────────┼───────────╢
║Escape....│0-6........│0-14.......│0-31.......║
╚══════════╧═══════════╧═══════════╧═══════════╝


Falco
⦁ Escape shine
Escaping shine. Falco's shine does not send opponents strait up. It sends the opponent at a 84 degree angels away from Falco. Following up on DI away from shine is very difficult and doesn't have any direct aerial follow ups. Falco can, however WD out of shine and follow up with a D-air.

⦁ U-tilt
U-tilts tipper sends opponents strait up. The body hit box sends opponents slightly inward. Always DI away because Falco can combo U-tilt into itself many times but has to perform smash turn to follow up behind him. He'd have to opt for a laser approach after the U-tilt instead of getting a free combo.

⦁ D-air
Falco has an early strong D-air and a weaker late D-air. D-air sends opponents down and away. DIing away makes D-air hard to follow up on and in most cases will force him to laser. D-air doesn't pop Link upward until the 40s. Link can also CC D-air until the 80s.

Marth
⦁ F-throw F-smash
Marth's forward throw takes 32 frames and causes knock down on Link at 8%. If you get grabbed at 0 Marth may attempt to F-throw you and re-grab. In this case just DI down and away into a buffered spot-dodge with C-stick. F-throw into F-smash only works with DI in from 0 to 100's. No DI and DI away will both escape the F-smash. (note performing a small step F-smash extends the % range.) Best DI to escape is Down and away because it makes Link grounded soonest.

⦁ Shield drop punishing U-tilt
IDK an idea i had and didn't test yet...

Sheik
⦁ Escaping Chain grab
Sheiks D-throw takes 57 frames and sends her opponents up and away at an 80 degree angel. Her chain grab can go from 0 to 80's depending on DI. For DI behind she must turn around, No DI she can just do standing grab and DI away she must Dash JC grab. At lower percents (roughly from 0-20%) Sheik has to be close to frame perfect to re-grab Link if he DIs away making it the best escape option. After 20% Link must mix up his DI to escape the chain grab. YS, PS, and FoD all have low platforms that Link can escape to before 20%. Holding the control stick into the top back notches will send Link strait up to escape to platforms at the earliest possible percents.

It's notable that if you get grabbed below platforms on YS, PS, and FoD you can DI away until 20% and then DI up and in after to almost always escape being chain grabbed. Sheik can WL on the side platforms and tech chase re-grab link tho.

⦁ D-throw -> F-tilt
Sheik's F-tilt comes out frame 5 and send opponents up and away. D-throw F-tilt combo's until 120s on DI away. F-tilt causes tumble on Link at 20% but Link can N-air out before then. From what i can tell, Sheik does not get any direct follow ups off F-tilt if Link DIs away. Link can always DJ out of hit stun or N-air.

⦁ D-throw -> D-tilt
This combo works from 0-50 and is a less effective tool than F-tilt. You generally just wanna DI away to escape follow ups.

⦁ D-throw -> U-smash
D-Thow U-smash starts around 20% and covers all DI options but DI away. It can kill on smaller low ceiling stages and is a deadly combo starter at lower/mid %s.

⦁ Dash attack?
Dash attack is susceptible to being CC, shield grabbed, spot dodged, and jumped over. It's an exceedingly fast move that covers a lot of space in front of Sheik. Fortunately is sends people pretty far away and if DI'd away can't lead into anything directly.

Puff
⦁ U-tilt rest
DI U-tilt away and you won't get rested.

Peach
⦁ D-smash
Her tornado of a D-smash sends opponents back toward the other hit-boxes to create a blender of heart break. You'll always want to DI up to escape. Also when below her on a platform resist the urge to SH U-air or you will get blended. U-tilt on lower platforms like PS and YS work. U-smash is super safe from underneath and is very likely to shield poke. U-air is fine for high side platforms like DL but not BF.

IC
⦁ Chain grab
Popo's chain grab on Link goes from 0-80s depending on DI. Popo does not have to turn around to re-grab DI behind. He always has to dash to grab no DI and DI away. JC grab to catch DI away is extremely difficult. Opting for Dash grab makes covering DI away substantially easier. If they aren't away of this then you can escape for free with DI away. Link can jump out of D-throw at 0 unless he DI's away, which he can jump out around 70.

⦁ Breaking wobble
Holding a bomb or a returning boomerang can potentially break link out of wobbles.
Link can also attempt to mash out of the wobble before 40%

Falcon
⦁ U-throw knee

These tests were conducted while falcon was port 2. Being a higher port than falcon will increase the likely hood of escape.
╔════════════╤═══════════╤═══════════╤═══════════╗
║U-throw-Knee│No DI......│Forward DI.│Back DI....║
╟────────────┼───────────┼───────────┼───────────╢
║N-air.Out...│43.........│50.........│43.........║
╚════════════╧═══════════╧═══════════╧═══════════╝


U-Throw into FH Knee starts on link while he’s in the 50 percents. 52 on No-DI and 56 on Behind-DI. Falcon does not have to dash or turn around to cover either DI, just simply FH and drift in that direction. Link can escape at lower percents by N-airing out or simply just falling. Link can DJ after these percents, but Falcons Knee will still catch Link. At higher percents falcon can DJ Knee Link with these DIs as well.

Falcon can only connect FH Knee if Link DJs. If Link does not DJ then Falcon must SH knee to connect the DJ. Falcon can also connect FH Knee by running forward a few frames but in this case Link can always escape by buffering DJ. This means that at no percent is U-throw Knee guaranteed on Link on DI away. To combat this Falcon can simply U-air which sends link off stage with DI away and combo’s into Knee with inward DI.

Rapid Jab Infinite
If Link rapid jabs an opponent in the rock transformations pit on Pokemon Stadium it will be inescapable for some characters. This is is because they are continually in hit-stun making it impossible to buffer their shields and it is impossible for a grounded opponent to SDI rapid jab upwards.

There are two variations of this infinite. Link can jab them while inside the pit or Link can jab them on the left platforms attached to the rock wall. The opponents back must be to the wall in order for them to not fall off.

Characters it will always work.
  • Captain falcon
  • Gannon
  • Yoshi
  • DK
  • Bowser
Platforms only.
  • Sheik
  • Samus
Luigi -._.'
All other characters can buffer shield and roll behind Link. Except Luigi who can buffer shield but his roll will not get behind Link. In this case he will have to buffer a DJ OOS and SDI upwards to escape to platforms.

Dash Attack Ledge Tech
Some characters have the ability to grab ledge strait out of a dash attack. this tech is known as a lemon grab. It was recently discovered that link not only has a lemon grab, but also has a pseudo lemon grab as well as pseudo ledge canceled aerial tech.

Fall off
If Link holds forward at any-point while Dash attack is interruptible he will fall off stage. If Link attempts a dash back past frames 49-53 he will fall off stage facing away from ledge.

Lemon Grab
If link dashes back on frame 48 of his dash attack exactly he will fall of the ledge while facing the stage allowing him to grab ledge.

Spin Lemon Grab
If Link performs an Up-B between frames 49-53 of his dash attack he will spin hog the ledge.

Pseudo platform cancels
If Link interrupts his dash attack animation between frames 39-53 by holding forward he can can land back on the platform by quickly holding back and using a B-air or N-air. If he hit's an opponent he can also use U-air. If link dashes back on frames 49-53 he won't have to worry about holding forward then quickly moving back, he just has to time his dash back making the tech substantially more lenient.

If Link dashes back on frame 48 he will turn around and can land on the platform with any of his aerials, although F-air and D-air won't have hit-boxes.

Shield Yielding
Links Hylian shield has a glitch where if he jumps out of an animation state where the hylian shield is active (stand,crouch) then NIL's somewhere else, his hylian shield bubble will appear for one frame at the location he jumped from, not where he actually is. It is fully active and can still cause Link to take shield stun and Push back.
image.jpg

The way this works is that the game sets flags to update the position where the hylian shield should appear, but the first frame of links NIL does not set off the position update flag. This means that the first frame of NIL will make the shield appear in the last updated position, which is the place where link had jumped from.

D-air Mechanics
D-air has a lot of little nuances to it, so much so that it needed it's own write up.
Total: 89
Hit: 13-64
IASA: 80
Auto cancel: <12 65>
Landlag: 50
Lcanceled: 25
Shield Advantage: -15

Reverse hit
Link's D-air will always send an opponent at away from Link, You can use this to reverse D-air people from the ledge and force them back off stage or simply kill out right or use it to mix up someone's DI when they are vulnerable (ex jiggly puff rest)

Link's D-air has 3 sets of Hitboxes
The first set is the Strong hit which is only active the first 3 frames the move is out (frames 13-15) The Strong hit is the one you want. It has a sweet spot at the bottom tip of the blade that does more damage and knock back than the rest of the move.
╔════════════╤═══════════╤═══════════╤═══════════╗
║Strong D-air│Hitbox-0...│Hitbox-1...│Hitbox-2...║
╟────────────┼───────────┼───────────┼───────────╢
║Position....│Tip........│Middle.....│Hilt.......║
║Damage......│22%........│20%........│20%........║
║BKB.........│50.........│40.........│40.........║
║KBG.........│80.........│80.........│80.........║
║Angle.......│65.........│65.........│65.........║
╚════════════╧═══════════╧═══════════╧═══════════╝


The second set is the Weak late hit that lasts for the rest of the duration of the move (16-64) The weaker hit does still have a sweet spot at the tip of the master sword but only does extra knock back not damage.
╔════════════╤═══════════╤═══════════╤═══════════╗
║Strong D-air│Hitbox-0...│Hitbox-1...│Hitbox-2...║
╟────────────┼───────────┼───────────┼───────────╢
║Position....│Tip........│Middle.....│Hilt.......║
║Damage......│19%........│19%........│19%........║
║BKB.........│50.........│40.........│40.........║
║KBG.........│80.........│80.........│80.........║
║Angle.......│65.........│65.........│65.........║
╚════════════╧═══════════╧═══════════╧═══════════╝


The last set is the bounce hit-boxes that only happen after connecting with another hurt-box. This is what allows Link to Pogo. Basically how this works is after link comes into contact with an opponent his D-air hit-box disappears for 30 frames then comes back as this set. This can happen on Sheiks grounded needles, Link and YL arrows, and even shy guys. Link can only bounce a maximum of 3 times. Interesting to note is that the tip of the sword on this set actually does less damage than the top hits.
╔════════════╤═══════════╤═══════════╤═══════════╗
║Strong D-air│Hitbox-0...│Hitbox-1...│Hitbox-2...║
╟────────────┼───────────┼───────────┼───────────╢
║Position....│Tip........│Middle.....│Hilt.......║
║Damage......│6%.........│8%.........│8%.........║
║BKB.........│?..........│?..........│?..........║
║KBG.........│?..........│?..........│?..........║
║Angle.......│?..........│?..........│?..........║
╚════════════╧═══════════╧═══════════╧═══════════╝


CC Get Up Attack %s
╔══════════╤═══════════╤═══════════╗
║Character.│Front......│Back.......║
╟──────────┼───────────┼───────────╢
║Fox.......│106........│106........║
║Falco.....│106........│106........║
║Marth.....│106........│106........║
║Sheik.....│106........│106........║
║Puff......│106........│106........║
║Peach.....│111........│143........║
║Popo......│106........│106........║
║Falcon....│106........│106........║
║Pika......│106........│106........║
║Samus.....│106........│106........║
║Doc.......│106........│106........║
║Yoshi.....│106........│106........║
║Luigi.....│106........│106........║
║Gannon....│106........│106........║
║Mario.....│106........│106........║
║YL........│106........│106........║
║DK........│106........│106........║
║G&W.......│106........│106........║
║Link......│106........│106........║
║Mew2......│93.........│106........║
║Zelda.....│111........│143........║
║Ness......│106........│106........║
║Pichu.....│106........│106........║
║Bowser....│106........│106/100....║ (double hit)
║Kirby.....│106........│106........║
╚══════════╧═══════════╧═══════════╝


Grabbing Aerial Opponents
Link can grab aerial opponents with the inner most hit-box inside of his standing grab. The hit-box is very small and is only active for the first 3 active frames of his standing grab (frames 11-13). This hit-box is not present on his dash grab making his standing grab the only possible way to grab opponents out of the air.
 
Last edited:
Top Bottom