fixed.
Honestly, Link's move-set isn't that good and doesn't have much to work in it's favor.
Bombs are no question the best projectile Link has, after them boomerang then arrows is what most people would say. Some people have learned to be incredibly good with arrows.
The main reasons why people who favor the boomerang do are:
Boomerang vs arrows
Good hitstun/almost non-existent hitstun even when charged.
Can be angled up (covering Link's blind spot, sort of), down, floor bounced./go a very short set distance unless charged and or SHed.
Stays on screen for a long time/doesn't
Starts locks by tripping effect/doesn't ...you can start locks but must cause the wobble trip motion some other way first.
Wind effect supports spacing and leads to occasional [FONT="]surprise gimps[/FONT]/no returning properties.
When reflected Link will be pulled a little (which he can cancel with an attack) but with no hitstun or damage/worst projectile vs reflectors and space animals can sit in their reflector until Link releases the charging arrow for an guaranteed hit.
Wind clears away 'items' like Snake's grenades/Link, TL bombs etc. And destroys Snake's Dsmash mines/ loose to thrown items' priority, slower than throwing an item too.
The wind effect will push at the end of it outward motion. This is a really under rated trait that I've used many times for [FONT="]gimps[/FONT]/arrows reset recoveries.
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Choosing one projectile over another doesn't work anyway because Link need to [FONT="]combine different ones to have good results[/FONT]. His projectiles are spaced to work together.
This is from something I researched some time ago:
"Direct spacing notes:
Boomerang throws that are tilted, ground bounced, and strait have the same horizontal range. Tilted throws go the farthest because of horizontal and vertical distance.
[...]
Smashed boomerang reach (top to bottom) up angled, down bounced, forward throw:
Inputting angles that are in between the notches on the hole around the control stick will result in shallower throw angles. The steepness of slopes in stages will influence the bounce as long as a strait vertical barrier isn’t hit. The boomerang will travel down as far as it can travel up from the plane where Link throws it if nothing gets in the way (not shown).
[...]
Galeboomerang: Attack with far, wide, direct and indirect potential every time you use this. Returning the gale pulls opponents and will follow Link’s vertical position returning. Usually the boomerang is thrown above, or dodged by the opponent to setup pulling strategies. At the last part of the forward reach opponents will be pushed by the gale, tilting rather than smashing will shorten the boomerang’s range. Pushing opponents who are freefalling or without remaining jumps can lead to stage guarding KOs.
The push range starts-ends (measured horizontally): Tilted- 2/5-1/2 the length of Final Destination, Smashed- 1/2-2/3."
This is cool; Link's projectiles were coordinated to space with each other. After some testing I found an easy way to judge where the wind starts: (Also quoted from a guide I made long ago)
"Direct uncharged arrow and bomb spacing:
(Distance of) 1 quickdraw, 2 SH arrow, 3 jumped arrow, 4 weak bomb toss, 5 Forward bomb throw, 6 SH/jumped Forward bomb throw."
Easy way to space the wind:
The horizontal distance where the wind starts (thrown strait, ground bounced, angled up or down, from air or on the ground, it doesn't matter) is:
Tilted: 1 (where an uncharged arrow and weak bomb toss land)
Smashed: 2 (where a short hop uncharged arrow lands)
Any Link who knows how to spam can easily judge the proper distance!
Phantom boomerangs have the same wind-start spacing but will continue forward after the attack hits too. (Useless info).
The exception to the horizontal distance rule is: when the boomerang hits a slope traveling forwards the distance will be measured at the new angle's direction. Slopes making overhangs like on the bottom of BF, FD and most stages automatically start the only wind return phase.