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Bouse

Smash Ace
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The Official
Link Match-Up Guide




This is a Match-Up Guide for Link, with explanations on his strength's, weaknesses, and strategies against other characters in Super Smash Bros Brawl. Link is a complex character to play, with multiple strategic advantages. The point of this guide is to let you know what level of effectiveness you can expect from Link's AT's and basic strategies against specific characters. The two strategies that depend on Link's opponent to know their effectiveness are the Zair, and the Jab Cancel. These two techniques have a separate ranking system like so...

Near Useless
Hard to Use
Okay
Decent
Effective
Fantastic


I PLAN ON DOING THE CHARACTERS IN 2 DAY CYCLES. THE MORE IN-DEPTH THE ARGUMENTS GET THE LONGER I MAY POSTPONE THE CYCLE. IF AN ARGUMENT DOES NOT CHANGE SIGNIFICANTLY THEN THE DISCUSSION WILL MOVE TO THE NEXT CHARACTER.

Posting Guidelines
It is preferred that posts should appear with the following information:
Jab Cancel Effectiveness
--Explanation
Zair Effectiveness
--Explanation
Match-Up Ratio
--Explanation, and General Strategies.

The Characters:
:diddy: 1. Diddy Kong 50:50
:dedede: 2. King Dedede 60:40
:kirby2: 3. Kirby 30:70
:snake: 4. Snake 50:50
:falco: 5. Falco 30:70
:dk2: 6. Donkey Kong 60:40
:wolf: 7. Wolf 40:60
:toonlink: 8. Toon Link 40:60
:pt: 9. Pok
emon Trainer 50:50
-:squirtle:-9a. Squirtle 40:60
-:ivysaur:-9b. Ivysaur 55:45
-:charizard:-9c. Charizard 60:40
:wario: 10. Wario 40:60
:lucario: 11. Lucario 40:60
:fox: 12. Fox 35:65
:metaknight: 13. Metaknight 20:80
:samus2:14. Samus Aran 45:55
-:samus2:-14a.
Power Suit Samus 55:45
-:zerosuitsamus:-14b.
Zero Suit Samus 40:60
:gw:15. Mr. Game & Watch
:random: 16. ???
:random: 17. ???
:random: 18. ???
:random: 19. ???
:random: 20. ???

1. Diddy Kong



Donkey Kong’s pal has finally joined the battle! Unfortunately, screenshots fail to truly capture the way he moves.
He scrambles around the battle, using whimsical fighting moves while wielding both his Rocketbarrel Boost and Peanut Pop Gun.
Quite simply this crazy primate will drive you... bananas.


Match-Up: 50:50
:link2::link2::link2::link2::link2:
:diddy::diddy::diddy::diddy::diddy:

Zair: Hard to Use-Okay
He's hard to hit on the ground however since Diddy spends a good amount of time in the air it's effectiveness is situational to stall his approach.

Jab Cancel: Decent-Effective
You have to really mindgame with this one. Sometimes you'll have to complete the jab, while other times you'll be able to make them think you're just going to complete it and you can continue into a smash or grab. If your opponent can pick up on what you're doing with your jab cancel they'll have the chance to shield. It's really tenuous. However using the Jab cancel to Usmash, Dsmash, and Utilt is a fantastic method to KO, and keep Diddy in the air where he can't do as much harm.

The Nanners
Diddy Kong's bananas are THE BEST thing about him. Well... that and his immaculate dash attack and shield pressuring. To be honest, he's a pain. The things to get accustomed to doing are the following...

1. DAC+Dash catching his bananas.
2. DAC with a banana in hand. I call it "Banana Attack Cancel."
--After doing that you can near laglessly hit him with the Fsmash, or depending on proximity the Dsmash.
3. Throwing Bombs at him to interrupt his banana catches.
4. Do your best to keep his bananas under control.

He has a banana-lock similar to Falco's laser lock. Just keep your distance if he has a banana in hand.

Also while bananas are out of his control Diddy Kong has what's called a "Banana Canceled Rocket Barrel Boost."

Now, Rocketbarrel-boost next to a banana. You need to be close enough that you don't trip, but the barrel is almost touching the banana. It will treat the banana as an attack and the barrel will fly off, but you land on the stage without falling. It's awesome mindgames. Not to mention that when you do this, the banana will fly off in your opponent's direction.
--Quoted from the Diddy Kong forums

How do you deal with it?
It's not game breaking, just be aware of the bananas you gain control of and keep enough pressure on your opponent so he can't utilize this. Though most would think it automatically heads towards you, it doesn't. Generally if you use the Banana in hand DAC, you can use the banana for a near flawless approach.​

Also, make sure to realize when having a banana in your control would be of assistance to you, or if it would be detrimental. Knowing when to use them or when to throw them away is very important to know when fighting Diddy Kong.

Shield Game
Diddy Kong can do a lot of powerful moves out of his shield very easily. Namely his Fsmash and Dsmash. To avoid that if you're going to Jab-Cancel make sure you finish with a move with push-back. Using something like a slower smash can spell doom for you, since he can reciprocate with a relatively powerful smash attack if he happens to spot dodge.

Edge-Guarding and Recovery
Edge-guarding Diddy Kong is easy. If the feisty little primate aims for the edge, the Zair edge-guard is fantastic. Hell a simple drop and grab edge-guard can do the trick.

However, once you've been knocked off of the stage be careful. His Dair is a very good spike that's relatively easy to get off.

Dash Attack and Shield Pressure
His dash attack is one of the other things to worry about. It has a lagless finish allowing him to go into an array of annoying moves. It's really just as, if not more, amazing than a DAC. He also has amazing shield pressure. Don't assume your shield will save you, space this guy as well as you can with your projectiles.

Glide-Tossing
Something to be aware of is his great glide-tossing game. You have to space him with projectiles well, and generally only arrow cancel if you have the small gaps after a Bomb/Boomerang toss. This video can explain it far better than I can. That video playlist also shows a couple of Diddy Kong's strategies including his banana choke grab.

Building Up the Damage
This is the only truly difficult thing about fighting Diddy Kong. He's light and hard to combo, and his defense is immaculate. However, once you get him up in the air you can build up damage relatively easily. Your projectiles are going to be your best bet in this case, since at close range his shield pressure and quick smashes can spell near instantaneous doom for you.

Finishing Moves
Luckily, the little tree-humper is light. Utilizing the Banana Attack Cancel along with well timed DAC's, Dsmashes, and Utilts can send this little punk flying. Also your Dair will send this guy back to the jungle.

Homework
Diddy Kong: The Facts, Must Reads and Videos!
Diddy Kong: Character Playing Guide!

2. King Dedede



The self-proclaimed king of Dream Land formally joins the brawl! Mechanizing his wooden mallet, he delivers a mighty, earth-shaking blow!
He joins as a member of the heavyweight class alongside Bowser and Donkey Kong.
With a fantastic chain-grab, strong swipes of his hammer, and a very random spam he's a formidable opponent.
Will Link be tossed aside or dethrone this self-proclaimed tyrant?

Match-Up: 60:40
:link2::link2::link2::link2::link2::link2:
:dedede::dedede::dedede::dedede:

Zair: Fantastic
King Dedede is a big boy to say the least. With his large size it makes him an easy target for Link's Zair. Once you learn to properly space it and even use retreating Zairs, King Dedede will rue the day he ever messed with the Hero of Time.

Jab Cancel: Effective-Fantastic
Some might tell me that well, your jab cancel is simply "fantastic" against Dedede. I am generally going to agree with them, but I define the rank of "fantastic" as being nearly without reciprocity. While it is wonderful against King Dedede his grab range is immense. If you space yourself slightly wrong you could end up in a chain grab, which I will have to say is simply not fabulous. This evil technique of the King of Dreamland is discussed in the next section.

Don't Get Grabbed!: His Chain Grab
King Dedede's chain grab is the primary reason he does so well in tournaments. Why you ask? Well, he can take the heavy characters like Link up to about 50%, and get them off of the stage with a Fthrow. Afterward he simply needs to float around and edge-guard you.

How do you deal with it?
Now I'm sure most of you have heard the statement, "Well, just don't get grabbed!" You've probably thought the person saying it must have been kidding. Well... they weren't. The best methods of beating his chain grab are...​

1. Spacing yourself properly with your Zair and your projectiles.
2. Having a bomb in hand
--The bomb will explode mid-chain grab, allowing you to escape.
3. Spot-dodging a little bit more than shielding.
4. Knowing his grab range. His grab is quick and almost competes with a tether-based grab.​

Shield Game
This guy is probably going to spend half of his time attempting to shield grab you. Don't let it happen. If he wants to camp and throw up his shield, pressure him with well spaced Zairs and projectiles. Then if he wants to keep going for his grabs with his shield up, punch holes in it with your Dair. A King Dedede that abuses his shield is annoying, but something that you can abuse even greater if you time things right.

Edge-Guarding and Recovery
So you want to keep King Dedede off the stage? Well you have a few options that work well. His jumps while multiple are slow and can be bothered with projectiles. The true key is to get him to use up his multiple jumps so you can punish his Up+B recovery.
His options to recover with the Up+B are...
1. To allow the move to finish which leaves him wide open for a Dair
2. To cancel the move in an attempt to grab the ledge.
The second option can be thwarted by Zair edge-guarding, or just a quick drop and grab edge-guard. However BOTH of these can be simply defeated by a well timed Gale Guard.

King Dedede has a fantastic offstage game. Multiple jumps and solid aerials allow him to miss multiple times and land attacks. Not to mention he can suck you in with his neutral b, and simply walk off stage. Watch out for him if he starts to camp the edge. Having a bomb ready to throw into his mouth helps. He swallows the bomb and is temporarily incapacitated by it.
Making sure you know how to DI properly always helps. Also your tether is your best chance to recover. Outside of that make sure to pull out a bomb when you're offstage.
Remember: The bomb-heavy portfolio pays off for the heavy investor.

Projectiles
King Dedede has a solid spamming game. While your bomb beats out the Waddle Dee's and Doo's the dreaded Gordo can end you if you're not careful.
Here are his three projectiles.

1. Waddle Dee ~70% chance to appear (5%)
These aren't much to worry about, they jump around and don't do a whole lot of damage. It is suggested that you kill these suckers. You don't need any extra interference.

2. Waddle Doo ~20% chance to appear (7%)
Here's where King Dedede's projectiles get annoying. Waddle Doos while seemingly harmless can fire a spray of electricity at their opponents, stunning them for 2-3 seconds. This allows Dedede the chance to execute a deadly Fsmash or initiate his chain grab.

3. Gordo ~10% chance to appear (23%)
**** this guy. **** him and his family. King Dedede's Gordos are what make his spam useful. He can KO you. Most of the time it's when you think you're going to get a Waddle Dee or Doo...instead you get a face full of spikes. How should you deal with this?
1. Keep your distance so you have time to react.
2. Don't abuse your boomerang in the fight. It has the highest downtime of your projectiles
3. Watch it's pathing. If it's about to bounce before hitting you DO NOT SPOT DODGE. YOU WILL GET HIT. You should either shield or air dodge to get through it.
4. Just be wary of his spam.

Building Up the Damage
This part really isn't all that hard. Once you can space him well with your Zairs you should have no problem building up damage. However remember that your arrows aren't as reliable of a projectile, though Arrow Canceling isn't necessarily a bad thing since it can throw off his approach protecting you from a potential chain grab.

Finishing Moves
Luckily for Link, King Dedede engaged in far too many eating contests. He's heavy, and easy to "combo". Attempting to send him upwards will generally be the slowest methodology of killing him. Sideways attacks like your Fsmash, Fair (2nd hit), Ftilt, and Spin Attack will generally get the job done. The only upwards sending attacks one should ever against Dedede for the purpose of finishing him off would be the Dair, and the Dsmash.
Also if your timing is right due to his inexplicable ability to float, prolonged airtime and robust physique make him a perfect candidate for Link's Dtilt spike.

Homework

The Royal Guide/Faq of King Dedede
Chaingrabbing (How-To, Proper Technique, etc.)

3. Kirby



This is Kirby, Warp Star-riding citizen of Dream Land who can suck up anything. His copy abilities allow him to steal the powers of other characters!
Yeah... He’s the only character who really hasn’t changed much from his appearance in Super Smash Bros. Melee. He’s round, pink, and soft.
However he is much more lethal in this game, and not so reliant on his ability to copy his opponent.

Match-Up: 30:70
:link2::link2::link2:
:kirby2::kirby2::kirby2: :kirby2: :kirby2::kirby2::kirby2:

Zair:
Near Useless
Kirby is really, too short to effectively use your Zair. On top of that the little spheroid of doom can also crouch to become near non-existent. The Zair however can be effective if Kirby is on a low platform similar to those on Lylat or Battlefield, or if you use a "retreating" Zair. However there are pretty much always better options than that.

Jab Cancel: Effective-Fantastic
Luckily, though Kirby is small he doesn't have a fantastically immaculate reaction time. Well spaced Jab Cancels can be accomplished with little to no reciprocity. Some of your best bets are to Jab Cancel into your Utilt, Usmash, and Dsmash. Luckily Kirby is light... that's about where our luck ends...

Forward Throw -> Utilt -> Uair

This combo is the bread and butter for Kirby when Link is at a lower percentage. It can pile on the damage even up to 50%.

How do you deal with it?
I really hate saying it again, but "Don't get grabbed". At least not at your lower percentages. Having a bomb in hand will also help you to evade this by interrupting the chain. Really, there's not much you can do other than hope the bomb explodes when you're grabbed. DI'ing upwards can also screw up the Utilt -> Uair portion of the combo.

Shield Game
Kirby isn't so scary out of his shield except for a few moves. Namely his Fsmash. You can actually hit him with some of your smashes which knock him back, and he can lunge forward with his Fsmash during your downtime.
Also if Kirby shield grabs you at low percentages it's pretty bad for you, but I already told you why.

Edge-Guarding and Recovery
Edge-guarding a Kirby can be difficult. Most of the time your options are to hit them with a projectile, namely an arrow or a boomerang. Bombs are much more useful in creating a wall to force them to be hit by another move, your Dair. If you can get him to exhaust all of his jumps it's possible to Zair edge-guard him, but his Up+B can spike. On top of that his Up+B does not sweet spot the edge, so you can land a Dair when you think he'll use his Up+B.

Recovering against a character like Kirby is a problem, even more so than King Dedede. Kirby is faster, a better jumper, and well... much better at suck-based homicides. He can "wall of pain" you clear to the kill zone, and then float lazily back to the stage and recover easily. Also he can grab release you at the edge then double dair + edge-guard: It's a game over. On top of that the little pink ball can suck you in at the edge and simply spit you out under stages like Smashville and Battlefield. Having a bomb in hand helps immaculately and your recovery moves are situational due to their limited reach. Sometimes the Up+B could save you, while other times the Zair tether is perfect. Also, tossing a boomerang in the path of your recovery can help keep Kirby from getting into the position to gimp. You simply have to use your best judgment, and recover quickly. The better the Kirby, the quicker he's going to see an opportunity to gimp you.
Oh and also, always make sure to DI properly.

Projectile
Kirby's Up+B can also be spammed on the stage. It's much slower moving and damaging than it was in Melee, simply walking not running towards him and spot-dodging/powershielding can defeat this "technique".

Building Up the Damage
While he can drop an easy 40-50% on you, you do not have as many amazing options on him. He's too light to do consecutive Utilts, and most times when you try you get a rock falling on top of your head. However, spacing him with your projectiles is how you're going to win. The issue with Kirby is that he in fact has no "real projectiles", in the sense that his Up+B takes long enough to do that it isn't a hyper-competitive spam. Alternating your timings with your Arrow Cancels, bomb tosses, retreating Zairs, and boomerangs will allow you to build up damage from a safe distance. Your Jab Cancel is also paramount for racking up the damage. It's also useful for the next section.

Finishing Moves
Well we all know that this pink ball is light. Powerful moves with upward momentum can easily kill this "loveable" ball of ... fluff? air? nitrous? Your Dsmash, Usmash/DAC, Utilt, Dair, Uair, and even your bombs are fantastic methods of killing this guy. Bombs especially because they can kill him while he's in the air if he's being particularly resilient. You can pull off the Dtilt due to his floatiness, however it's highly situational (About 1 minute in).
Use your projectiles and your Jab Cancels to keep your kill moves fresh and ready to send this pink punk sky high.

Homework
Gonzo's Brawl Community Inspired Kirby Instructional Video
Kirby & The Amazing Guide - combos, strats, and more!

4. Snake



The legendary mercenary makes his miraculous Smash debut! This law-breaking news roared around the world.
He comes fully loaded with cool and showy weapons that only he could possess. Couple them with these different worlds, and it will clear a path to new horizons.
Will Link be able to defeat this madman mercenary? Or will Snake...
Snake?
Snake!?
SNAKE!


Match-Up: 50:50
:link2::link2::link2::link2::link2:
:snake::snake::snake::snake::snake:

Zair: Decent-Effective
Snake is a great candidate for a Zair right to the face. He's tall, heavy, and generally you can get multiple hits on him with your Zair. The only issue is his crawl goes lower than your Zair and so does his DAC approach. It's phenomenal as a retreating move and an above average approach. Abusing it too much will get you punished while using it sparingly will allow you to keep yourself alive.

Jab Cancel: Effective-Fantastic
Snake is a large character and can be chained into combos relatively easily. Spacing your Jab Cancel is what is paramount due to the fact that his tilts have amazing range. It's definitely amazing for getting off a kill move or just juggling him in the air with the Utilt and Usmash.

His Approach: DAC and Dash -> Usmash
Snake has what is known as a very Broken Dash attack. His dash attack can not only be outright canceled into a "Mortal Slide", but an Usmash can be done immediately after he connects with his dash attack. This is his most effective form of approaching people, and getting to the edge to edge-guard.
How do you deal with it?
Luckily for Link players, we're one of the characters who don't have problems with slidey Snakes. His DAC while quick can be simply defeated by one of our many projectiles. Specifically what tends to help is Arrow Canceling. Due to his DAC moving quickly forward your arrows can stall him just enough for you to get off a Dsmash, Jab, or Grab if he's in range. To be honest, this technique isn't as useful against Link as a lot of people think it is. It's just silly and initimidating.

Shield Game
Alright, time for some bad news. His shield game is actually pretty good. Most of the time coming out of his shield you will see a few moves, namely the Utilt and the Ftilt. To be honest there's not much you can do to beat these moves unless you're approaching with a Zair timed to quickly cancel itself. His shield game is great, but you only really need to approach Snake to kill him off.

Edge-Guarding and Recovery
Edge-guarding against Snake really can be a challenge. Luckily in order to not get hit by some moves Snake will have to air-dodge out of his Cypher. Use projectiles when needed to stop his return.
You can also do what I believe is called "Cypher-Stealing", which is where you grab Snake before he gets to the ledge and grab release. Since he didn't take any damage he will aimlessly fall to his doom. However since Snake is similar in Link in many respects, he has an out for such a tactic. He can drop a C4 mine and explode it on himself in midair. Take that moment to use your aerial kill move, the Dair. He puts more damage on himself, and makes it easier for you to finish him off. Just make sure you watch him properly.

Recovering against Snake can prove to be a pain some days. A lot of times Snakes will plant explosives, fire Nikita missles, and toss grenades at you. To truely be honest it isn't all that difficult to evade those. They will be explained in the next section. The only thing you should watch out for when getting back onto the stage is his Nair. It is a multi-hit attack with a final strong hit. Be wary of it's hitbox and your flightpath, otherwise it may prove difficult to get back on stage.

Projectiles and Mines
Snake has a few tricks up his sleeve, along with a few explosives.

Nikita Missile Launcher


His Side+B launches a missile which is remote controlled and can be canceled by pressing his shield button. This missile can deflect multiple projectiles and can prove to be a pain to your approach.

Stopping Nikita
Quite simply, hit Snake. Screw trying to stop the missile, you're wasting your time. Toss a bomb over it and arrow cancel. As long as you can arc your attacks properly to get around it, you should be fine. Defensively, shields help more than spot dodging.

Recovering against a Nikita
Nikita missiles are generally used by Snake players as a method to edge-guard you. While on the edge they will aim it so that you have to air dodge, and then cancel the missile so it stops where it is, and will still hit you. Combining air dodges, fast falls, and Zair tethers are what can save you against this tactic.

Grenades

Snake's grenades are his most popular projectile, why? Well he can explode two of them at once and use them defensively with methods such as Grenade Rolling, Grenade Shielding, and timing his throws properly.

Stopping his Grenade Spam
Really to be honest, all you have to do is spam back. A properly timed double arrow hop will keep him in place and make his grenades explode on him. Timing your projectiles is key to defeating him. Your spam is decent enough to stop him from continually throwing grenades at you.

Mines: C4 and Proximity Mines

The Big Bang
Snake can place C4 and Proximity Mines on the stage, there is only a slight difference between the two.

C4
-Can be dropped in the air.
-Can't be charged.
-Is remotely triggered, though can explode on it's own over time.
-Can be placed on an opponent.
Proximity Mine
-Must be placed while on the ground.
-Can be charged.
-Is triggered via proximity and other explosives.
-Can't be placed on an opponent.

Stopping the Big Bang
Snake's C4 and Proximity Mines, while good are not massively deadly. The C4 takes time to trigger, and the Prximity Mines take time to place.

Proximity Mine
You can actually use his Proximity Mines against him, even if he isn't within triggering range. Well aimed projectiles can be used to trigger the explosive, and send nearby opponents sky high.
C4
His C4 is something that you can literally, just avoid. Stay away from it, and actually after the C4 has been on the field for quite some time (about 25-30 seconds), start trying to get Snake to land on it via throws. I hear C4 can be quite sensitive to force sometimes.

Building Up the Damage
Snake is very heavy. Your projectiles in conjunction with your Zair are your best bets to build up damage safely. If you're into a bit more dangerous methods your Jab Cancels and grabs can be used to build up damage as well. If you use your smash attacks to build up damage make sure that you refrain from using them in the +125% area. You have about 40% and you can kill him with most fresh smashes with little to no say from Snake.

Finishing Moves
Again, Snake is an annoying character to KO. The grab-release to Dair is very useful, as is just a simple Dair. Forcing him to fly sideways is a much better method to kill him. Not only are you forcing him to potentially damage himself via C4 recovery, his Cypher while an annoying form of recovery is slow moving, and can be approached for a killing move quite easily. Fsmash, Dsmash and Dair are the heavy hitters against this guy. Maybe if he's in the 200% or higher range you can get creative. Really, it's all about making sure your smash attacks are fresh and ready to kill in the 150% range. Otherwise he tends to keep living far too long.

Homework
Read Everything Contained In:
Into the Fray: A Snake Survival Guide
Only one thread for Snake, but it's a long one with multiple links to various topics. Read everything, especially the parts about his grenades.

5. Falco



Falco is a pilot from the Star Fox series. He’s a cool customer who likes doing things his own way.
He has the best initial jump of all the characters, and he likes shooting his Blaster as he leaps about.
With his lasers and his reflector he kicks about, he's a real tough one to beat.


Match-Up: 30:70

:link2::link2::link2:
:falco::falco: :falco::falco: :falco::falco: :falco:

Zair: Hard to Use-Okay
Sadly, while Falco is of a proper height to be effectively Zair'd it's not enough in this match-up. Due to his SHDL (Short Hop Double Lasers) he can spam aerial approaches, and his Kicked Shine (Reflector) can out space most people very easily. It makes the timing for the Zair very important. Use it against most of his approaches, approaching him with it tends to be difficult.

Jab Cancel: Hard to Use-Okay
Falco can be Jab Canceled efficiently maybe one or two times a stock. Mainly because he can break most of anything you do with his Kicked Shine. However this is a very mind games based encounter, and you can generally mess with his head by completing the jab combo, or deciding to alternate to canceling it into the Dsmash or other moves. It's very tenuous.

Don't Get Grabbed? Pizzacake!: Falco's Chaingrab
Bread anyone? Don't want it? Too bad. This technique is yet another bread and butter move of Falco Lombardi. His Dthrow chains into yet another Dthrow! This move can even offstage you into his Dair which will meteor you to your doom. It can even been done into his Broken Dash or DAC, wracking up tons of damage. Falco is one of the characters with a solid pivot grab, but slow forward approach to his grab.
How do you deal with it?
Well to start off, don't get grabbed. Next fry that *******'s bread. Bombs are the closest thing to your friend in this game. For two reasons in this match-up.
1. When in the chain grab you can break the chain by having a bomb explode in your hand.
2. When about to be grabbed you can play Kamikaze Link, and get out of the potential grab by bombing yourself.
--Also, building up the damage on yourself to about 40% makes his chain much harder to do if you DI properly.

Bombsliding is a very useful technique against Falcos who all they want to do his chain grab. Even if he wants to reflect it, 50% of the time it will reflect off of your Hylian Shield while during the other 50% it will hit you and him. In the invisible percentage is that love part where the Falco shields the bomb and you get to punch holes in his shield with your Fsmash and Dsmash.

Shield Game
Falco has some relatively quick attacks out of shield. His Utilt and Jab are very annoying moves that at low percentages can build up damage rapidly on Link. Something to be aware of however is the range of his Dsmash. His Dsmash is quick and relatively powerful. Being ready to DI properly will save you, same with being ready to DI+Zair recover.

Edge-Guarding and Recovery
Edge-guarding a Falco can be a pain in the neck. For the most part his horizontal recovery is immaculate. Zair edge-guards are effective against his vertical recovery, while difficult to execute on his horizontal. If you can force Falco into a position where he would have to use his Up+B as opposed to his Side+B, you should be golden. Generally, that's easier said than done. Building up damage on him with your projectiles generally helps to frustrate a Falco, and build up damage allowing you to KO him easier on stage. Other than a well timed drop and grab edge-guard most options are difficult.

To stay alive against a Falco you'll obviously need your #1 tool... DI. His Chain grab to Dair combo at low percentages can be vicious if you don't DI and mind game him with your recovery. To be honest, Falco will most likely not try to follow you off of the edge while you're recovering from long distances. Most likely he will spam his laser as much as possible to impede your return. To defeat this tactic you're going to need your #2 tool and bestest buddy in the whole wide world... bombs. Against Falco even I have had moments where a bomb has saved me from being meteored. His Dair connected, my bomb exploded, I flew up above him and Dair'd him for the KO. Also, never use your Boomerang while recovering. You'll end up Gale Guarding yourself. To be honest you need to alternate recovery strategies, if you become predictable you're going to get spiked. End of story.

Laser and Reflector
Falco's blaster and reflector moves tend to cause a bit of trouble for Link
I'm a firin' ma Laser!

Falco's blaster is one of the moves he will tend to spam as often as possible. His SHDL will allow him to hamper most of your approaches, and at close range combo into moves like his Dsmash. To avoid this, make sure to approach with your shield and spot dodges. Don't try running through the lasers, that would only work if they didn't stop you dead in your tracks. His lasers will be spammed, and it may take time and practice but you'll find ways through the maze of lights.

The Laser Lock
When you fall down, Falco can indefinitely lock you with laser shots. It's lame, I know. Just don't fall down on the ground.

My Bread! Hands off it!


I'm going to talk about this reflector in two different ways, the way the attack itself can affect you and the way it can affect your projectiles.

The Shine Kick

This move is a great spacing move. At close range it can stop most of your approaches it's fast, and can trip you making it's downtime nearly unseen. However, it's downtime is a great thing to be able to punish. If you can predict when he's going to use it you can get a myriad of damaging moves off on Falco.

Your Projectiles and their Effective Rate of Return
Most of your projectiles will still hit Falco, the question is... which?

Arrows
Effective Rate of Return: 30-50%

This move is easy to return, and at the same time hard to predict. Your long shots will most likely be kicked, while your arrow cancels may go unnoticed. Really it's harder for Falco to predict your arrows than most of your projectiles.

Gale Boomerang
Effective Rate of Return: 45-60%

This move has long start up and a very annoying return effect. To be honest, I'd restrict your use of the Gale Boomerang throughout the match, using it only when you know it's harder for the Falco player to use his reflector.

Bombs
Effective Rate of Return: 70-95%
Saddening how high that number is? It appears that we should be sad... if you haven't been reading most of this guide and skipped to this section. For the first 40% you want your bombs to be reflected to hit either you or both targets, so that you evade his chain grab. Outside of that remember, you have a Hylian Shield and a Bomb Slide. Both of those make it so that even if the bomb is reflected, it will hit both of you. Also vertical tosses of bombs make for the ideal form of toss, though slow to build up damage and not necessarily accurate. This isn't the ideal method to use bombs, but it's one that works in this match-up.

Broken Dash and DAC
This is fun, not only does Falco have a Dash Attack Cancel, he has a Broken Dash similar to that of Snake's. Really all you can do is be aware of it. For the most part he's going to use the Broken Dash out of the chain grab, and you should either have a bomb in hand or be at a high enough percentage to DI out of it.

Building Up the Damage
Something to realize with Falco is that it's all about keeping the moves coming. When you can get him into the air and use some of your bombs it helps a ton. Arrow cancels and well timed Jab Cancels are nice too. Mainly once you can actually approach Falco, building up the damage is easy. It's approaching him that's the hard part.

Finishing Moves
Like said above and all throughout this entry, approaching Falco is the difficult part. Most of your aerial approaches and your DAC are boned, however Bomb Sliding can lead to some nice KO's. Outside of that, the bird flies in all important directions quite well.

Homework
Only one thread, but it's a directory thread. Something you want to learn about Falco? It should be in:
Falco's tips, advanced techniques, and others

6. Donkey Kong




It’s Donkey Kong, ruler of the jungle. The original giant powerhouse makes a triumphant return!
Looks like his giant punch is still the haymaker you remember. Don’t doubt his strength or you’ll end up with the ultimate headache!


Match-Up: 60:40
:link2::link2: :link2::link2: :link2::link2:
:dk2::dk2: :dk2::dk2:

Zair: Fantastic
Link's Zair is easy to hit with on Donkey Kong. Like... super duper easy to hit with on Donkey Kong. The dude is huge yet, while his arms have decent swipe range, doesn't even come close to being able to compete with Link's Zair. For like.. real reals.

Jab Cancel: Fantastic
Link can Jab Cancel against Donkey Kong with almost zero reciprocity. It's amazing. Use it, be amazing. Canceling into the Utilt at low percentages is great for building up damage. Just watch out for his grab range and you should have little to no problem.

Donkey Kong don't want much... Just to Stage Spike!
At approximately 50% Donkey Kong can grab Link and put him on his back, jump off of the stage, and stage spike Link. This seems scary, difficult to avoid but really... it's not.

How do you deal with it?
You know, I feel like you all should have gotten these points by now.
1. Don't get grabbed.
--Like for real reals.
2. Have a bomb in hand.
--Donkey don't like fire.
As long as you can tech the stage you shouldn't get spiked. At higher percentages you can actually use your Nair to stage spike Donkey Kong.

Shield Game
Due to his grab range and some quick smashes he has a good shield game. His Dsmash, Utilt, and Ftilt come out quickly. Don't underestimate this, and simply don't blindly approach his shield. You have a Zair to build up damage from a safe distance with little to no reciprocity.

Edge-Guarding and Recovery
Edge-guarding Donkey Kong is an interesting thing. Your Zair and Gale Guards are pretty much useless. Yet, regardless of that, you can simple just drop down and Dair Donkey Kong as he's moving horizontally across the screen... hoping to get to the ledge. Aiming the Dair is very important though, he has invincibility frames and amazing priority on his Up+B.

Recovering against DK will be interesting. He has an array of spikes ready to edge-guard you, and spike you with. To be honest your basic tricks apply:
1. Alternate Up+B and Zair recoveries.
2. Have a bomb in hand to cancel out spikes and prolong recovery.
3. Watch out for his Bair, it's got range and comes out relatively quick.

Super Armor and Invincibility
A few moves of Donkey Kong's have some interesting properties to them...

Super Armor! PAWNCH!
The only ability with super armor on it is the "Donkey Punch", and to be honest there are easy ways to not contest with this beast of a move.
When his "Donkey Punch" is charged up, don't use moves with a slow start up. Try to Jab Cancel into your damage builders, and simply use tipped Zairs. It will definitely save you a lot of grief.

Invincibility! Get to the Choppa!
Donkey Kong's Up+B has invincibility frames on start up. To be honest, this shouldn't be a huge problem. Simply just don't try to stab something with a Dair that's invincible. That's just a @#$!ing stupid idea.

Building Up the Damage
To be honest, just name of a move of Link's and it will build up damage quite nicely. Utilts to Usmashes are fantastic. Your projectiles and Zair on top of all of that make this match-up almost laughable.

Finishing Moves
Killing this Ape is the one problem you may come up against. He's heavy, and hard to get off of the stage. Generally you just need to be patient. If the Donkey Kong is playing defensively and you need to spam him up to all sorts of percentages. Go for it. He needs to approach you, you do not need to approach him. To setup kills your Jab Cancel is fantastic, as is a sour Zair to Fsmash. Just get used to seeing where his laggy attacks are and exploit them. He makes it easy.

Homework
DK: 101 A primer for newcomers. & General Discussion

7. Wolf



The Star Fox team’s greatest rival is Team Star Wolf. Sitting at the head of this group is Wolf O’Donnell.
Wolf fights with his razor-sharp claws in a style that’s downright feral. His high risk, high return special moves are a blast to use.

Match-Up: 40:60
:link2::link2: :link2::link2:
:wolf::wolf: :wolf::wolf: :wolf::wolf:

Zair: Decent-Effective
Link's Zair is decent against Wolf and a paramount utility in mindgames. Though some of the times it does not connect with Wolf due to his stances and or smashes, it tends to be useful most of the time. Zair with a bomb in hand is also fantastic to mindgame him.

Jab Cancel: Okay-Decent
Though most will tell you that he doesn't have many moves to escape it, he does. His Down+B is generally a "combo breaker" and can give him the space to get out of your Jab Cancel. To be honest, it's all mostly about mindgames with this. The first Jab Cancel, you'll most likely either get it off or you won't. From there you can alternate completed and canceled jabs. Generally it's a winner against Wolf.

I think this kid is button mashing: Wolf's Smashes
Wolf's Dsmash and Fsmash are probably his best moves. His Fsmash is practically a replacement for his cruddy Dash Attack, and his Dsmash comes out relatively quick and hits quite hard. His Usmash is really only useful in his DAC, which will be discussed later. To quote my good friend Rykoshet:
All a Wolf player has to do to be good, is attach his C-stick to his nutsack... and cough.
Fsmash
Wolf's Fsmash has multiple hits, as he rushes towards his opponent. He can use this to not only build up damage and KO, but he can use it to lessen the gap between him and his opponent.
Dsmash
Wolf's Dsmash is relatively quick and hits like a truck. To be honest, it's probably his best move. It hits on both sides and causes urethra tears on each side it hits.

How do you deal with it?
Fsmash
Shields tend to be best against his Fsmash, depending how close he is a spot-dodge can still allow for a connected hit
Dsmash
Spot-dodging is fantastic against his Dsmash. You have to get used to anticipating it though.

Shield Game
Out of Wolf's Shield generally he only has a couple things that he will tend to do. First is a Dthrow to a Smash, depending on your percentage. Just space yourself so you don't get shield grabbed. The other is generally a Dsmash, which again... be ready to spot-dodge.

Edge-Guarding and Recovery
Wolf is surprsingly easy to edge-guard. His Side+B is really one of the only things you have to worry about. Like his Space Animal companions his Up+B recovery is generally in a straight line. Zair edge-guarding is fantastic against him.

Wolf can actually do some things to keep you off of the stage. The first is his Dair. It's fairly easy to read and airdodge, however remember that sometimes airdodging can kill Link due to his fast fall speed and cruddy recovery. On top of that he will most likely spam you with his laser when you're offstage. The same tricks as always apply, have the bomb in hand so you blow yourself up.

Reflector and Lasers
Wolf, while being a space animal and being very similar to his counterparts in some respects... has a unique blaster and Reflector.

Reflector

Wolf's purple colored reflector is similar to Fox's and Falco's in that it reflectors projectiles. It is different in that it adds invicibility frames upon use. This will allow him to negate some big attacks in close quarters as well as from afar.

Laser


Wolf's laser is similar to Falco's, with a lower fire rate and one thing that sets him apart from the other members of his family of extra-terrestrial mammals. His has opening damage and knockback when he initially fires his blaster. So watch out when he starts spamming this thing and time approaches properly.

Dash Attack Cancel
Wolf's DAC is actually quite decent. It can be a surprising and effective approach sometimes due to it's multiple hits. Pay attention for this, because even though it's not his most effective kill move a slightly charged DAC can cause worlds of hurt.

Building Up the Damage
Wolf is very similar to Falco in the fact that you need to be tricky with your damage build up. Bomb Smashes help in putting on some damage and so do your Zairs. Also, properly building up damage with your Jab Cancels at low percentages can easily set the pace for the match. Approaching him with shield dashes help you get close relatively easily.

Finishing Moves
To kill this talentless SOB you have to get creative. Bomb Smashing him is a fantastic way to get in a KO if your Fsmash is fresh. For the most part, your edge-guarding is your best method of KOing him. That and your Dair.

Homework
The Essence of Wolf: A Guide to Wolf

8. Toon Link



It’s Link’s other incarnation—Toon Link. He has a slightly comical expression and big, catlike eyes.
But with his light footwork and variety of colorful weapons, he's not to be trifled with!
To be completely honest with you, the kid creeps me the **** out.

Match-Up: 40:60
:link2::link2: :link2::link2:
:toonlink::toonlink: :toonlink::toonlink: :toonlink::toonlink:

Zair: Okay-Decent
On top of being relatively small, Toon Link is a very floaty character. It can cause Link some troubles most of the times with his Zair but that's not to say it's useless. He's a big enough target that you can cause some damage with it, and definitely starts up some decent combos.

Jab Cancel: Okay
Again, Toon Link is floaty and can get out of most of your Jab Canceled moves. Generally you want to use high hitting, fast moves. Your Up+B and Usmash can get the job done, as can the occaisonal Utilt.

Toon Link is like Link... but... better?
Toon Link has many advantages over Link. He's Link with similar range, slightly less power, and a much more devastating aerial game. His Bairs are very good and will generally be his common spacing tool. Most of the advanced tricks you learn while playing Link are used by Toon Link players. Such as:
Arrow Canceling
Zair with and without Bombs
Zair Edge-guards
Jab Canceling
So he knows most of what you can do, and you know what he can do.
How do you deal with it?
To be honest, it's mostly recognizing that his projectile game is very similar to your own. Also most of his moves have similar properties. However some of your moves have slight advantages against his. While his Dair can meteor people, yours is not a plummet and is a much more effective edge-guard. Your Gale can be used as a form of edge-guarding, while his has more combo potential. Finally your Zair is longer, allowing for more combos and trickier forms of recovery.

Shield Game
Out of shield, generally you're going to see a Toon Link using his Dsmash or occasionally shield-grabbing. One good thing about this match-up is if he whiffs a shield-grab, he suffers as much as Link does.

Edge-Guarding and Recovery
Edge-guarding a Toon Link is mildly difficult due to his inate floatiness. He can generally recover in the ways that you can, but quite simply... better. Treat it like edge-guarding yourself. You can Gale-Guard and do some well timed Zair-guard. Figure out the timing for Toon Link's bombs and know when his is going to blow up. Using that knowledge to your advantage can mean victory for you in a match.

Toon Link most likely will use every trick that you have to edge-guard. The few unique things about his edge-guards will be:
That he will Bair you to no end.
His Dair will just flat out spike you if you're not careful.

Projectile Game
Toon Link has projectiles... and I think I've seen these from somewhere else...

Bow

Toon Link's bow and arrows are similar to Links in many ways:
There's a bow
They shoot arrows
He can Arrow Cancel.
However, his arrows are slower moving and due to his floatiness and better jumps he can fire more arrows easier.

Boomerang

Toon Link's boomerang is similar to Link's in the respect that you throw it, and it comes back. Toon Link's boomerang does return damage and on top of that can be angled very sharply. It however does not have a Gale effect.

Bomb

Toon Link's bombs are similar in effect to Link's. They can be thrown and are also fun accessories to extending Toon Link's recovery. They have a larger splash radius however, they do less damage and have less knockback.

Zair
Toon Link has a Zair. It's like Link's, but shorter. He can use it to Zair edge-guard.

Building Up the Damage
Jab Cancels tend to be decent, but what you need to do with this match-up to keep on even keel with the damage build up is to do something different against this campy character. Link can technically outspam Toon Link if you watch for the weakpoints in his spam. During his downtime try to get in a bomb toss to an Arrow Cancel. The best way to make sure that you can continue to do damage to Toon Link though is to stop him from ever starting his projectile spam.

Finishing Moves
Toon Link is light, and pretty much you do not have the luxury of slow moves against him. Your Dair and Dsmash are most likely your best bets. However, Gale Guarding him can end him if you do it just right.

Homework
EddE's tips on TL (some useful, others weird) + some general TL knowledge
I think I've seen this somewhere else before...
SSBB Toon Link Guide: The Real Toon Link

9. Pokemon Trainer



No way! The Pokemon Trainer has finally arrived. And it looks like he doesn’t do his fighting directly.
Instead, he uses the three Pokemon with him—Squirtle, Ivysaur, and Charizard—to do the fighting for him.

The Trainer



With three complete characters on his side, how can this Master of Monsters, this Count of Creatures, this Leader of Lizards, this... oh $*@# it you get the point. How can Pokemon Trainer handle this mess? What does having these three Pokemon entail?

Match-Up: 50:50
:link2::link2::link2::link2::link2:
:pt::pt::pt::pt::pt:

My Explanation:
1. Squirtle is great, and PT can manipulate the match so that he can use him multiple times.
2. Ivysaur though a seemingly powerful adversary can get gimped off the stage pre-KO %, much easier than Link. I don't doubt Swordplay's level of skill, but wifi is crap. You'll definitely pull off quite a few more moves with spammy characters like Ivy and Squirtle than you will live. I want to set the match as 55:45 adv Link, but it's a highly untested match-up.
3. Charizard becomes our punching bag, but again... having him out is only PT's advantage if they get the first KO. Link has a slight advantage against Charizard and can pull the match towards his advantage if he can accomplish the first kill against an Ivysaur starter. Which is why I say they might start with a Charizard to stock-tank Link. Then if they cannot accomplish a KO, they can KO with Squirts and Ivy near consecutively. The match-up is odd, that's for sure. Charizard is not at a heavy disadvantage against Link, which is actually what 60:40 adv Link would mean. It's reasonable to say that a Charizard could KO a Link if he plays just right. It's also reasonable to say that if the Link is highly attentive and more skilled than the Charizard, he will have the distinct advantage at the higher levels of play.

Change Places!: Pokemon Change and Stamina
Pokemon Trainer is pretty much a "transform" character. He alternates between three different Pokemon, allowing him for multiple styles of play. The three are (in order)...
:squirtle: - Squirtle
:ivysaur: - Ivysaur
:charizard: - Charizard

Pokemon Change
At any given point a Pokemon Trainer can switch out his current Pokemon for the next one on his roster. Generally this will be done when either a Pokemon is "fatigued" or when they want to build up damage with one of the weaker match-ups, allowing them to switch-out upon that Pokemon's death to a more favorable match-up. Also something very important:
Whenever the P. Trainer performs a Pokemon Change, the Diminishing Returns on all his attacks are reset back to their default value!
--Quoted from Card's Pokemon Trainer: an In-Depth Analysis & Guide

This means that regardless of however many times an Ivysaur uses it's Bair attack, the moment he switches to Charizard that Bair is renewed.

Pokemon Stamina
After a period of time a Pokemon will become tired. This is based off of two different things:
1. Every Pokemon has 2 minutes until it becomes fatigued.
2. Every time the Pokemon uses a; Smash Attack, Aerial Attack, Special Move, or Tilt, exactly 1 second is taken off of their 2 minute timer.
Also, when a Pokemon is tired their idle animation changes. Ivysaur's bulb droops, Charizard lowers his head, and Squirtle leans forward.

How does this benefit us?
At that point, it will be much harder for Link to be knocked off-stage or to be KO'ed. So basically, keep pressure on them and watch the timers when each new Pokemon comes out. A general rule is that approximately 1:30 into the match, the first Pokemon will be fatigued.

I choose you!: Pokemon Ordering
Most Pokemon Trainers will tend to order their Pokemon similar to these patterns:

Pattern A:
Strong/Mediocre-->Strong/Mediocre-->Weak/Mediocre
or
Pattern B: Strong/Mediocre-->Weak/Mediocre-->Strong Mediocre
What does this mean to me?
Well once you know the match-ups for each individual Pokemon, you can predict what the Pokemon Trainer will do in terms of changing his Pokemon. For example:

Pattern A: Against a Link most likely if you see a PT main start with Charizard this is generally what you're in store for. Primarily they want to accomplish the following:
1. KO you with Charizard.
2. Have Charizard build up damage with his Rock Smash and Flamethrower
3. Have Charizard get KO'ed.
4. KO you with Squirtle.
5. Switch out to Ivysaur to build up damage
6. Have Ivysaur get KO'ed.
7. KO you with Charizard.

Pattern B: Against a Link most likely if you see a PT main start with Squirtle this is generally what you're in store for. Primarily they want to accomplish the following:
1. KO you with Squirtle.
2. Switch out to Ivysaur to build up damage
3. Have Ivysaur get KO'ed.
4. KO you with Charizard.
5. Build up some damage with Charizard.
6. Have Charizard get KO'ed.
7. KO you with Squirtle.

Pattern B2: Against a Link most likely if you see a PT main start with Ivysaur this is generally what you're in store for. Primarily they want to accomplish the following:
1. Build up damage with Ivysaur.
2. KO you with Ivysaur.
2. Switch out to Charizard to stock-tank and build up damage.
3. Have Charizard get KO'ed.
4. KO you with Squirtle.
5. Build up some damage with Squirtle.
6. Have Squirtle get KO'ed.
7. KO you with Ivysaur.

Pretty much all Pokemon Trainer approaches to character selection resemble these two strategies. Granted sometimes you will fight very knowledgeable Pokemon Trainers and they may be able to play Ivysaur to perfection against your Link. If that happens, well you're pretty much in for a rough fight. But remember, pressuring the Pokemon Trainer once you get the first KO is important. Generally if they get the first KO they can gain control of the match and keep it that way.

Homework Section
Pokemon Trainer: an In-Depth Analysis & Guide
Official Advance Technique List For Pokemon Trainer
Go! Come Back! Pokemon Change Guidelines and Tips
The Pokémon Center: Useful Threads Index

Squirtle



Squirtle is the little speed demon who really is all about jumping around like the ninja turtle that he is. There really is no reason for a Squirtle to be standing still for any moment, or to be grounded for that matter. Squirtle has an extreme aerial game, and out-prioritizes a lot of characters in the air. An easy comparison would be to say Squirtle is similar to Melee’s Jigglypuff with only 2 jumps.

Match-Up: 40:60
:link2::link2: :link2::link2:
:squirtle::squirtle: :squirtle::squirtle: :squirtle::squirtle:

Zair: Near Useless-Hard to Use
Squirtle is a tiny little turtle. Squirt? Turtle? Get it? Anyway your Zair won't be much use to you except in retreating form. However due to most of his approaches being along the lines of short-hopped moves retreating Zairs into retreating Craq'd Fsmashes are fantastic, though highly situational.

Jab Cancel: Hard to Use-Okay
Really it's one of those times where you have to mind game heavily with your Jab Cancels. Squirtle is floaty, but not enough that Jab Cancel is useless.

It's like "wave" dashing: Shell Shifting
Squirtle has a fun turnaround animation and speed boost. Generally you've seen Shell Shifting commonly into an USmash. However it can be used to boost grab, jab, and tilt ranges as well. These abilities are where it comes into play with Squirtle quite a lot.
How do you deal with it?
There are a few things you can do to learn to deal with Shellshifting and it's multiple properties:
1. WATCH THIS VIDEO
2. After watching that video, make sure to memorize what the approaches look like and what the potential outcomes of them are.
3. Fight some good Trainer mains. Really hands on experience is the best thing for learning this match-up. It's probably one of Link's worst.

Shield Game
Squirtle can generally do a few detrimental things out of his shield. Primarily his Utilt can be used to rack up an easy 30%. On top of that his Dthrow has amazing KO potential, so watching your spacing is crucial. To be honest, there are a million things Squirtle can do out of his shield that are all amazing. Just space yourself properly.

Edge-Guarding and Recovery
Edge-Guarding a Squirtle is relatively interesting. Squirtle's Side+B recovery isn't all that great, and you can just slap him relatively hard and he flies, stuck in his shell, going the other way. However, his Up+B is something that if you want to Zair edge-guard you need to be precise with your timing. He can angle it well, and on top of that it hurts pretty hard. You can Gale-Guard him, but again it's tricky.

Here's some worse news. Squirtle can not only wall of pain you with his amazing aerial spam, he can use his Squirt Gun to push you, like a Gale-Guard, in the opposite direction.

Super Armor and Invincibility
Some moves where Squirtle goes inside of his shell have Super Armor and Invincibility frames on them. They are his:
Fsmash (Super Armor)
Side+B (Invincibility)

Squirt Gun
Squirtle's Squirt Gun is most similar to Mario's F.L.U.D.D. It is a move where once performed shoots a stream of water out of Squirtle's mouth. This stream of water can be aimed in different directions and is used to push opponents away from the stage, gimping their recovery.
This move can be charged while mobile, and doesn't take all that long to charge up. However an uncharged Squirt Gun does have knockback, and it does damage.

Building Up the Damage
Projectiles are your best bet. Along with your occasional Jab and Arrow Cancels, pretty much you just need to keep the little guy away from you so that he can't initiate his furious aerial game against you.

Finishing Moves
Good news time! Squirtle is light! Your Dsmash and Dair will put this little guy in his grave easily in the lesser percentage range. Utilts are not terrible moves to KO Squirtle with, but due to their relatively slow start-up faster moves are definitely recommended.

Ivysaur



Ivysaur on the other hand actually is really about Range and Power. Many of her attacks make full use of her vines and leaves, and involve catching the opponent off-guard with attacks that just poke out. Because of this, it allows Ivysaur to play a very safe defensive game, and rack up a ton of damage with annoying ranged attacks.


Match-Up: 55:45
:link2::link2: :link2::link2: :link2:
:ivysaur::ivysaur: :ivysaur::ivysaur: :ivysaur:

Zair: Okay-Decent
Hooray! Ivysaur is a bigger target! Generally you will tend to land with the tip of the Zair. Well, you want to land with the tip of the Zair. At close range moves like Bullet Seed and Ivysaur's USmash will ruin Link. So luckily Ivysaur is the perfect size for tipped Zairs.

Jab Cancel: Decent-Effective
Ivysaur is also a great candidate for Jab Cancels. Most of Ivysaur's aerials are not fast enough to prevent Link from effectively Jab Canceling.

Ivy? Whips? Is this Soul Calibur?: Ivysaur's Spacing and Smashes
If I had to pick the characters with fantastic spacing out of a line-up, Ivysaur would definitely make the cut. With a solid projectile game on top of aerial moves that out-space just about anyone, Ivysaur can play relatively defensive game. The moves to look out for are going to be:

Horizontal Spacing

Jab Combo
Bair
Fair
Fsmash
Dtilt
Dsmash

Vertical Spacing

Utilt
Dair
Uair
Bullet Seed
Usmash
How do you deal with it?
Well, for the most part, it's almost always better to be to the side or below an Ivysaur. Most moves like Bullet Seed and the Usmash will decimate just about anything that gets caught in them. Approaching from diagonals definitely helps, but make sure that you Arrow Cancel or Zair when you're about to hit the ground if you're landing near Ivysaur. Worlds of pain await you if you don't.

Shield Game
Ivysaur on top of her decent spacing has quite a library of moves to use out of shield. Her Ftilt comes out relatively fast. Also, her Fsmash can be an unpleasant surprise if you use a highly laggy move against her shield. On top of that, Ivysaur has a tether grab range that rivals Link's. All in all, spacing her properly will keep you safe.

Edge-Guarding and Recovery
Here's the easy part. Edge-guarding Ivysaur is relatively easy. Unlike her tethering counterparts like Link, Samus, and Olimar... Ivysaur doesn't get a boost from her Up+B tether and doesn't have another jump. Count the number of jumps Ivysaur has used and get ready to either drop and grab or Zair edge-guard.

Recovery against an Ivysaur isn't all that hard. At most Ivysaur will spam you with leaves, or try to Bair. Have a bomb in hand and be ready to ruin her day if she tries to chase you off of the stage.

Projectile Game
For the most part Ivysaur players tend to spam Razor Leaves. This won't be too big of a problem. Your Boomerang cancels them out. Your bombs outprioritize and can just plain be arced over the leaves. But sadly, your arrows get eaten up. Either way, you win the spam game.

A move I count as a projectile is called Bullet Seed. Bullet Seed is a move that can ruin your day. It's the second reason why you don't hang out above an Ivysaur.

First of all let me explain how the move works. You hold B, and it creates a continuous stream of bullet seeds directly above Ivysaur. The stream is infinite as long as you hold-down B. It starts off doing 4%, then 2%, and then eventually every bullet will do 1% damage. But what makes this move seriously broken is the start-up. For whatever reason, right before starting up the Bullet Seed stream, Ivysaur sort of shakes her leaves around. This hit-box is located all around Ivysaur, and what it does is it pops players directly into the stream of fire. From there, the player is literally powerless to the barrage of Bullets. There is no way to escape really.

On average, a properly DI’d Bullet Seed does around 30-40% damage.
I have seen Bullet Seed do a whopping 80% damage once when the opponent landed perfectly in the middle of the stream! Basically at that time your opponent just gets carried to the top of the Bullet Stream, and that’s when they can escape. To top it off, the bigger the target, the harder it is to DI out of it! Not only does this deal a ton of damage, but it FRUSTRATES your opponent tremendously and causes them to lose their rhythm. It’s always been said by designers that when a player loses control of their character, its one of the worst feelings they can have during a game… well that is exactly what this move does.

Seriously at any time that Ivysaur’s collision is overlapping with your opponents, Press and Hold B and watch them squirm as they take at least 40% damage. Good practice to land this move is to know the same way Jigglypuff needs to overlap the opponents to do Rest. Tech Chasing, or Rolling into the Opponent during their laggy moves also helps. As long as they get hit by the instant pop-up from the activation, they are going to take damage.
--Quoted from Card's Pokemon Trainer: an In-Depth Analysis & Guide

Building Up the Damage

Ivysaur is luckily a heavier Pokemon than the previously discussed turtle. Jab Cancels and your projectile spam will be your best bets of building up damage. However you must remember to keep your distance... otherwise Ivysaurs smash range and Bullet Seed could just ruin your day.

Finishing Moves
To be honest edge-guarding Ivysaur is the best method to get that KO. However, due to how light she is your smashes tend to do the trick. Using your Dair could be risky if you aim it poorly. Why you ask? Scroll up to that big ol' quote that I have. Yeah... it's like that.

Charizard



Charizards role should be fairly obvious. He got Power; He’s got Survival, although he’s a bit on the slow side. I know it may sound silly at first, but Charizard is all about doing large effect attacks, which do a ton of damage to boot. Almost all his attacks have enormous hit boxes which strike all around him, some are even very quick. Not to mention Charizard is the heaviest, and has the best recovery of the three, which allows him to be quite the killer stock-tank.


Match-Up: 60:40
:link2::link2: :link2::link2: :link2::link2:
:charizard::charizard: :charizard: :charizard:

Zair: Effective-Fantastic
Charizard, luckily, is a big target. This as most of you know is great for Link's Zair. The only downside is that his Rock Smash and Flamethrower attacks can actually mess up your Zair approaches if you do not space your Zair properly. Sometimes the momentum of your jump can be all that stands between you and a big angry dragon.

Jab Cancel: Fantastic
He's big, he's heavy, I like it. To be honest, it's great when you can get Charizard into a Jab Cancel. At low percentages he easily gets stuck in your Utilt->Usmash combos. Watch out though, he has a quick grab and solid grab range.

Charizard Smash!: The Rock Smash
Charizard can take out a gigantic rock from "somewhere", crush it on his head and then deal splash damage to the target in its path. It can do anywhere from 1% to a whopping 43%.
Yes you read that right. 43% from this baby if you land it correctly. DO NOT underestimate this attack! A lot of people have been saying its slow, but that is not the problem. Land this move on an opponent who is SHIELDING and you will wreck their shield, and at the same time knock them back so far that they just cannot counter you. Short-Hop into Side-B is probably the best way to use this move. Charizard takes a rock out from somewhere and crushes it with his head. The rock explodes into tiny pieces which scatter off nearby.
--Quoted from Card's Pokemon Trainer: an In-Depth Analysis & Guide

How do you deal with it?
The primary way one would deal with this is simply with spacing. Charizard is an intimidating creature by mere looks. However outside of that you can tip your Zairs to approach him through it, use retreating Zairs into Craq'd Fsmashes, and simply just use your projectiles to get around his attack.

Shield Game
Charizard has a great shield game. Primarily he doesn't have that many moves that are all that quick, but they don't need to be quick to be faster than Link in most cases. At close range you can get caught in his Flamethrower, Ftilt, or even his Usmash. All of these can be done relatively quick. On top of that he has amazing grab range and a fantastic Dthrow with the capability of killing at about 150%.

Edge-Guarding and Recovery
Well, Charizard is one of those pesky people who can glide. So if he's high up in the air the one thing you can to prevent his recovery is by, you guessed it: Bomb wall! Make it so he has to dodge multiple bombs to get back onto the stage. Then when he's preoccupied with your bombs, simply hit him with an Uair or if he's far enough down a Dair. If he's recovering from the side or below the stage, his Up+B recovery is easily Zair edge-guarded, drop+grab guarded, and Gale Guarded. Also, on occasions due to his size you can get your super-happy-fun-go-go-time Dtilt spike on him.

Recovering against Charizard generally can be a pain if you let it be one. Most of the time he's going to be trying to shield-grab you to KO you with a Dthrow. His Dair also can spike quite easily. On top of that his Flamethrower is an excellent edge-guard technique that will make getting back onto the stage even harder. How do you get around this? Simple. Do not sit on ledges long enough for Charizard to make your decisions for you.

Flamethrower and Range
Charizard has quite deceptive range on a few of his moves, and very clear range on his Flamethrower.

How does my breath smell? Charizard's Flamethrower
This move can rack up to 30% in one go at lower percentages. While everyone and their cousin seems to think this is amazing, just remember that Link can Jab Cancel to about 55% in damage on Charizard at low %'s. Having a bomb in hand to force yourself upwards and out of his stream can help simply to surprise him. Just be ready to DI out of this and you should be fine.

CHARGE! Charizards Deceptive Range
Charizard has quite a few moves that either lunge him forward or have prolonged hitboxes. The most noticeable are his Dsmash and Fsmash.

Dsmash
Charizard stomps on the ground, basically causing a small earthquake on both sides of him. This one comes out quick. You just have to be aware of it's hitbox.
Fsmash
This is similar to Bowser's Fsmash. He lunges his head forward and into his opponent. The only difference is this one is faster and has more range.

Super Armor
On Charizard's Up+B he has Super Armor frames during the initial animation. Nothing too game breaking, just something to be aware of.

Building Up the Damage
Charizard is very heavy and can be juggled quite easily at low percentages via Jab Cancels. On top of that solid spacing with your bombs and utilization of your Zair will help you rack up the damage from a safe distance. Building up damage safely is important against Charizard, you need to get more on him than he does on you due to his strength and survivability.

Finishing Moves
Usual suspects apply for this guy. Dair, Dsmash, Fsmash, and Ftilt can all be considered solid KO moves. It is recommended that you try to freshen up your strongest moves starting around the 110% area. You can kill a Charizard at +160% with the right moves if they're not degenerated.

10. Wario



Many fans clamored for Wario to join the fray, and so now he finally makes his appearance...in his WarioWare costume.
It’s rumored that this unpredictable character will give birth to a form of martial arts that other characters cannot even see.
Fighting this Mario character can be a real gas...

Match-Up: 40:60
:link2::link2: :link2::link2:
:wario::wario: :wario::wario: :wario::wario:

Zair: Okay-Decent
Wario is of a relatively tall size so your Zair will connect with him a decent amount. However due to his constant aerial game and ability to control his movements, it becomes harder and harder to hit with it. SH Retreating Zairs are amazing against Wario. Not only because of their defensive capabilities but by using the Craq walk after landing you can trap him into a retreating Craq'd smash attack.

Jab Cancel: Okay-Decent
Wario luckily has some weight to him, allowing you to Jab Cancel him somewhat effectively at the lower percentages. One thing to watch out for while Jab Canceling is how far his waft is charged.

His Air Game: Not a Fart Joke
Wario has an amazing air-pressure game. If the aerial doesn't kill it's immensely useful due to Wario's ability to "poke and prod" while in the air.

Forward Air:
Maximum Damage: 8%
First Attack Frame: Frame 5
Landing Lag: 16 Frames
Knockback: KO’s Mario at ~225% (at the center of FD with no DI)
Description: Looks almost exactly like Mario's Neutral A actually

-This move has little knockback anywhere under 100%, so basically its a comboer's dream come true when it comes to foward airs. At lower percentages you could lead into grabs(make sure to make it a shield-grab though. Some of the heavier set characters don't even leave the floor much at lower percentages) or down tilt or jab or really anything with a fast startup. At slightly higher percentages it could combo into more Fairs, Dairs, or even midair bites. This move = Mindgames.


Down Air:
Maximum Damage: 17%
First Attack Frame: Frame 9
Landing Lag: 19 Frames
Knockback: KO’s Mario at ~170% (at the center of FD with no DI)
Description: Wario goes completely upside down and spins

-This move starts and ends soooooo fast. Not only that but it also does very nice dmg but it also could link into a lot of moves if you lower the knockback enough. This is easily one of his safest approaches, and it's very enjoyable to do on people. Double Jump Dair bombs have become a very useful and standard Wario move. If you double jump and then fast fall a Dair onto the opponent you will end the move just before hitting the ground so you could literally "real" combo someone into a Fsmash or bite, or grab.


Back Air:
Maximum Damage: 11%
First Attack Frame: Frame 9
Landing Lag: 30 Frames
Knockback: KO’s Mario at ~160% (at the center of FD with no DI)
Description: Wario falls on his back...but midair <_<

-Has pretty nice knockback and is nice to switch in with your Dairs and Fairs. If not used too often, it can kill at around 130-150% depending on where your opponent is. Priority is nice'ish.


Neutral Air:
Maximum Damage: 13% (first hit 9%, second hit 4%)
First Attack Frame: Frame 4
Landing Lag: 10 Frames
Knockback: KO’s Mario at 165% (at the center of FD with no DI)
Description: Wario goes into a sky diving'esque pose.

-This aerial has basically 0 lag after it. So it could be used on someone's shield and Wario could spotdodge right afterward to avoid getting shieldgrabbed. If you do this enough though they'll catch on so switch it up with jabs, grabs, or smashes. Its also very underrated. Since it actually attacks two times its a very good way to abuse spotdodgers and/or trick people with the second attack.


Up Air <3:
Maximum Damage: 18%
First Attack Frame: Frame 8
Landing Lag: 9 Frames
Knockback: KO’s Mario at 113% (at the center of FD with no DI)
Description: Wario quickly goes on his back midair and claps his hands upwards.

-At around 100-120% if you haven't used the move too much while damaging your opponent. Foward air normally links into this if you double jump out of it. You could just shffl it if you think it'll land, or you could just find a way to pop your opponent into the air to nail one on him.
Quoted from sHell's Wario Guide.
How do you deal with it?
To be honest the best way to deal with his aerial game is spacing. Small stages like Smashville are going to be a detriment to you because he can back you into a corner very easily. Your mind-gaming with your Zair and bombs will be paramount in defeating Wario players.

His Farting Game: Not an Air Joke
This is the Atom Bomb of all moves. The Waft.

Down B-Wario Waft:
Maximum Damage: 42% (fully charged)
First Attack Frame:
Charge Level Zero (about 0:00 – 0:17): Trips on Frame 16 (no damage)
Charge Level One (about 0:17 – 0:57): Frame 10
Charge Level Two (about 0:57 – 1:50): Frame 5
Charge Level Three (Full Charge): Frame 9 (Super Armor Frames 5-10)
Knockback:
Charge Time…..Mario KO% (at the center of FD with no DI)
0:56…..…..…..…..187 (Useless)
0:58…..…..…..…..98
1:00…..…..…..…..95
1:05…..…..…..…..92
1:10…..…..…..…..85
1:15…..…..…..…..81
1:20…..…..…..…..76
1:25…..…..…..…..72
1:30…..…..…..…..67
1:35…..…..…..…..62
1:40…..…..…..…..60
1:45…..…..…..…..55
1:50…..…..…..…..52
Full…..…..…..…..96
Description: Only the most humiliating KO move ever.

-Mmmm, the move of moves. When fully charged it causes 42dmg and has great vertical knockback(must hit from under opponent, Wario on the rise). The real potential of the fart is when its only half charged. The half waft takes just over 55 seconds to charge and could kill at about 60-80% depending on your opponent and the positioning. It always keeps your opponent on their toes and reluctant to make any kind of mistake. The hitboxes for both Half and Full wafts also extend upward. So if you see someone coming from above you could also stop them with the priority of the move. Full charge has super armor frames after just 2 frames of vulnerability right when you press DownB. Overall it's something people should fear.
Quoted from sHell's Wario Guide.
How do you deal with it?
To be honest, you can only be very wary of the Waft via watching the timers. Sometimes people will want to charge the move so that they can get the maximum amount of damage against you. Most of the time they're shooting for the Half-Wafter which can kill Link generally at about 75%.

Shield Game
To be honest Wario is a devil out of his shield. Not only can he use his bite, which is a quick and high-priority move... he can use his Fsmash. The Fsmash is going to be a move where when you see a Wario shielding you don't necessarily want to be on the receiving end. Spacing yourself is very important against a shielding Wario.

Edge-Guarding and Recovery
Sadly, Wario has great recovery. Luckily parts of it are relatively predictable. When Wario is on his bike and preparing to use the jump to get back onto the stage, Dair edge-guarding is very useful. Remember to keep close to the stage, one well aimed Nair from Wario and you might not get back onto the stage.

Recovery against him is a different story. For the most part he has multiple avenues that all prevent recovery. His aerials can keep you at bay relatively easily, especially his Nair. On top of that if a bike is dropped on top of you, you will simply be dragged down to your death by it. Luckily, we can do the same to Wario.

Super Armor
Wario's Fsmash and Fully Charged Waft both have Super Armor frames. Nothing heavily amazing to due to prevent the Waft other than being aware of it, and for the Fsmash just make sure to space yourself properly.

Dash Attack Cancel and Broken Dash
Wario has a DAC where he actually spins across the stage. This move is really not heavily useful, but it can be used to rapidly approach Link. He also has a Broken Dash allowing him to use his Usmash after a Dash Attack connection. This move is also not very good but it can be used by Warios for the purpose of mind-gaming. It's just something to be aware of.

Building Up the Damage
Again the main thing to remember with Wario is the fact that he can easily evade most of your attacks. Using Arrow Cancels in combination with other long range attacks is what will allow you to keep him busy. Retreating Zairs into Craq'd or Pivot Boosted attacks will let you surprise him with quick moving attacks. Your DAC is a bread and butter move if the Wario favors the air, which most likely he will.

Finishing Moves
Send the garlic-scented jack@*# up. Since your Usmash will be degenerated generally your Utilt, Dsmash, and Dair will be your bread and butter kill moves. Though as I've said before, your Craq'ed attacks after a Zair can also be very useful. Namely the Fsmash.

Homework
sHell's Wario Guide
Scatman Wario

11. Lucario



It’s the Aura Pokémon, Lucario. Lucario is a Pokémon, but for some reason, there’s something lonesome about it.
Lucario’s inner power, called Aura, increases its power in proportion to the danger Lucario is in. Keep the fight lively with Lucario’s high-risk, high-reward fighting style!

Match-Up: 40:60
:link2::link2: :link2::link2:
:lucario::lucario: :lucario::lucario: :lucario: :lucario:

Zair: Decent-Effective
In this match-up the Zair is excellent spacing and is a fantastic staple. It out-ranges most Lucario's disjointed hitboxes, and can be used to quite simply combo Lucario decently, and build up the damage needed to KO Lucario.

Jab Cancel: Decent
Jab Cancels are actually relatively solid against Lucario, but not too amazing due to his floatiness and and relatively quick moves.

Spirit Bomb! The Aura
Lucario's Aura ability is possibly the most annoying thing about him. Regardless of how well you can build up damage on him, that just simply makes him stronger. Here's the exact math.
Originally Posted by Rebonack
Extra Aura Multipliers
-At no stock difference the minimum and maximum total aura boost (TAB) is x1 and x2, respectively.
-At a one stock disadvantage the minimum and maximum TAB is x1.2 and x2.4, respectively.
-At a two stock disadvantage the minimum and maximum TAB is x1.4 and x2.7, respectively.
-At a one stock advantage the minimum and maximum TAB is x0.9 and x1.8, respectively.
-At a two stock advantage the minimum and maximum TAB is x0.8 and x1.7, respectively.

Aura Multiplier Damage Cap
(A,A,A) 7%-14%, 170% cap.
(Ftilt) 9%-18.1%, 167% cap.
(Dtilt) 4.8%-9.8%, 166% cap.
(Utilt) 4.2%-8.4%, 170% cap.
(DSmash) 9.8%-19.6%, 169% cap.
(FSmash) 11.15%-22.3%, 165% cap.
(USmash) 9%-18.1%, 167% cap.
(Fthrow) 7%-14%, 170% cap.
(Uthrow) 4.2%-8.4%, 168% cap.
(grapple) 0.7%-1.4%, 170% cap.
(Nair) 7.7%-15.4%, 169% cap.
(Dair) 11.15%-22.3%, 168% cap.
(Bair) 8.4%-16.8%, 168% cap.
(Fair) 3.5%-7%, 170% cap.
(Uair) 7%-14%, 170% cap.
Lil' Aura Sphere 5.25%-10.5%, 170% cap.
Aura Sphere 13.1%-26.3%, 167% cap.
Force Palm Flame 6.2%-12.4%, 164% cap.
Force Palm Grab 9%-18.1%, 167% cap.
Double Team 7.7%-15.4%, 169% cap.

That comes out to an average of 168% as the cap. Though nothing goes above 170% in terms of where its cap is. So just saying that the cap is 170 would probably be the safest, most accurate bet.
Quoted from Infi-tan's The Better Lucario Official Guide/Faq/Database

How do you deal with it?
Simply, you need to keep your KOing moves fresh against a Lucario. You want to use your spacing game and occasional smashes to build up damage. However, once you near the 80-110% damage range you need to start thinking that you're going to KO Lucario in the +125% range. Any higher, and Lucario is far too deadly.

Shield Game
Lucario's out of shield attacks are all relatively useful. At low percentages he can Utilt you to rack up damage and he can easily Ftilt or simply shield grab if he wants to get some easy damage in.

Edge-Guarding and Recovery
Remember that Aura ability? This is where that's going to come in important. Edge-guarding Lucario's Up+B isn't all that hard... it does no damage. It's predicting where it's going to go and succesfully punishing it. It has some start-up so that gives you some time, but not much.

Once you're off the stage though, just remember this. You're probably screwed. Lucario's Dair and Fair are fantastic moves, even more so offstage. Once he's at higher percentages they're pretty beast moves considering they gain priority, range, damage, and knockback.

Double Team: This is getting kinky...
Lucario's Down+B is a counter-attack like move. It's really not all that impressive unless you use a very laggy attack against it. Sadly, Link has too many of these. Since this ability's KO capability is relative to Lucario's percentage, I bring you another chart:

From Infi-tan's The Better Lucario Official Guide/Faq/Database

So, again... be wary once Lucario is at higher percentages. Your laggy attacks may end up getting Double Teamed.
Getting Double Teamed is nowhere near as sexy as Double Teaming.

The Hand of Lucario: Aura Sphere and Force Palm Chaingrab

Screw DBZ! Lucario's Aura Sphere
Lucario's Aura Sphere is the identifier for how built up his attacks are due to his percentage.

14: Aura Sphere Charge(neutral b)
Range: ShortShort
AP
0%- 0.5% per tick
Knockback: Usually sends your opponent upwards, plus their DI direction. AND YES, IT GETS ITS OWN SLOT. >OOOOOO Shares Diminishings with Aura Sphere, but also clears them for other moves quickly, due to the speed of the ticks.

15. Aura Sphere(neutral Bx2)
Range: Very Long
AP
0%- Uncharged: 5% max 2.5% min|Charged: 13%max, 6% min
170% Uncharged: 10.5% max, 5.25% min
167% Charged: 26.3% max, 13.1% min
Knockback: 45-degree angle of delicious. Will travel just under the full length of Final Destination. Stops at the second arrow on the opposite side fired.
From Infi-tan's The Better Lucario Official Guide/Faq/Database

Luckily, this ability can simply be negated by Link's shield most of the time. The higher his percentage the more of your projectiles he out-prioritizes. Once Lucario is above that 150% mark, do not try to beat his Aura Sphere.

Can I Touch You There? The Force Palm
If Lucario gets you into his Force Palm chain at lower percentages generally he can chain it to approximately 40%.

Force Palm Grab(Side B up close)
Range: Short
AP
0%- 7% to 4%
167%- 18.1% max, 9% min
Knockback: 70-degree angle. Shares Diminishings with Force Palm Flame
From Infi-tan's The Better Lucario Official Guide/Faq/Database

The best methods to beat this combo is the same ones we've been using for the last few chains.
1. Have a bomb in hand.
2. Don't get grabbed.
3. Space yourself properly.

Building Up the Damage
Here's a section that actually isn't all that hard. Lucario is a big enough target that your Zairs and projectiles can generally find a home somewhere on his person. Something I can't stress enough is that around the 100% marker you freshen up your kill moves. Otherwise, using those to build up the percentage on Lucario will do nothing for you except making your day more annoying.

Finishing Moves
The usual suspects are your bread and butter here. Your Dair, Dsmash, and Utilt are viciously strong against Lucario. The few major additions I would add would be the Fsmash and Ftilt. Pivot Boosted Ftilts and Fsmashes bridge the gap between yourself and Lucario creating the illusion of range.

Homework
The Better Lucario Official Guide/Faq/Database
The Official Lucario Playstyle Thread
Lucario Match-Up Chart/Discussion

12. Fox



Fox is just one of many so-called speed characters. His costume has been completely updated, so he’s full of fighting spirit.
Run! Fly! Move boldly! For such moves are the essence of Fox!

Match-Up: 35:65
:link2::link2: :link2::link2:
:fox::fox: :fox::fox: :fox::fox:

Zair: Decent-Effective
Your Zair is excellent against Fox. It helps defeat most of his approaches, and can be used to mindgame against his reflector. He's big enough to get hit by both parts of the Zair a good bit of the time, making it a decent damage builder.
Jab Cancel: Okay
Sadly due to Fox's shine you have to worry about mindgaming when it comes to using your Jab Cancel. Otherwise, it's relatively useful.

I thought this game didn't have combos: Fox's Landing (Dair -> Dsmash/Utilt/Usmash)
Fox's Dair has little to no lag upon landing. This can be quickly followed up with a Smash attack. Generally against Link his Dsmash or Usmash will be performed for a KO, and a Utilt for damage build up.
How do you deal with it?
For the tilts the only thing I can suggest is Smash DI'ing. Really it'll be the only thing that under most situations can save you.
Simply, by being amazing. In this video here, Izaw shows the proper recovery technique against the Dsmash (4:40). As Izaw states in the video, it's entirely about reflexes. I can't tell you any other way to practice this other than in live play. It's similar to most other horizontal attacks such as those mentioned in "The Art of Link".

Shield Game
Fox's Dsmash is relatively quick and can be done out of shield very easy. It's good to watch yourself at high percentages against Fox for that reason. On top of that his Dthrow to Fair is easy to perform and can get quite a chunk of damage in against you.

Edge-Guarding and Recovery
Link can actually edge-guard Fox. Surprising... I know. While his Up+B is similar to Falco's and Wolf's, it is easier to Gale Guard due to it's lengthy start-up, though it travels for much more distance. Zair edge-guarding is also useful against Fox mainly for the purposes of stopping his Up+B's, but can do just as well for his Side+B's.

When you're off the stage against a Fox, generally you're boned. His Reflector can go through your Up+B on rare occasion... and it can spike. On top of that he has a bunch of very strong spike attacks, and aerials which can push you further to your doom.

Reflector and Lasers
Fox is similar to his space animal brethren with his ability to be "a-firin' his laser" and reflector projectiles with his Down+B.

PewPew!

Fox's blaster is fast, but does not have a hitstun. So for the most part don't try to out camp him, but don't worry about it too much since it doesn't hinder your approach.

Shine on you crazy... Fox?

Hooray, another furry punk with a reflector. On average, your projectiles won't be returned too often. Just make sure that you use things like Zairs with bombs in hand, Bomb-Smashing, or ZAC.
He can also use this to stall momentum and survive just a little bit longer.

Dash Attack Cancel

Fox does have a DAC. It's not all that amazing, however it could prove an annoying surprise.

Building Up the Damage
Your Zair is going to be the best staple for building up damage. Proper spacing is going to be the way to win against Fox, and luckily for Link his spacing does damage. Your projectile metagame will decide the outcome of this match.

Finishing Moves
Fox is light so it's not too big of a problem to KO him once you have him at a killable percentage. Your Dair and Dsmash are perfect for killing him. Bomb-smashing will definitely prove to be the "mindgame KO" that you will be able to get off at least once.

Homework
Beginner's Guide to Fox
Fox User Manual
The Art of Link (Technique Review Reminder)
 

Bouse

Smash Ace
Joined
May 23, 2008
Messages
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Location
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13. Meta Knight



It's Meta Knight, whose introduction was delayed for some reason. He's Kirby's...rival?
Despite being almost all head, his mask and cape exude coolness. He overwhelms enemies with his mach-speed sword!
He's the most annoying character in Brawl, and should most likely be banned. However... since he hasn't been yet, you might as well learn to fight him.

Match-Up: 20:80
:link2::link2:
:metaknight::metaknight: :metaknight::metaknight: :metaknight::metaknight: :metaknight::metaknight:

Zair: Hard to Use
It's Kirby all over again. Meta Knight is very tiny and relatively hard to hit with your Zair. However, due to his high amount of time in the air, your Zair can hit him relatively often. It is definitely not recommended to use it too much, but retreating Zairs can do beautiful things.

Jab Cancel: Okay
Your Jab Cancel is a solid move against Meta Knight but, due to some lame moves, you're still kind of screwed. Meta Knight can interrupt just about anything with his Shuttle Loop so it's good to mindgame with your Jab Cancels and to alternate Jab Cancels with fully completed jab combos.

High Priority Death: Why we hate Meta Knight.
Meta Knight has very high priority on most of his moves. On top of that most of them are very, very fast. The worst is most likely, his Mach Tornado
Mach Tornado (Neutral Special)


1% x 19, +3%

The Mach Tornado is easily Meta Knight's most spammable move. It has amazing priority, multi-hits that rack up damage, and is hard to punish. While using Mach Tornado, you can move about fairly easily with the control stick and you can increase the duration of the tornado if you tap the Special Button.

As I said, it has some great priority. It can negate an opponent's close-ranged attack and catch them up into the tornado. It can even be used against lesser projectiles to hit them with the tornado's hitbox, effectively disabling them. Watch out for disjointed attacks/projectiles with large hitboxes since they can go right through this attack. For instance, weaker versions of Samus Charge Beam and Missiles get destroyed by this attack, but full-charged Beams and Super Missiles go right through and hit Meta Knight.

You can use this attack as a recovery option when trying to get back to the stage. Much like the Triple Dash, you can use the tornado's offensive abilities to thwart edge guarders, and with it's multi-directional mobility you'll be able to maneuver as you see fit. Its so versatile you could even use it as Edge Guarding as well if you want to rack up some damage.
Quoted from t!mMy's Meta Knight - Behind the Mask
How do you deal with it?
Well, first of all a few of your moves can beat out his tornado. Your Dair is amazing and so is your Zair when aimed properly. Mainly you just need to make sure to have your shield fresh by spot-dodging most of Meta Knight's moves. Otherwise, your trusty friend the bomb helps you out of the situation by either getting you away or knocking Meta Knight out of his tornado.

Well spaced moves like your Fsmash and Ftilt are always going to be fantastic. Remember if you can't get sucked into the tornado, you won't get sucked into a world of hurt.

Shield Game
You need to space like a god against Meta Knight's shield. His Dsmash and Up+B are amazingly lame and easily done out of shield. Just make sure your don't pressure his shield too much when you're at high percentages.

Edge-Guarding and Recovery
Don't go off of the stage. At all. If you want to edge-guard Meta Knight you need to stay on the stage. As usual, the Dair works. Since most of the time Meta Knight will be gliding make sure to aim your Dair properly so you do not get hit by his glide cancel.

Recovering against a good Meta Knight generally doesn't happen. If you want to live, at all, you need a bomb in hand, and to use your Up+B against him as he approaches to edge-guard you.

The Shuttle Loop

The Shuttle Loop is fast, powerful, and amazing.
Shuttle Loop (Up Special)


9% Initial, 12% Gliding Attack
This is a pretty awesome Special. First of all, the initial strike is a down-to-up sword slash that reaches really high above him quickly (see picture above). The knockback on the initial hitbox of this attack is strong enough to KO a highly damaged opponent. Using this out of shield yields good results since it it quick and gets your opponent away from you. The sweet spot is easy to hit with, and is pretty much everywhere in the attack except right behind Meta Knight (6%).

After the first hit, Meta Knight launches himself into the air straight up at which point he opens his wings and begins an auto Glide. You can grab the ledge at this point as he begins to dive down, or you can get some amazing horizontal distance by continuing the Glide.

Additional Techs:

  • Use Standard Attack, Throw button, or C-stick to attack out of your glide (you will go into FallSpecial).
  • Jump or Special Attack to cancel the Glide mid-air (you will go into FallSpecial).
  • Cancel your Glide (Jump or Special Attack) right before landing on the ground to negate landing lag.
  • Hitting with the "non-sweetspot" of this attack only does 6% damage, but you can get twice the hits in since Meta Knight will hit once initially and then loop around for a second hit.
  • You can reverse the Shuttle Loop by pushing the control stick in the opposite direction immediately after executing the Up Special.
Quoted from t!mMy's Meta Knight - Behind the Mask

Basically what you need to do, is be ready to side-step and anticipate his Shuttle Loop. On top of that what's great is that your Dair can actually beat his Shuttle Loop.

This is the move that makes Meta Knight even more broken.

Building Up the Damage
You're gonna need to use your projectiles if you hope to build up any damage. Using your Jabs and every other move you have with low lag will be what will save you from having to make yourself too vulnerable.

Finishing Moves
The Dsmash and Dair are amazing against Meta Knight. Craqing the Dsmash makes for a wonderful surprise KO. On top of that your Uair is actually not bad against Meta Knight.

Homework
Meta Knight - Behind the Mask
Welcome to Hell Senior Meta Knight


14. Samus Aran

Samus is a bounty hunter armed with a cybernetic power suit with a number of advanced technologies built into it. She hunts aliens called the "Space Pirates" and energy-draining alien parasites called "Metroids", while attempting to complete missions given by the Galactic Federation.

Now in Brawl, she can strip off her Power Suit and become Zero Suit Samus.


Power Suit



Her name is Samus Aran. She joins us from the Metroid games.
Look at her Power Suit shine!

Her arm cannon is equipped with a variety of weapons.
Mastering all of them is the first step toward victory.

Match-Up: 55:45
:link2::link2: :link2::link2: :link2:
:samus2::samus2: :samus2::samus2: :samus2:

Zair: Decent
Link can't out-range Samus' Zair, but his Zair is still a useful part of his game against her. Once you're within closer range you can still use it for great combos. Use your Zair w/ bombs so that you can time your air dodge for Samus' Zair, and then connect with yours.

Jab Cancel: Decent-Effective
Jab Cancels are great against Samus. Your ability to direct the flow of combat and mindgame properly against Samus will be paramount, and mostly controlled by a decent amount of AT's used creatively.

I Zair You... : Samus' Spacing and Projectiles

The Zair and Spacing

Samus' Zair is really quite the immaculate move. It has much more range than yours, and well... it's just fantastic.
How do you deal with it?
Really it's just all about getting close enough to Samus and utilizing your ability to keep her at close range. Just try to stick on her and keep the moves coming.

Her Zair combined with her missiles are quite annoying but you can also just spam back and keep your projectiles coming.

The Projectiles
Samus has a deadly duo of projectiles in her arsenal. Nothing much has changed in over the years though.

Charge Shot

Samus' charge shot is a very powerful attack capable of KOing quite easily. However, just remember that you can cut through it with most of your powerful attacks. Don't worry too much that they can drop 25% of damage on you when you have equally devastating attacks readily deployed.

Missiles

Samus' missiles come in two varieties. Power and Homing. The Homing missiles lurk in slowly based on your location, while the Power missiles fire at a rapid pace in a straight line. Generally Samus players will use Homing missiles to combo with their Zair and Charge Shot abilities, but alternating between missile types is not unheard of and should be considered.

Shield Game
Samus can not do much out of shield, that's incredibly scary. However, she does have some powerful moves that can be done like her Dtilt and Fsmashes. They can be anticipated, but moves like her Up+B can be done effortlessly out of shield.

Edge-Guarding and Recovery
Edge-guarding Samus can prove to be quite a chore. She has multiple avenues for recovery namely her tether and her Up+B. You can Gale-Guard and Zair edge-guard her randomly but you have to choose your battles. Her multiple hit Up+B can prove to be a problem. Don't worry too much about stopping her on the edge if the situation doesn't feel right.

Recovering against Samus can be a chore. Most of the time she will either try to force you off of the stage with a Zair, spike you with her Dair, or use her stronger aerials to keep you from landing on the stage. Same recovery rules apply.

Building Up the Damage

Samus is Jab Canceled easily, making it great for damage buildup. Also your projectile game is quite effective since spamming back not only helps counter her general strategy, but ends up yet another effective method of building up damage.

Finishing Moves
Utilts and Dsmashes are going to be your best bets against Samus. For the most part it's all about getting in close and getting in a KO move quickly. Due to her strong defense that can be made a chore. The Dair is always your friend though.

Homework
The Chozo Warrior: A Samus Guide
The Green Lesbian: Xyro's Samus

Zero Suit




When Samus destroys her Power Suit, she’s left with the Zero Suit. What she’s lost in power and weaponry, she makes up for in speed!
Once she turns that Paralyzer in her hand into a whip, she has quite a long reach as well! Not exactly the straightforward fight you thought it was, huh?

Match-Up: 40:60
:link2::link2: :link2::link2:
:zerosuitsamus::zerosuitsamus: :zerosuitsamus::zerosuitsamus: :zerosuitsamus::zerosuitsamus:

Zair: Decent
Your Zair is actually a solid move against Zero Suit. Since she has a decent spacing tool, her Side+B, she can keep you at bay. Your advantage is that your Zair, while not as deadly, is faster. Retreating Zairs tend to be good to keep yourself out of the Dsmash range.

Jab Cancel: Okay
This is match-up where your mindgames have to come into play with your Jab Cancels. Zero Suit Samus can get out of most combos using her Down+B because it has invincibility frames. However, Jab Canceling into an Usmash or Utilt will allow you to connect with her if the jump is directed forwards.

She Blinded Me With Science! Zero Suit's Crazy Stuns
Zero Suit can stun you her gun. It's a fact! It's science!

Paralyzer: Neutral B (Chargeable)

This move is a chargeable blast that can stun for either a split second or for almost 2 seconds. Some moves can be done out of it, but for the most part they are avoidable.

The Down Smash

This move is the bread and butter of Zero Suit Samus. It does a decent chunk of damage and on top of that sets up a variety of kill moves. The #1 move of Zero Suit Samus to be feared.

How do you deal with it?
Luckily out of stun you can DI. Unluckily Zero Suit can connect with a blow before your out of a stun. For the Paralyzer Shot you just need to make sure to evade the fully charged version, since that is what she can combo out of easiest. The Dsmash is slightly different though, since most of the time a Zero Suit will hit with it twice, you will sometimes get the opportunity to DI out of it. Sadly at high percentages, you won't have that option and the Dsmash will certainly spell your doom. Watch out for ledges as well, since you can get Dsmashed into her Down+B spike.

Shield Game
Zero Suit has quite a few options out of shield. Her Dtilt and Utilt are fast and effective, and can set up combos quite well. On top of that her Jab is quick and comes out on frame 1. Other than that, most of her moves have relatively slow enough start up that you don't need to worry about them if you're one of quick reflexes.

Edge-Guarding and Recovery
Zero Suit is a very difficult individual to edge-guard. On top of having amazing normal jumps, she has a third jump along with the best tether in the game. On top of that the tether has the capability to spike and so does her third jump. Using your arrows to stall her return to the stage is highly recommended, as is attempting to combine your Gale Guard with additional techniques to thwart her immense recovery.

Recovering is difficult against a competent Zero Suit, except that she can do something similar to a Zair edge-guard with her tether. Another annoying problem is that her Down+B is not only very high priority, but still has sizable knockback even upon late contact. Her Up+B can also spike you quite easily. Have fun.

Plasma Whip: Zero Suit's Spacing

Zero Suit Samus will consistently use her Side+B for spacing. The one thing to remember is that the move has what is known as a "deadzone" where it deals no damage or knockback. However, the move does have a spot which does mild knockback which pushes it's victim into the tip of the attack.

Building Up the Damage
Well mindgamed Jab Cancels and projectile use will be the main contributors of your damage. Using your Zair for damage build-up and combos is advised, but remember to not try to beat a Side+B while it's winding up.

Finishing Moves
Your strongest KO moves against Zero Suit are most like going to be your Fsmash, Ftilt, Dsmash, and Dair. For the most part a Zero Suit can survive using her Dair to slow upward momentum so your moves which send her flying upwards must be relatively powerful.

Homework
Absolute Zero: A Zero Suit Samus Combo Video
Doctor Juice's Zero Suit Samus Guide

The Change



Power Suit Samus can shed her armor at any given time, creating a new match-up. Luckily, she can't put it back on.

Match-Up: 45:55
:link2::link2: :link2::link2: :link2:
:samus2: :samus2: :random: :zerosuitsamus: :zerosuitsamus:

Dealing with the Switch
The change between Power Suit and Zero Suit Samus can be quite the annoyance if you're fighting someone of relative skill an experience. Not only are you now fighting a new character, you're going up against a new fighting style and altered game tempo.
Remember that when Samus is switching, that if you're close enough you can get an attack in while the armor is falling off. Use that moment to gain control of Samus' armor pieces, allowing you to manipulate her transformation's primary advantage.

15. Mr. Game & Watch



The Game & Watch series was made up of LCD games that began being sold in 1980 and proceeded to dominate handheld electronic games.
Now, an iconic character from the LCD era is here! He’s the master of the 2-D world, and he has come to fight!

(Currently under discussion. Post #6)

16. ???



:random:


???

17. ???



:random:


???

18. ???



:random:


???

19. ???



:random:


???

20. ???



:random:


???
 

Bouse

Smash Ace
Joined
May 23, 2008
Messages
720
Location
MD
CREDITS
:link2: :link2: :link2: :link2: :link2: :link2: :link2: :link2: :link2: :link2: :link2: :link2: :link2: :link2:

Guide Created: 8/18/2008
Credit to Nintendo and SmashDojo for character blurbs.
:zerosuitsamus: Thanks to the Zero Suit Samus Community for contributing.
:samus2: Thanks to the Samus Community and specifically Xyro for contributing.
:link2: Thanks to the Link Community for contributing.
:pt: Thanks to the Pokemon Trainer Community for contributing.
:wario: Thanks to the Wario Community for contributing.
:lucario: Thanks to the Lucario Community for contributing.
:fox: Thanks to the Fox Community for contributing.
:olimar: Thanks to DanGR for starting the Character Board Specific Matchup Chart.

Original Guide and Discussions

---Guide written and edited by Bouse.
 

4Serial

Smash Lord
Joined
Jun 28, 2008
Messages
1,237
Location
Toronto, Ontario, Canada
huh, it seems that the match-up ratings changed from what I remembered..
i thought diddy was 40:60, ddd was like 40:60 or 30:70, possibly 20:80, Falco was 20:80, but I guess 30:70 is fine. I dunno, I always thought Falco, DDD, and MK were Link's absolute worst match ups, following with random characters like ROB.


I play with a GaW player frequently on Wifi (once offline).. I'd say he was mediocre though (i beat him in all matches offline, most matches on wifi), but he gave me an idea of what to do in some situations.

D-air can be pretty obvious and if you try to go head on with it with some moves, it's probably a bad idea since it has amazing priority and most moves are too slow. D-air can hit through your u-smash, but a well-timed u-tilt can beat it. U-air can beat it, but jump > u-air is WAY TOO SLOW unless you're already in position. Even then, u-air comes out pretty slow. I found that retreating > pivot grab as they land can work really well, but GaW can maneuver away with d-air (though they generally go towards you), so it's all about prediction and perfect spacing. I think shieldgrabbing the d-air is possible, but i don't recommend it because that thing has almost no lag, so just try grabbing him in whatever landing lag he has..
If you're above GaW while still being on the stage, do NOT waste your double jump. U-air can stall you until you have a predictable place to land and it's a free, deadly u-smash for GaW. Use your double jumps really wisely. There's also n-air juggles if GaW is below you and it works really well on heavy Link. There's not much you can do unless you have your double jump or a bomb, except airdodging or trying to float away and z-air or something.
B-air ***** really hard. If you a full shield when it hits, it IS possible to shieldgrab, but only if your shield is full. Wait until the very last hit of the b-air attacks your shield. The one that hits right as he's landing. You just have to be patient. But, you want to not have the b-air hit you at all so jump around and airdodge and z-air. Z-air outspaces b-air, but he can fullhop his b-airs so you should just retreat and pivot grab or something. Bombs are generally good vs GaW. His f-air is a monster at killing, but if he shorthops it, you got a free grab.
GaW's up+b is good and has invincibility frames at the beginning and they can use it freely while on the stage to get in d-airs or something. They don't even have to go for the edge when recovering really.. If you notice any patterns in their recovery, d-air works really well for killing them if they up+b. D-air kills GaW at around 80%.

Jabbing GaW is good to keep him under control.. I'm not sure whether you should keep him grounded or airborne, but grabbing him is good. Keeping him under pressure is what you want to do. Space really well is what you want to do so you don't get n-air chained or b-aired or smash attacked.. Speaking of which, sidestepping vs GaW is bad, since all of his moves seem to be sex kicks. Rolling away, or jump > airdodge is the best thing to do. If his d-smash sends you horizontal, it is possible to z-air recover, but that thing is **** strong, so be quick.
Z-airing is the best to stop him from using his deadly aerials on you. Z-air is probably what makes this match up not so bad for Link. GaWs complain that Toon Link and Link's projectiles are effective and can't be stopped by the bucket.

GaWs consider TL to be a 30:70 or 40:60 in TL's favour. I wouldn't be surprised if it was 50:50 for Link, but there's a lot more GaW can do against Link, like n-air juggling, edgeguard, and Toon Link's u-air comes out really fast and beats GaW's d-air and has a lot less lag (and is easily auto-canceled).
50:50 or maybe 45:55, slightly in GaW's favour.
 

Bouse

Smash Ace
Joined
May 23, 2008
Messages
720
Location
MD
huh, it seems that the match-up ratings changed from what I remembered..
i thought diddy was 40:60, ddd was like 40:60 or 30:70, possibly 20:80, Falco was 20:80, but I guess 30:70 is fine. I dunno, I always thought Falco, DDD, and MK were Link's absolute worst match ups, following with random characters like ROB.
Diddy and Falco were changed. D3 has been the same since day one.
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
This is a 45:55 or 50:50 matchup.

G&W is a wall of priority. Go read Nebs projectile defense. He basically uses his high priorty moves to cancel out spams, He also has quick smashes with lasting hitbox's making him a character that is hard to punish as well as a great punishing character.

No bucket won't work on you (Thank god) so here is what you want to do. Spam. When you are done spamming, Spam some more. If G%W nears you you'll want to out outmaneuver him with an air dodge or something, space with zairs to keep him at bay temporarily and continue to spam. If you do not spam, you will loose. O and watch out for that dam turtle.

Use lots of bombs. They have excellent priority and will increase your spammability against his projectile defense. Spam some more and mix it up. Then when he figures that out try out a different method of spamming to throw him off his game.. and remember, you can never spam too much. Spamming can help you set up some nice spacing tools in this matchup and may be your only way of setting up a kill with one of your high knockback but punishable kill moves.

Counterpick and SPAM ON EM!

Question: What do I do when G&W is spamming bair?

Answer: Use Zair (retreating FTW)

I said "Spam" 12 times in this post (make that 13) can you guess what I want you to do?

If you guessed Spam, your deserve a cookie

Make that 14......
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
I remember playing Legan's Link at JCCC1; I was really struck by how good he was with someone like Link. Not to be rude to the Link community, but it completely blew my mind that anyone of any ability would actually pick Link over Toon Link. Needless to say, I lost.

Anyway, what I gleaned from the matchup is that Link has a lot going for him here. A smart Link's projectiles are every bit as painful to navigate as a smart Toon Link's, and they really are disruptive to the point of seriously damaging Mr. Game & Watch's lovely spacing game while simultaneously forcing him to approach at all times. Link's sword is pretty long, and it seems like he can use his projectiles to force Mr. Game & Watch into places where his broader swings (up smash, ftilt, utilt, fair) are going to be hitting. It has been quite a while, and I don't remember whether it was uair or usmash, but I know Link has a move that beats out the key easily and consistently so that's another big plus. This isn't really a problem Mr. Game & Watch has in particular, but Link's double forward smash is also a real pain in the rear end if he uses it intelligently.

The edge for Mr. Game & Watch here is that he is better in terms of mobility, kill moves, recovery, and punishment. Link can pretty easily use his projectiles to force Mr. Game & Watch to not go a lot of places, but of the remainder, he can maneuver pretty well. It's a real pain to get in, but once he is in, Mr. Game & Watch can badly hurt Link in a way Link can't reciprocate. Of course, the recovery issue is just obvious, and the implications equally obvious. I think Mr. Game & Watch can actually beat out Link's sword range with the turtle; it's just a question at that point of who wins the war over that pivotal golden land of spacing. It's really a classic war of offense versus defense, and it feels really balanced to me with maybe a little bit in Link's favor. I'd call it either 55:45 Link or 50:50 neutral.

Other than the whole "seriously, Link's projectiles are TOO GOOD" thing, I learned one other thing from the fights I had with Legan. Don't counterpick Rainbow Cruise on Link. His statement was "Link is already an obstacle course", and it proved very true compared to my train of thought "let's force Link to jump all over the place and exploit his sucky mobility".
 

Darkest-Link

Smash Apprentice
Joined
Sep 16, 2008
Messages
171
Deva, since that other forum is dead im moving my response to that over here: I know u did and ty but dont worry i dont get that upset about flamming, a lil immature and annoying true but im ok with it.

God i havnt faced many game and watches, all i know is i have the projectiles and he doesnt :)
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
NOOOOO....

Do not bring your gay war over to this forum. Leave your **** in the dead thread. I do not want to listen to your gay *** idiotic argument with deva.

Edit

Deva, since that other forum is dead im moving my response to that over here:
sounds like a gay war to me. This is a matchup thread. We discuss characters, not flame eachother.

From now on I will be PMing you in an attempt to engage you off topic. I highly recommend you use the PM system if you want to take to a single person.
 

Onomanic

Heaven Piercer
Joined
May 4, 2008
Messages
2,263
Location
Westwood, NJ
God i havnt faced many game and watches, all i know is i have the projectiles and he doesnt :)
You don't want to fight any G&Ws. *shudder* They're a nightmare to fight. I don't like them one bit. Switch to another character if you fight a G&W. Marth or something. Link has a rough time with G&W.
 

NintenJoe

Smash Ace
Joined
Mar 12, 2008
Messages
893
Location
Chicago, Illinois
You don't want to fight any G&Ws. *shudder* They're a nightmare to fight. I don't like them one bit. Switch to another character if you fight a G&W. Marth or something. Link has a rough time with G&W.
Not a super rough time. It's kind of like playing Meta Knight. G&W's aerials have mega priority, but Link's grounded attacks have more priority of G&W's. Spacing is important, especially when G&Ws in the air. If he lands a Bair on you, you'll recieve a considerable amount of damage. Craq Walking and Pivot Boosting are good in this match and so is Jab Cancelling. Zair is hard to land on G&W because he's somewhat small and floaty, but it isn't useless.

I don't know, I don't fight many good G&Ws, but the ones I do fight don't pose much of a problem for me. I would say 50:50 or 55:45 in G&W's favor. Just stay out of the air and you'll do fine.
 

4Serial

Smash Lord
Joined
Jun 28, 2008
Messages
1,237
Location
Toronto, Ontario, Canada
@swordplay: i would not pick RC vs GaW <_< it's like his best stage
@ampharos: i think most link players choose link over TL because we find him generally boring to play.. well at least I do. I have more fun playing a CG-happy ICs than any TL style.

Also, a question for GaW players. Link can use his first 2 jabs and cancel the third strike into another move, such as grab or u-tilt. What do you think is the best option vs GaW? Using the third jab to keep him grounded and away? Or u-tilt to send him in the air? I'm not completely sure because his ground game and his air game are both really strong. I'd imagine u-tilt is good to see his aerial patterns and punish him, and jab is good because you can probably follow up with a decent tech chase. Grabbing is also an option, but I don't find Link's grab game to be amazing, but it is useful at low percents.

@dark-link: seriously, Deva was being nice and warning to to stop posting, because all your posts really contribute nothing to the community as you seem to have absolutely no knowledge of the competitive nature of brawl. The flaming that you're getting is because of this, and it's from people that know what they're talking about. You're just making yourself look like an idiot, and we're trying to save you the trouble so just stop posting for a while until you learn up.
 

Finns7

Smash Ace
Joined
Aug 1, 2008
Messages
896
I dont have any trouble with gaw. Stay out of his combo/juggling moves, and work on your recover game because he can gimp you. Out of jab I usually grab and jab to keep my dsmash and dair fresh. Play smart and dont do anything stupid.
 

4Serial

Smash Lord
Joined
Jun 28, 2008
Messages
1,237
Location
Toronto, Ontario, Canada
ohh, that makes sense to save your kill moves against GaWs. Lol why didn't i think of the obvious >_< U-tilt can probably kill at like 110% if it's fresh so grabbing seems like the best option vs GaW just to have quick kill moves.
 

sasook

Smash Champion
Joined
Aug 9, 2008
Messages
2,338
Location
New York
It's kind of like playing Meta Knight.
Lol, I'm not sure if this is comforting or not. Anyways, like blu link, I have a ton of trouble with G&W. I think it's because of my style of play. Firstly, I like the sword over the projectiles, and I use zair to space or to set up more things with the sword (seriously, I love Link's tilts). Second, I've been told I play defensively. I dunno how you play defensively with the sword, but I apparently do. Third, I'm a fan of Link's shorthop aerials.

So to sum it up.....close range + aerials against G&W = not a good matchup.

Grabbing is also an option, but I don't find Link's grab game to be amazing, but it is useful at low percents.
I say this every time I see something like this :chuckle:. Link's grabs are underrated. This isn't directed at you, it's just something I always say when I see something like this.

@dark-link: seriously, Deva was being nice and warning to to stop posting, because all your posts really contribute nothing to the community as you seem to have absolutely no knowledge of the competitive nature of brawl. The flaming that you're getting is because of this, and it's from people that know what they're talking about. You're just making yourself look like an idiot, and we're trying to save you the trouble so just stop posting for a while until you learn up.
^this.
 

Darkest-Link

Smash Apprentice
Joined
Sep 16, 2008
Messages
171
@dark-link: seriously, Deva was being nice and warning to to stop posting, because all your posts really contribute nothing to the community as you seem to have absolutely no knowledge of the competitive nature of brawl. The flaming that you're getting is because of this, and it's from people that know what they're talking about. You're just making yourself look like an idiot, and we're trying to save you the trouble so just stop posting for a while until you learn up..
Yes and ill give you some friendly advice, stay out of it. Ive been offered to do this in the PM however.......well it hasnt happened, if Deva wants to continue the argument i will oblige however for much longer i do not enjoy arguing however it is common courtesy to allow the person your arguing with to have their say. If this continues much longer i will end it and ignore all the arguing posts, you dont have to read them im not forcing you
 

Bouse

Smash Ace
Joined
May 23, 2008
Messages
720
Location
MD
Just ignore Darkest-Link. I'm tired of his pointless nonsense polluting my thread.

Click on his profile, go to the User List and click Ignore User.
 

lonewolfe

Smash Journeyman
Joined
Jul 6, 2007
Messages
360
Location
(818)//(949)
GW's dair not only hits when it's in the air, but when he lands as well, so if you're shielding, make sure you wait for the second hit....but shield grab works well against dair.

Watch out for fsmash, the manhole/dtilt, or dsmash when recovering, and your dair works well against GW's up b as long as you hit him before his parachute deploys.

Projectiles for racking up damage as usual, zairs are good for stopping his aerial approaches.
 

NintenJoe

Smash Ace
Joined
Mar 12, 2008
Messages
893
Location
Chicago, Illinois
Lol, I'm not sure if this is comforting or not. Anyways, like blu link, I have a ton of trouble with G&W. I think it's because of my style of play. Firstly, I like the sword over the projectiles, and I use zair to space or to set up more things with the sword (seriously, I love Link's tilts). Second, I've been told I play defensively. I dunno how you play defensively with the sword, but I apparently do. Third, I'm a fan of Link's shorthop aerials.

So to sum it up.....close range + aerials against G&W = not a good matchup.
It's supposed to be a little bit comforting. :laugh: THe difference between G&W and Meta Knight is Meta's insane priority both in the air and on the ground. Without the ground priority that Meta Knight has, G&W suffers in his ground game. And sasook, don't SH aerials against a G&W. They will always out-prioritize (is that a word?) you with Bair or Fair. Since G&W is in the air a lot though, Zair works well.
 

Darkest-Link

Smash Apprentice
Joined
Sep 16, 2008
Messages
171
Just ignore Darkest-Link. I'm tired of his pointless nonsense polluting my thread.

Click on his profile, go to the User List and click Ignore User.
oh yes you can also do that

btw this has already been done

http://smashboards.com/showthread.php?t=157979

see your not doing anything new, its been done for all characters so dont waste your time, unless you enjoy this more than your making out
 

Swordplay

Smash Lord
Joined
Jun 4, 2008
Messages
1,716
Location
Chicago
@darkest Link-----------------For the love of god use the PM. You'll only be flamed more.

That chart is old and was created by biased players

It has contributed little to nothing for smashboards as it was put together with speed instead of accuracy.

Note for the Future We are not even following that chart. We are following a different one.


You are still welcomed to post on our boards but taking up personal beef is what the PM is for. Others will criticize and ridicule you if you do otherwise. I and other Links will begin to ignore you if you do not stop.
 

Darkest-Link

Smash Apprentice
Joined
Sep 16, 2008
Messages
171
@darkest Link-----------------For the love of god use the PM. You'll only be flamed more.

That chart is old and was created by biased players

It has contributed little to nothing for smashboards as it was put together with speed instead of accuracy.

Note for the Future We are not even following that chart. We are following a different one.


You are still welcomed to post on our boards but taking up personal beef is what the PM is for. Others will criticize and ridicule you if you do otherwise. I and other Links will begin to ignore you if you do not stop.
tried it, never got a response, oh well ill try to just PM them my response when they post. How does that sound?
 

4Serial

Smash Lord
Joined
Jun 28, 2008
Messages
1,237
Location
Toronto, Ontario, Canada
@Sasook: Link's grab isn't underrated at all. Grabbing comes very important at higher levels and you'll see it a lot more, not matter what character it is. Link's grab is useful since it's one of the more faster long ranged grabs and it's really good for punishing, but following up his throws become very limited at higher percents. His grab game isn't as good as DDD's, but use it anyways.

@Dark-link: Stay out of it? I'm sorry, but I'm only trying to help you, so that it saves you and the rest of the community the trouble. It IS a free forum and we've "let" you have your say for as much as all of us could tolerate it. We've seen what you had to say, and i'll say it again: it's become more than apparent that you have no knowledge of the competitive community. We can appreciate that you're at least trying to contribute, but seriously; some of the stuff that you're typing have no basis at all. Please, go to a tournament, meet some of the more informed brawlers and learn something. We of course are trying to teach you, but you seem to be very stubborn.
 

sasook

Smash Champion
Joined
Aug 9, 2008
Messages
2,338
Location
New York
Link's grab is useful since it's one of the more faster long ranged grabs and it's really good for punishing, but following up his throws become very limited at higher percents.
Unfortunately, whenever I tell people this, they don't believe me. :( But you pretty much summed up my opinion on grabbing in that line.

@Dark-link: Stay out of it? I'm sorry, but I'm only trying to help you, so that it saves you and the rest of the community the trouble. It IS a free forum and we've "let" you have your say for as much as all of us could tolerate it. We've seen what you had to say, and i'll say it again: it's become more than apparent that you have no knowledge of the competitive community. We can appreciate that you're at least trying to contribute, but seriously; some of the stuff that you're typing have no basis at all. Please, go to a tournament, meet some of the more informed brawlers and learn something. We of course are trying to teach you, but you seem to be very stubborn.
You should see some of the things he's posted in other topics. That's all I'm gonna say, because I don't want to be discourteous, but seriously....some of his posts are rather.....interesting.

On topic: Can Link's dair go through G&W's usmash?
 

Metro Knight

Smash Ace
Joined
Mar 27, 2008
Messages
705
Location
Mississippi
Meh, GW isn't that tough compared to other match-ups IMO. I have an easy time dodging post of his OVERPOWERED smashes, and as long as you roll away from his d-throw -> dsmash combo, that is the only really danger I have seen. The key is really annoying, but much like T-links dair, you just throw a bomb up or dodge out of the way and punish him while is spent. He can't use the oil on you, so the bucket isn't a problem, he is really light, so if you manage to get him with a fresh dair at high percentages or the backside of a dsmash, it isn't so bad. His fair has a lot of lag on it, so that move he can be punished for.

The bair is one of the only moves I really fear, since it is BEAST. But if you can avoid that I think this is a pretty easy matchup compared to the other ones. I think Pit or Wolf or Falco, one of those annoying characters with projectiles is much harder to play against. I think its some where from 40-60 to 60 to 40.

I play against GnW a lot, so maybe I am not going against a "great" GnW, but it seems like his GnW is about as good as a lot of the ones I have seen online so, I think my opinion isn't so bad.
 

sasook

Smash Champion
Joined
Aug 9, 2008
Messages
2,338
Location
New York
Does anyone know if Link's dair can go throw G&W's usmash? Assume the G&W's usmash is fully charged.
 

NintenJoe

Smash Ace
Joined
Mar 12, 2008
Messages
893
Location
Chicago, Illinois
Does anyone know if Link's dair can go throw G&W's usmash? Assume the G&W's usmash is fully charged.
Just tested it and Link's Dair previals... the bad part is that a good G&W will keep you in the air with Uair while you Dair anway, which is annoying and tedious...:mad:
 

sasook

Smash Champion
Joined
Aug 9, 2008
Messages
2,338
Location
New York
Just tested it and Link's Dair previals... the bad part is that a good G&W will keep you in the air with Uair while you Dair anway, which is annoying and tedious...:mad:
But then why not just use it again once it auto-cancels? You'll be high enough to pull it out again, right?
 

NintenJoe

Smash Ace
Joined
Mar 12, 2008
Messages
893
Location
Chicago, Illinois
But then why not just use it again once it auto-cancels? You'll be high enough to pull it out again, right?
this leads to another Uair, which will continue until G&W decides to stop and you don't... Link will hit the ground with a lot of lag and G&W will be ready to punish you. I don't recommend approaching a Uairing G&W with multiple Dairs because:

1. Move degredation

2. G&W is controlling your movement

3. YOU'RE IN G&W's TERRITORY B****!

G&W ***** Link in the air, maybe even more than MK... :ohwell:
 

deepseadiva

Bodybuilding Magical Girl
Joined
Mar 11, 2008
Messages
8,001
Location
CO
3DS FC
1779-0766-2622
This is the best character match up thread of ever seen. Congratulations and good work.
 

slickvic

Smash Apprentice
Joined
Sep 30, 2008
Messages
98
Location
New York City/currently in Los Angeles (college)
ok, so i consistently play a GaW with Link like everyday. If you are playing a really good GaW, its a must that you learn how to spot dodge. If you can spot dodge his dair, its really effective to follow it up with a jab cancel, or a full jab combo to throw him off. otherwise, he might use a Dsmash which is really fast, and you're screwed. Also, stick to your projectiles, especially your bombs. A good GaW will use bair, which racks up damage, and has high priority. I find it useful to spot dogde it and follow with a jab cancel, or just throw a bomb. Zair isnt very useful here, but if you can use it, you should. Link's Dsmash can kill GaW at a relatively low percentage, so use that out of a jab cancel to KO him. Gale guarding will not work here, but if GaW is low enough, then a Zair edge guard should do the trick. Also, if GaW uses his Uair to keep you afloat, its pretty useful to throw down a bomb to throw him off. Otherwise, he may use an Usmash when you finally land. And if you can, avoid being grabbed. A good GaW will use the down throw, then a Dsmash, with effective results. I'd consider playing defensively. Let him come to you, and you run the show. All of his smashes can take you out relatively early, especially his Usmash, but it is slow, so dodge it and deal some damage.
 

Abyss Master

Smash Rookie
Joined
Jun 26, 2008
Messages
20
This thread here will definitely help me a lot. I'm in a tournament (online, bah), and my first match-up is against a Meta-Knight
 

Metro Knight

Smash Ace
Joined
Mar 27, 2008
Messages
705
Location
Mississippi
ok, so i consistently play a GaW with Link like everyday. If you are playing a really good GaW, its a must that you learn how to spot dodge.
Link has an awesome spot dodge, I also play against several Game and Watches and spot dodging is very effective.



If you can spot dodge his dair, its really effective to follow it up with a jab cancel, or a full jab combo to throw him off. otherwise, he might use a Dsmash which is really fast, and you're screwed.
Yea. Do not **** around with his dsmash, I generally roll out of the way, throw a bomb up at him so he just gets owned by a bomb, or block/shield into a jab combo or jab cancel. If you are that close to GnW you have to do something quick, otherwise he can put the hurt on you with his dsmash.

Also, stick to your projectiles, especially your bombs. A good GaW will use bair, which racks up damage, and has high priority.
Yeah, he can't bucket any of your projectiles, so no worry about the oil. The Bair is pretty annoying it does decent damage, can kill at very high percentages (like 200%ish maybe) and eats through your shield, this is just one of those attacks you can try and avoid, but it isn't the end of the world if it hits you, Link isn't really at his best until he has about 60% damage anyways :p.

Link's Dsmash can kill GaW at a relatively low percentage, so use that out of a jab cancel to KO him.
Yeah, so GnW is light, he manage to hit him with a fresh dsmash, the back hit is best, or a dair, you are in business. Ftilts are also really good. Just save one of your faster kill moves versus him, a ftilt or utilt could also kill him, so if you can just remeber what is fresh.


Gale guarding will not work here, but if GaW is low enough, then a Zair edge guard should do the trick.
Yea, the Gale Guard will probably just get you in trouble, GnW has incredible recovery, and if you can get lucky the ZAIR edgeguard can work, but I dunno I never get those chances anymore it seems. (qq qq)

Also, if GaW uses his Uair to keep you afloat, its pretty useful to throw down a bomb to throw him off. Otherwise, he may use an Usmash when you finally land. And if you can, avoid being grabbed.
I think the uair will push the bomb back up to, but maybe just wait for him to start falling after he does the uair than own him with a bomb? His upsmash is very scary, but very slow. Probably his hardest hitting smash, but all in all probably the worst of the 3. He does get some super armor, but it isn't for very long.

A good GaW will use the down throw, then a Dsmash, with effective results.
Just roll away from him after he does the dthrow, if you just sit there he will dsmash you, but it is a 100% defend if you just simply roll away. This is one of those tricks that will get you owned when you first start going against GnW, but later on isn't a problem at all.




I think GnW is a hard match up at first, but after 5-6 games versus a good GnW, you really start getting the hang of him. I don't think I have lost to my brother's GnW or my friends GnW in like 4 months, so it is one of Link's easier match ups IMO.
 
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