When I go offline I don't play wifi for at least 3 days. I just practice buffering vs CPUs.
Offline you need to Zair more, play faster and grab/Dair/Usmash less. Online you can get away with some ending lag as mentioned. The metagames are slightly different.
Offline is always better but good connection wifi can be legit too. The problem with judging skill on wifi is even vs the same person the connection can vary tremendously.
Generally PSing is harder, grabs are easier to land, mistakes are harder to punish, precision drops and SDs are more common on wifi.
Link’s projectiles are harder to shield and laggy moves like grab and Usmash are harder to punish on good wifi. If the lag gets worse it really kills Link’s game because he is a precision character who has to commit to his attacks; if Link’s interrupted or button lag fails to register an input he can buffer wrong. Bad lag destroys Link, any mistakes offstage mean death, his slow moves are easy to see coming, DIing attacks in lag wrong can make Link Dair offstage or end up in a worse position then he started and Link gets juggled before he can react. A myth is Link is better online but more accurately it’s like this: (Link is)
Best Great connection wifi>>Offline>>>>>Okay wifi>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>any worse connection
Worst.
For example, these were both ladder games against the same person. My recording device shows the lag; Link plays much worse when the lag increases past a point:
Good Connection vs
Bad Connection. Keep in mind that lag can turn even the best Link into a scrub. I consider myself a great Link but
ALSM is easily one of the best Links and has me beat. You can see the negative lag influence on both of us really clearly. Those were friendly dittos but I recommend not using Link at all if the lag’s bad enough because you simply can’t play well.
Links lag game is very different from offline.
This is a good example of how Link plays best in bad lag. Dsmash, Fair and running back then Fsmashing and double Fsmash play a primary role. Usmash is used to hit the opponent away when they’re close, shield grabs still work, projectiles are used less and at farther distances, spotdodges are common. It’s tempting to spam Dair but Link needs to FF Nair when returning down to the stage instead and only Dair to punish lag or predictable actions (ledge jumps).
IMO
this is about when it starts to get too bad to play; notice the game’s (top right) timer counts back from 8:00 minutes and starts when the video is 4 seconds in, at
3:20 the game’s timer says 4:45 remaining- lag ate 9 seconds of the 3:16 time seen by the player. This is a good way to calculate lag on replays that weren’t recorded from the Wii. Now you try; how much more time do you see then the games sees from
start to
finish? (pause before it starts playing)