Pug
Smash Apprentice
It certainly seems like it would be more useful for a defensive player. As Empty is normally all over his opponent like knockers in a wind-tunnel I can see there'd be fewer opportunities to use it.
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I actually use reverse grabs a lot when my friend plays his (bad) spacie character. Link actually has quite a bit of range behind him.I'd rank them like this.
The Tiers of Link Tech:
Absolutely necessary:
Bomb Jumping
AGT
Boomerang Spacing and Control
D-Throw to D-Air
DACUS
Tether recovery and ledge regrabs
L-Canceling
Good To Have:
Pivot Grabbing
Bomb Punting
Arrow Sniping
SHAGing (I might be biased on this one)
Very Situational:
Wave Dashing (Link's Wave Dash is among the worst)
Hylian Bomb
Quick Draw (Arrow Cancels)
(Almost) Completely Useless:
Reverse Grabs: When Link overlaps certain character (most notably Sonic) he can grab them when facing away from them.
I tried it out in training. It's nearly pixel perfect most of the time I did a falling spin attack off the ledge.I just realized I discovered something new(?) and potentially decent if honed.
If you do a reverse JC spin cancel ledge hog and hold the control stick inward, you don't fall onto the ledge but instead drift back onstage. You suffer the landing lag still so I always took it as a misinput of me trying to style too damn much (reverse spin cancel looks more flashy). But I also just did it so that the first part of the grounded spin attack came out.. And I killed someone like this before. So I hypothesize if inputted correctly, you can get the first swing of the grounded one to come out before leaving the ground, thus cancelling the 80 frames of animation lock lol. If we can incorporate the onstage landing thing we might be able to do something with it for our platform/edgeguard game. Anyone want to try messing around with this?
On the GC controller the Z button is grab. I have my trigger button mapped to Attack. So you just need an attack button and a C-stick functioning... thing. The C-stick is supposed to input the dash attack then you just use up and the trigger you have mapped to attack (or grab.. I guess?) to cancel it out. Make sure you're getting the dash attack first. Also, if your timing is off you won't get a big slide so that might be your problem.I'm having trouble getting the DACUS down, I think it's because I don't know what action Z is supposed to be mapped to. (an attack, shield or a grab?) I use a classic controller pro (the one with the sticks on the bottom not the xbox impersonator ones) I have both L + LZ mapped as shield and R + RZ mapped as Grab and when I do the command instructed on the video I just dash and up smash without the slide. Help.
I've shown this off on my stream before. Also works on platforms .I just realized I discovered something new(?) and potentially decent if honed.
If you do a reverse JC spin cancel ledge hog and hold the control stick inward, you don't fall onto the ledge but instead drift back onstage. You suffer the landing lag still so I always took it as a misinput of me trying to style too damn much (reverse spin cancel looks more flashy). But I also just did it so that the first part of the grounded spin attack came out.. And I killed someone like this before. So I hypothesize if inputted correctly, you can get the first swing of the grounded one to come out before leaving the ground, thus cancelling the 80 frames of animation lock lol. If we can incorporate the onstage landing thing we might be able to do something with it for our platform/edgeguard game. Anyone want to try messing around with this?
You suck -_- I wanted to discover a Link tech damn it.I've shown this off on my stream before. Also works on platforms .
I have some more people probably don't know about as well. Planning on showing something off next time I stream practice.You suck -_- I wanted to discover a Link tech damn it.
And I know it works on platforms.
I don't play Link and I know this works. How well does upthrow on spacies work as far as converting into stuff?I don't know if anyone knows this but I found a really reliable kill move against spacies today. Since Fox and Falco are fast fallers, dthrow doesn't work very well against them. But, at around 70%+ you can dthrow into a guaranteed up b which usually kills.
This has been done in melee since like 2001 lol.Hey Hylian have you ever soft thrown a bomb up then grabbed someone and thrown them into it? I call it the Pugnator combo and no one can prove I didn't think of it first.
I've made it work on several occasions, and if it ain't broke why fix it? Better to be practical and simple imo.I think it's pretty good personally.
Though dash attack into dash attack looks like ***. Gotta have more style man.
This. Anyone can just win, but looking totally awesome while doing it is where the real satisfaction is.Nah it's better to style on the opponent and have fun doing it and win anyway than bore myself senseless IMO.
Simplicity isn't my thing. I try not to over complicate it to the point of not working though.
Exactly, DK is slow and has a hard time getting around Link's projectile's so you should always be approaching with projectile combos like boomerang to pretty much any move.Link has a great MU against DK. I have a really really good DK player over here who was great in Melee. I can do pretty well on the virtue of just being Link and him being DK lol.
Neutral game is the state where neither player has a distinct positional advantage. Once you start getting hit and he puts you in a bad position, you are no longer in neutral.
How do you think your projectile game is? That alone should be able to shut DK down if you're good enough with it. Zair is also pretty good because he's a huge target. Don't let him shield grab you too. You can't just swing on his shield because his grab range is insane.
I suggest working on movement as well.
All in all you should be able to do pretty well by keeping away and throwing **** at him until you can hit confirm and convert.
Well, in Brawl it does and I have used it to decent effect, not in Project M though as Link's boomerang is different. QDA and the DACUS really has helped me against other players, (mainly my brother), because it surprises them/him with that quickness. The DI Zair recovery is really situational for characters like Fox, Falco and Jigglypuff and their down smashes, but I have not used it at all. And I'm glad to say I finally got the Bomb Plant and Bomb Punting down and am learning how to do some cool combos to rack up damage. So I might get Link to be my main in Project M instead of Lucario, because he is really starting to click.Gale guarding doesn't exist anymore. You're better off going for a Nair edge guard or invincible Bair than a pointless boomerang bounce that won't really affect most recoveries and puts you in a bad position for your trouble. QDA I should have mentioned you're right. It's instinctual at this point for me so I don't even think about it. DI Zair recovery is... I've never used it ever. So I didn't think of it. I might amend the OP to add the things I forgot.