Elessar
Nouyons TO
How on earth would that affect Link's viability?Bring back Bomb Fsmash.
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How on earth would that affect Link's viability?Bring back Bomb Fsmash.
It can be DI'd out of depending on their position in the hitbox. Its a terribly inconsistent move.People keep falling out of my Usmash, was it this inconsistent before the patch?
Making Link viable wouldn't take too much. Make jab 1 frame faster and cancel like before but without the death combo. Increase Link's air speed. Make grab as fast as normal grabs because normal grabs like Bowser's already outreach it (). Make normal arrows fire and charge as fast as quick fire arrows but keep the damage and distance. Expand bomb explosions and increase hitstun slightly. Slightly reduce boomerang start up lag. Reduce Link's jump animation by a frame or 2. Bring back Bomb Fsmash.
Bomb Fsmash is one of many things needed but I've been in several situations where it would have really helped. MUs with reflectors/absorbers would be more bomb friendly with the threat of being Fsmashed alone. Now reflectors beat every bomb option except Zair, which isn't great.How on earth would that affect Link's viability?
Most of this, specifically the bow mechanic. I don't remember the arrows disappearing after what is essentially a few feet in the games.I guess while we're talking about ways to make Link viable, I'll throw in my two cents.
Revert the Jab change in patch 1.0.6 and remove the suction affect. We've all talked about this.
Return Melee Spin Attack. The thing about Melee Spin Attack is that it actually had a purpose. The semi-spike meant that it was actually useful for something. Now it basically just a worse version of Fsmash or Ftilt. Spin Attack needs to semi-spike and have consistent knockback throughout the attack. None of this "gentle nudge by the end of the attack" stuff. Oh, and get rid of the stupid mechanic that removes all hitboxes if it gets shielded right away.
Dtilt get's totally revamped. First off, remove the meteor. With the semi-spike on spin attack we won't need it anymore. Next up, lower the knockback even more than it was in the latest patch. Basically I want the KB to be low enough that we could potentially combo out of it. Last but not least, give Dtilt a start up time and IASA that rivals Marth's. Voila, Dtilt just went from being useless to a potential combo starter and shield poker.
Fsmash needs more shield damage and much more shield push. Fully charged double Fsmash should be able to break shields. And could we finally fix the point blank hitbox that launches people the completely wrong direction?
Zair auto cancels upon landing again, and airdodge landing lag doesn't carry over anymore. Give us the ZAC back, too.
Dthrow KB gets reduced enough that we can combo out of it
Fthrow and Bthrow both get KB increases to make them better "get off me" options
Rang keeps the same KB and hit angle going out but it gets the returning hitbox coming back
Hero's Bow - arrows actually fly perfectly straight at full charge and don't disappear until they hit an object/character/blast zone. Uncharged arrows fly as far as Gay's. Make the charge cancel-able by hitting shield. While you're at it, give us the quick draw back too.
...there, I think that covers everything
Holy crap, that's so bad. Don't do that again. Just...no.
Yeah, basically remove boomerang and arrows, make his bomb pull very fast, grant him a bit more speed in general and then give him helmsplitter to act as a bouncing fish type move, and mortal draw as a counter. Zoning just doesn't seem to be a good thing in Smash.Cyner (I think it was Cyner?) had an interesting idea for a new character design for Link. Like having helm splitter for example and having less emphasis on projectiles.
Smash Bros AI has always been weird. The Melee Jungle Japes Roy SD is still my favorite.Just went into training mode against Charizard and he refuses to stop SDing with his Flame Tackle. Over and over again, dozens of times, often before his respawn invincibility is gone. I just stand at the edge and spot dodge when the inevitable happens. What the heck is this AI thinking? Has it been watching Team For Glory matches?
Well, time to nerf Link again.
What are you talking about? This has nothing to do with Link. Clearly this calls for a nerf on Greninja.Well, time to nerf Link again.
BWHAHAHAHAHAH oh gods that is pretty funny .
That reminds of a picture I saw onceWell, time to nerf Link again.
Have you played TP or SS?Honestly, I want to play a Link that works like he does in his series. If that means being a worse character in Smash, so be it.
Link is a zoner even in Zelda. So many of his tools are ranged in some way and work at distracting, stunning or wounding an enemy at mid to long distance so that he can move in for the kill. Despite his sword, Link is not really a swordsman and relies far more on his items than he does his sword.
And honestly, I think reducing his specials to moves taken from one game does a disservice to Link. His specials should come from a range of games, not just one of them.
But that's just me. Don't expect people to agree.
All the truth. What good is links projectiles when sheik can hinder your projectile game with a damn needle and wreck you in cqcThing use, item use and projectiles, regardless of swordsmanship skills, have always been and will always be an integral part of LoZ gameplay. The problem isn't that Link has 3 projectiles but rather that he isn't balanced correctly. They can argue that because he can spam his sword doesn't have to be so powerful, but what good is all the spam if you can't land a killing blow? Why is Link so slow and has such end lag in all of his moves when you have other spammy chars that have virtually no end lag (looking at you pikachu)? The gameplay concept behind Link is solid enough to make for a good tourney viable char as long as they balance it right. However, Sakurai has proven over and over that he has no idea what "right" is when it comes to Link, because clearly projectiles are OP in a game with no shield stun and no shield damage/poking capabilities.
#nerdgasmZelda Tier?
Also, here was that image I was talking about:
Link was probably about 9-10 inches tall and Ganon was about a foot tall. I wanted them so bad but there's no way I could justify 200 bucks for them. Maybe some day
Us link mains will still hope for him to be good. He was very good in patch 1.06 but after thay everything went downhill.Poor Link. I don't think he'll ever be a good character in a Smash game, so it's surprising to see them nerf an integral part of his kit, and then buff... Up B of all things.
I've played them all with the exception of the CD-i games.Have you played TP or SS?
The main reason to remove his ranged specials is that Sakurai can't into projectile zoning. Note that many characters with just a single projectile easily outcamp link. Shiek and Yoshi being the examples off the top of my head. What seems to be the toast of the town is characters with a sudden gap closer like Sonic, Shiek, and Diddy. Counters in general are just really good in smash4. Make Link into a character that Sakurai knows how to tune and maybe one day he won't be absolutely ****ing terrible.I've played them all with the exception of the CD-i games.
SS puts greater emphasis on the sword than before due to the controls, but it is still all about his items. Bombs, whip, beetle, clawshots, slingshot, gust bellows. All ranged items in some way.
Not saying his sword isn't important. Of course it is, but hell you can beat Ganondorf with a fishing rod or a bottle and Ganon with a net.
But people are suggesting we remove his ranged specials to replace them with Hidden Skills from TP. I'm just saying that that's not Link and it would do a disservice to him to rely on specials coming from one game alone. Although fatal blow exists since at least WW, but it would basically be a Dair.
And pretty much what Elessar said.
Well I don't see Sakurai changing Link's core design in the first place. As long as Sakurai is still involved in the making of future Smash games, Link will not be getting any major changes to his moveset.Make Link into a character that Sakurai knows how to tune and maybe one day he won't be absolutely ****ing terrible.
Of course not, but maybe the Project M guys will have mercy on our souls and make Project M WiiU edition.Well I don't see Sakurai changing Link's core design in the first place. As long as Sakurai is still involved in the making of future Smash games, Link will not be getting any major changes to his moveset.
Sadly too true. Other examples from this game: Mario, Olimar, Luigi, Falco, ROB, Pikachu, Greninja. Heck, even in Brawl the whole meta against Falco was "be at zair length because he outcamp and outspams you, and he rekts in cqc.Note that many characters with just a single projectile easily outcamp link.
Guaranteed throw combos? If Link's throws behaved similarly to characters like Ike's, his opponents would definitely have to respect him more. However, having throw combos without a good enough grab game to complement them would be meaningless. Even if Link did have a good throw game, he is still going to be held back as long as he has a tether grab. But then again, that didn't stop ZSS from using her throw combos.Us link mains will still hope for him to be good. He was very good in patch 1.06 but after thay everything went downhill.
What if Link even got something like tho Ho Hah combo?
The difference between Link's and ZSS's tether grab is start up lag and character speed. ZSS can rush you down and put the grab out before you can react. You can practically Dodge Link's grab by reaction. Also, ZSS can stun you then grab; we have to wait for a big opening and then grab. So essentially we use it for a punish rather than a setup.Guaranteed throw combos? If Link's throws behaved similarly to characters like Ike's, his opponents would definitely have to respect him more. However, having throw combos without a good enough grab game to complement them would be meaningless. Even if Link did have a good throw game, he is still going to be held back as long as he has a tether grab. But then again, that didn't stop ZSS from using her throw combos.
Anyways, how would you guys rank each iteration of Link competitively from best to worst? ^-^
Sort of like your argument: what is the point of good grab follow ups without a good grab. What would be the point of a bad grab with good follow ups? To add insult to injury our grab is both: a bad, punishable and predictable grab AND with no follow ups. It makes it pretty much useless. ZZS gets a decent bit off of her grab even with the tether.Guaranteed throw combos? If Link's throws behaved similarly to characters like Ike's, his opponents would definitely have to respect him more. However, having throw combos without a good enough grab game to complement them would be meaningless. Even if Link did have a good throw game, he is still going to be held back as long as he has a tether grab. But then again, that didn't stop ZSS from using her throw combos.
Anyways, how would you guys rank each iteration of Link competitively from best to worst? ^-^
I think as long as Sakurai's involved Link will always be ****ing terrible.Make Link into a character that Sakurai knows how to tune and maybe one day he won't be absolutely ****ing terrible.
Maybe this but instead of it going to the back, we get a window to try grabbing again with Link extending the other clawshot.I still think that Link's grab should get upgraded to the double clawshot. With that he could have the clawshots extend in both directions simultaneously, and if you manage to grab two people at once then the pummel would be bashing their heads together.