Intro
Hello there Link Boards! ^_^
Thanks to J from the Lucas boards for starting this team thread. But now its my turn to take it over. Anyway I will attempt to both reorganize this first thread as add some collapsing threads for each team.
Linking Link with a good team member is crucial. It is important to find a character that can minimize your weakness and strengthen your strengths, and vise verse. There are many variables to think about when choosing a partner. What role will each character play? How will your partner affect your match ups and you theirs? What kind of combinations can you two perform? Ect.
Discussion Points
Dekar’s Doubles and You, a Comprehensive Guide to 2v2s A thread that goes in depth about double roles. Helpful for discussion roles.
Roles (Carry, Stock Tank, DPS, Punish, and Support)
Stage Picks
Team Work Strategies
General Tips
Ranking
Special Notes
Rating Template
10 = Probably one of the best partners
9-8 = Really good but not perfect
7-6 = Not too shabby! :o
5-4 = Moderate at best
3-2 = Consider a new partner
1-0 = Double fail ftw?
~:~ = Not yet discussed
Characters Discussed
Link
~Link In Doubles~ Pg. 1
Range attacks are more about recovery aid (for you and your partner, bombs always launch up), stopping offstage recovering opponents, and confusion/distractions. Not damage like 1 vs 1s projectiles are too slow. Bombs and boomerang can seriously destroy spacing. Arrows fly far when charged or SH/jumped.
Direct uncharged arrow and bomb spacing:
(Distance of) 1 quickdraw, 2 SH arrow, 3 jumped arrow, 4 weak bomb toss, 5 Forwards thrown bomb, 6 SH/jumped Forwards thrown bomb.
1.
The Dark Lord, King of Evil, and Overall Bad Guy Pg.2-3
Rating: 1
2.
Train Riding Cartoon Kid Version of Link Pg. 4-5
Rating: 5
3.
Linking Link with Link Pg. 5
Rating: 1
There wasn’t much discussion on Link teams, even though this is a Link board…
Might have to revisit this later.
Some possibilities for this team…
The whole double your pleasure doesn’t really work when Link is concerned.
Large Stages: FD, SV, ect.
Other: Norfair, Brinstar
Avoid: Lylat, Frigate Orpheon, Castle Siege
4.
Well Excuse Me Princess! Pg.6-7
Rating: 6
From Dekar's guide.
Zelda: Punish Gimmick
Carry- 2
Stock Tank- 4
Punisher- 8
DPS- 5
Good Offensive Support
Decent Defensive Support
Minor Interference Issues
Energy Projectile (Punish/DPS)
Perspective from a Zelda Main
I know one of Zelda's throws has a constant knock back, Dthrow i think. Send them directly behind Zelda not very far, making it easy for Link to know where they are going and set up a Dair.
Link's projectiles could act as stuns for Zelda to go in and go in for the kill with attacks like Utilt, Uair, and either of her Kicks.
While Zelda's Din's Fire does help Link recover. It does leave her wide open for quite a long time and may not be too helpful to the Team and could end up having both Link and Zelda taken out at the same time. However, the fire can be used to break up Link from opponents if hes in trouble, but at the same time Uspecial could do it as well, and help Zelda jump in between them. Thus allowing Link to go back to camping.
Zelda stage choice from Zelda Boards:
5.
Ninja Train Toot Toot! Pg. 7
Rating: 4
Dekar's Guide
Sheik: DPS
Carry- 3
Stock Tank- 5 Really light and not the greatest recovery, but the chain can help sometimes.
Punisher- 6
DPS- 8 What sheik is all about.
Decent Offensive Support
Overall if Sheik and Link want to succeed at all, they will need a lot of work and practice.
6.
Follow Your Father's Example (No barrel roll jokes here) Pg.7-8
Rating:6
Fox: DPS Punish
Carry- 5
Stock Tank- 4
Punisher- 8
DPS- 8
Decent Offensive Support
Minor Interference Issues
Energy Projectile (DPS)
Also be weary of their weaknesses to chain grabs and other stuff.
7.
The Chozen Partner Pg.8-10
Rating: 3
Samus: Tank DPS (projectile)
Carry- 2
Stock Tank- 7
Punisher- 4
DPS- 6
Decent Offensive Support
Good Defensive Support
Minor Interference Issues
Energy Projectile (Punish/DPS)
Samus Main Views
Stage Picks:
Aside from large stages, Halberd and Brinstar would be good choices. Lots of space or low ceilings for early kills.
8.
The Original Player Two Pg.10-11
Rating: 5
Hello there Link Boards! ^_^
Thanks to J from the Lucas boards for starting this team thread. But now its my turn to take it over. Anyway I will attempt to both reorganize this first thread as add some collapsing threads for each team.
Linking Link with a good team member is crucial. It is important to find a character that can minimize your weakness and strengthen your strengths, and vise verse. There are many variables to think about when choosing a partner. What role will each character play? How will your partner affect your match ups and you theirs? What kind of combinations can you two perform? Ect.
Discussion Points
Dekar’s Doubles and You, a Comprehensive Guide to 2v2s A thread that goes in depth about double roles. Helpful for discussion roles.
Roles (Carry, Stock Tank, DPS, Punish, and Support)
Stage Picks
Team Work Strategies
General Tips
Ranking
Special Notes
Rating Template
10 = Probably one of the best partners
9-8 = Really good but not perfect
7-6 = Not too shabby! :o
5-4 = Moderate at best
3-2 = Consider a new partner
1-0 = Double fail ftw?
~:~ = Not yet discussed
Characters Discussed
Link
~Link In Doubles~ Pg. 1
Range attacks are more about recovery aid (for you and your partner, bombs always launch up), stopping offstage recovering opponents, and confusion/distractions. Not damage like 1 vs 1s projectiles are too slow. Bombs and boomerang can seriously destroy spacing. Arrows fly far when charged or SH/jumped.
Direct uncharged arrow and bomb spacing:
(Distance of) 1 quickdraw, 2 SH arrow, 3 jumped arrow, 4 weak bomb toss, 5 Forwards thrown bomb, 6 SH/jumped Forwards thrown bomb.
Really good contributions so far. Keep it up!
Doubles is probably my favorite thing to do. It's a shame that Link isn't the greatest team partner, not only that I'm not much of a team player.
I use to place pretty well with my doubles team: "The Hyrule Kings Of Swing" = Scabe (Link) + Silfa (DK).
But ever since a tournament where we got dominated by MK's and didn't win a single match, we've been thinking over what to do with our team.
Anyways I'll start of with just talking about Link.
Pros:
Cons:
- Good at living to high percents provided that he doesn't get gimped.
- He's got some reliable kill moves that kill around 120
- Projectiles are good for damage racking.
- Slow and somewhat a big character
- Projectiles get in the way and hit your ally
- Bad recovery
- Low tier character with many bad matchup
Overall Link doesn't look too bad as a team partner. He's got some decent stats, his biggest weakness are that he can't carry a team to victory and that he has large interference issues.
I think that Link would work best with a characters who any characer who can carry and punish:
Marth, Lucario
But in general look for Punishers, Assist and characters with good defensive support (to help his recovery) and try to avoid characters that have any interference issues since Link is already a big interference issue:
MK (Carry/Assist)
Wario (Tank/Punish)
Kirby (Punish)
Game and Watch (Punish)
Ike (Punish)
Luigi (Punish)
Bowser (Tank requires baby sitting though/Punish)
Jigglypuff! <3 (Punish/assist)
Carry:
Link isn't a character you can to rely on as it's main source of achieving victory. He has many bad matchups.
Stock Tank:
Link regularly lives above 150+ with his amazing momentum cancel. If only his recovery wasn't so bad, its easily gimped which takes away alot of this living potential.
Punisher:
His best kill move is Dair, it has great vertical knockback and kills early at around 100%, find ways to use this move in teams.
Apart from Dair, he's got many other decent kill moves such as Fsmashes, Dsmash, Up B, second hit of fair and others like Ftilt, Uptilt, Up air,
DPS:
His projectiles are good for dealing slow chip damage. Bombs are good for combos such as Full Hop > Bomb Throw Down > Fair/Nair.
Decent Offensive Support:
I don't really know what this means but I'll take a guess. Zair would be a great support when your partner is fighting the opponent while your on the other side of the opponent.
Dealing with Link's Large interference:
It's a big learning curve teaming with Link since he's got projectiles flying everywhere. Your partner will have to learn how to get around your projectile spam, and you will have to spam in a way that is easy for your partner to deal with.
Give yourself some limitations such as:
General Tips:
- Don't spam in the direction of your partner.
- Full hop and throw bombs down
Link Tips:
- Keep an eye on the whole screen and watch every character is.
- A team that works together will do much better than a team that does 1v1.
- If the oppurtinity arrives where you can 2v1 an opponent always take it.
- Play to your character strengths
Combos:
- Up B out of shield could be a good way to clear some space for Link.
Videos:
- Find ways to land Link's Dair, the higher and less DI'd the throw is the easier it is to land his Dair.
- Find team combos with Link's full hop bomb throw down. Think of the possibilities!
- Link's down throw may have a good set up to an aerial hit from your team mate. This is only a guess coz usually it's easily DI'd. Most of his throws are easily DI'd. Just experiment what you can do with them.
Scabe
Link + DK: http://www.youtube.com/watch?v=5E1xgWLFkLE
Link + ROB: http://www.youtube.com/watch?v=5rWMdRqQFBo
Kirin + WIll: http://www.youtube.com/watch?v=Ba02LQZBRcM
The Dark Lord, King of Evil, and Overall Bad Guy Pg.2-3
Rating: 1
Okay so there's been alot of talk about this team being horrible and stuff but let's try to give some input that will help out anyone who is willing to try this team in doubles. Think of friends who enter low tier doubles etc.
I like the pairing up, two of the worst characters in the game which is from the same game, Hero + Villian, Team combination doesn't get as epic as this.
Let me start of with referring back to Dekar's guide:
Ganondorf: Punish
Carry- 1
Stock Tank- 1/7 (babysitting)
Punisher- 8
DPS- 4
Great Offensive Support
Decent Defensive Support
Large Interference Issues
Ganondorf is a punisher equipped with a strong moveset. Almost all his moves are kill moves. Punisher's go good with characters who can DPS and tank, both qualities Link possesses.
Carry:
Link and Ganon both have a poor carry options. They're both going to struggle.
Stock Tank:
Ganon is heavy and can live up to high percents but he is in the same boat as Link where they are easily gimped and edgegaurded. Ganon's survivability is much worse in a team situation than Link is though. Opponents will quickly target him due to his big stature , he will quickly build up damage and lose his stock unless he is watched over by Link.
The fact is that Link doesn't have the defensive qualities to look after Ganon. Link is slow in terms of running speed, air speed, moves, pretty much everything. He can't rush in there and help Ganon if he's being brutally *****.
Punisher:
As said before Ganon has some really strong moves. Up air, Fsmash, Fair, Dair, are what I think are his reliable kill moves. Apart from Fsmash it seems as though Ganon's moves are good for killing opponents when they are off stage.
DPS:
Ganon's moves, are hard to hit with since their so slow, but when they do hit they deal quite alot of damage. Two stomps deal like 30 percent.
Offensive support:
Great Offensive support comes from his side B. As shown in the video I posted before: in a 2v1 situation Link can jab lock giving a Free hit to Ganon's powerful moves.
Decent Defensive Support:
If Link's being sandwhich'd by characters Ganon can come in with Wizkick to break it up. Don't really know how useful that is though and other defensive support moves he has.
Large Interference:
Both Ganon and Link have large interference issues, combined these two together and you have major interference issues. You'll probably find that you hurt each other as much as the opponent does, slight exaggeration. But if you guys want to work,
General tips:
The one idea I have is to have bombs out all the time, this may be hard since they take some time to pull out. Bombs can help Ganon's recovery when he's offstage. They can also help break apart enemies that are beating up Ganon.
Link should be the damager with his projectiles and focus on hitting opponent's offstage, where Ganon can go off and hit them.
In fact maybe the best option is to constantly try and put your opponent offstage. It's much harder than it sounds but when you do this you give Ganon + Link more room on stage which is something they want. If Ganon isn't fighting an enemy, hit an opponent offstage in his direction if he is fighting an enemy then hit the opponent offstage in the other direction.
Good Attributes
Heavy characters, many kill moves
Bad Attributes
Both easily gimped, Both are big slow targets
Characters to watch out for:
Double Metaknight I think would destory this team. Metaknights in teams would be extremely difficult for Link and Ganon to deal with.
Stage Picking
Big stages with lots of room. FD, Pictochat.
Platforms could help avoid the interference issue, Link can platform camp while Ganon's on the ground.
Advance Team Techniques
I think this team works well in a 2v1 situation. There's alot of opportunity for Ganon do use his strong moves when Link's gets a grab. Some of Link's throw's could lead to Ganon's Dair, such as Link's Fthrow.
Is the team viable?
I'd give this team a 0-3/10
Stage Picking:
Hmm maybe Norfair too? Awesome for characters easily gimped. Plus Ganon can spam his uair and dair off stage without having to worry about edge hogs. Chain grabs are limited there, and both Link and Ganon have nasty Dairs they can just spam everywhere. Lots of room for running around. If Ganon is close to death it would be so easy to go for a ganoncide.
Overall they are probably a terrible team with both having similar characteristic leaving them both with the same bad match ups, with no way of making up for them, except just being completely awesome.
Train Riding Cartoon Kid Version of Link Pg. 4-5
Rating: 5
Taken straight from Dekar guide.
Anything good for Link should be fine. TL will want Link working at his best, and TL shouldn’t have any problems with any stage that Link is good at. Though for best options would be big stages, Norfair once again probably being the best choice.
However that wouldn’t work well with Link.Toon Link: Tank DPS (projectiles)
Carry- 6
Stock Tank- 8
Punisher- 6
DPS- 7
Decent Defensive Support
Moderate Interference Issues
Toon Link, with his bad match-ups across the high-tier board (especially those *******s Snake and MK) puts him straight away at a disadvantage in a Carrying scenario. He can't really force an approach when he's behind, which is your main concern when trying to clutch a 2v1, and he doesn't necessarily "destroy" anyone in 2v2s, as he needs much more room to work his magic to its fullest. Carrying isn't his forte.
Stock Tanking on the other hand ... TL is certainly a beast. His keep away game is rivaled only by the likes of Falco or Pit, except his projectiles are more flexible in that they come out faster (than Pit) and are extremely versatile (in comparison to Falco). His zair is an excellent tool to keep threats to a minimum, and all of these things only help him to rack up damage, something every team needs in order to succeed.
Punish Moves:
•Usmash
•Uair
•Fsmash
•Dsmash (very strange mechanics to this move)
•Fair (everything kills at 180!)
For DPS TL relies primarily on his projectiles, of course, but also on his great close range capabilities, a sort of hit and run tactic, except as he's running, he's still pressuring you with annoying projectiles (and since one of them is technically an item, his mix-ups are amazing).
TL's primary interference issue is, of course, his projectiles. Luckily they are so great and varied that through the TL alone being an intelligent player, interference can be kept to a minimum.
Video:
MJG (TL) & Domo (MK) @ some tourney.
http://www.youtube.com/watch?v=lsP4HC6CjvU
This is an excellent video depicting what TL's playstyle should resemble, slow, and defensive, while constantly harassing the opponents through means of projectiles, while your teammate plays up close.
Stage picks:In my opinion TL is a good partner for Link, as long as both of you can control your projectile spam. He's much faster then Link and can cover the faster opponents that Link may have trouble with. He can also handle the aerial based opponents alot better then Link can as well. His recovery is pretty decent, so if TL and Link are off stage, both should be able to make it back as long as the TL isn't selfish.
As far as team work, i find Link to be a really good vertical launcher. And with TL patrolling the skies with Bair, Uair, and Fair, it might make a pretty good combination. UTilt from Link followed by an UAir from Tl could spell death fairly early for some enemies. Also since Tl is so much more floatier then Link, he can easily cover any off stage fights, but in reality, i think it would be so much more fun to watch your opponents squirm with tons of projectiles preventing them from recovering. Link in front and TL behind full hopping bombs and arrows could be quite crazy. This could also work as a camping scenario, with TL easily able to peel off and run into battle with quick aerials, assuming your Link knows when to stop his barrage long enough for you to hop in front.
With TLs speed and projectiles, he can easily help babysit Link in his more difficult match ups. As well as help him recover (Bair, Bombs). Also TL can provide as a secondary finisher since its quite possible to play TL with very few smashes, since they don't do too much to change his damage output, he can also freely use his Fsmash without fear of killing Link, since he is able just skip the second hit if Link does manage to get in the way. At the same time Links smashes are much more important to his overall game play. Possibly leaving many of his kill moves stale.
As long as both characters avoid any major knock back they can both survive to fairly high %s. TL and his huge recovery, and Link with his great DI. So the stock tank could be either one of them depending on he opponents and the situation. Example if chain grabbers or really good gimpers around, TL will probably stock tank. If your against stronger opponents like a Bowser or Ike, it would probably be Link.
This team is rather inter-changeable in terms of roles since both characters are capable of doing both. So in my opinion this team would probably be around a 4-6/10. Team is rather average.
Anything good for Link should be fine. TL will want Link working at his best, and TL shouldn’t have any problems with any stage that Link is good at. Though for best options would be big stages, Norfair once again probably being the best choice.
3.
Linking Link with Link Pg. 5
Rating: 1
There wasn’t much discussion on Link teams, even though this is a Link board…
Might have to revisit this later.
Some possibilities for this team…
I think this match would be really interesting if both Link players master the art of catching bombs. There could be some serious mind games with 4 bombs flying around with both Links controlling any of them at one point. Double bomb from one Link without him needing to set it up. Link's bombs could act like a grenade/c4 launch to chase people higher then 1 Link could alone. Partners bombs could help Link recover. Imagine having knocked up an opponent with Utilt/Uthrow at high%s and then 4 bombs tossed up for him to dodge with the possible addition of Uair from both Links, all of which could kill them.
Boomerang could be used to pull partner back to the stage or increase the height of his spin attack recovery. Boomerang could be used to pull your partner into an opponent while charging a smash or spin attack.
Edge guards would be almost as crazy as with Toon Link. Would work great with platforms.
Combo possibilities with Uthrow/Dthrow/Bomb>dair, especially with platforms. Infinite jab locks. I wonder what would happen if you caught an opponent between both Link's using Zair. Could they do some sort of Zair loop? Or maybe doing Jab cancels loops.
The whole double your pleasure doesn’t really work when Link is concerned.
Stage picks would probably be pretty obvious in terms of a Link team. Anything good for Link would be good for 2 Links.My friend and I tried a double Link matchup, and all I will say is this: colossal fail, if not epic fail.
Apart from the gimping, we tried to mix it up by spamming as many projectiles as we could, but most of our bombs were merely caught and thrown back at us after a spotdodge or a shield. Link is just too slow to successfully come to his teammate's aid without leaving himself wide open (against almost any character).
The funnest part came, however, when we started spamming Boomerangs one after the other (spotdodges included, of course). It was, literally, a constant barrage of GBs which actually garnered a loud and explosive "WTF?!"
Large Stages: FD, SV, ect.
Other: Norfair, Brinstar
Avoid: Lylat, Frigate Orpheon, Castle Siege
4.
Well Excuse Me Princess! Pg.6-7
Rating: 6
From Dekar's guide.
Zelda: Punish Gimmick
Carry- 2
Stock Tank- 4
Punisher- 8
DPS- 5
Good Offensive Support
Decent Defensive Support
Minor Interference Issues
Energy Projectile (Punish/DPS)
Perspective from a Zelda Main
Zelda in teams with Link.
Pros:
- The spam can go uninterrupted. Zelda can shoot Din's through Link while he does his camping thing and that should work pretty well.
- Link can break Din's with his nair, So if someone needs to go into the fray in order to mix it up or whatever the Link can simply nair to stop from getting hit by dins and possibly hit enemies in order to make sure they get hit by Din's or vice versa.
- If Link DIs wrong or gets hit low Zelda can hit him with Din's to recover at the expense of damage.
- They don't lack kill power so they both should be able to kill well.
Cons:
- If they are both in recovery positions they are kinda screwed.
- They are both ridiculously slow. If Link is being overwhelmed Zelda's best bet is to just Din's everything and hope to reset the positions. If Zelda is in trouble I am not sure what Link should do though...
- Be careful not to gale boomerang Zelda while she is using Din's... because she could die.
Zelda in my opinion is extremely defensive and is rather underrated. Her smashes are pretty amazing with range, priority, speed, and even duration. So they would cause some craziness in the fray and Link could concentrate on support. While at the same time being rather safe from Link's Projectiles with Naru's love, which can also be a very good GTFO move.I've done this team before too. It's actually a pretty decent team. Both are all about the big hits and both, when they hit, send an enemy flying and temporarily suspend the battle. Plus, Zelda has the awesome usmash and fsmash effect. This leaves plenty of time to act as a support and to actually move in and set some stuff up on smaller stages.
Further, Link and Zelda can actually be pretty destructive on stages like Battlefield. If both start swinging the big moves they can create some chaos between the opponents as they try to orient themselves in a way to not get hit by Zelda usmashes and Link dairs and fsmashes that can seem so rampant. This is one place where both can go aggro and actually achieve something. However, if one person messes up, then the momentum is displaced.
Both can support each other with kill moves, that's for sure. Even better, both's kill moves tend to lead into each other. Momentum is key in this team; I'd say it's a 6-7 rating.
I know one of Zelda's throws has a constant knock back, Dthrow i think. Send them directly behind Zelda not very far, making it easy for Link to know where they are going and set up a Dair.
Link's projectiles could act as stuns for Zelda to go in and go in for the kill with attacks like Utilt, Uair, and either of her Kicks.
While Zelda's Din's Fire does help Link recover. It does leave her wide open for quite a long time and may not be too helpful to the Team and could end up having both Link and Zelda taken out at the same time. However, the fire can be used to break up Link from opponents if hes in trouble, but at the same time Uspecial could do it as well, and help Zelda jump in between them. Thus allowing Link to go back to camping.
Zelda stage choice from Zelda Boards:
Good: BF, SV
Bad: everything else.
But seriously, she only does well on basic neutrals imo. Anything gimpy tends to not work out too well for her, especially tilts (Lylat), bad ledges (PS1, Frigate), and just plain stupid **** (RC). I'm also not a huge fan of stages with permeable bottoms (Halberd, Delfino), because FW can occasionally decide to miss the ledge and make you fall to your doom.
I suspect that Brinstar might secretly be good for her in some MUs, and I personally love Castle Siege, but those may be personal things.
Brinstar apparently is a good choice for both characters. Might be a good stage for the doubles match. Battle Field is also possible since the team can have some good stage control.brinstar is my fav CP with Zelda I love going there ^_^. RC is also a fav of mine so is halberd.
Also i think its more of a problem that she gets a huge attack in the face after she comes out of her transformation.
Anyway there is a possibility of doing it safely. After Zelda (and possibly Link) knock away their opponents fairly far. Zelda can go into a switch and Link can defend her, or at least help prevent a kill move from landing on Zelda/Sheik as she gets out of her transformation. I think it could easily be done with just some projectile harass while Zelda/Sheik is in her invincibility.
I think the likelihood of a transformation is purely based on the player and the opponents. If the opponents counter Zelda or Sheik really well, the Zelda/Sheik player might look for an opportunity to transform.
5.
Ninja Train Toot Toot! Pg. 7
Rating: 4
Dekar's Guide
Sheik: DPS
Carry- 3
Stock Tank- 5 Really light and not the greatest recovery, but the chain can help sometimes.
Punisher- 6
DPS- 8 What sheik is all about.
Decent Offensive Support
Needles are Sheik's big helper trump card. The weakness Sheik nullifies is Link's difficulty landing hits. This should be focused on.
1-10, if Ganon+Link's .5, Sheik+Link's 2 or 3. As everyone in the discussion stated, both players would have to work together extremely well for this team to have a chance.
Sheik's job is to move around creating chaos, to save Link from being chained (1 ground needle can work well for this), quickly patrol the air, avoid Link's attacks, and maybe Ftilt an opponent in place for a team combo.
Link should go for KOs in the confusion left by sheik, be the powerhouse, avoid edges as always.
Spamming- one player should jump/SH while the other ground spams. Sheik's needles, even uncharged, pierce, have good range and stun, this could be comboed from.
With any match remember Link has 2 fast KOing moves with less lag than most: Dsmash
Frame 6: Hitbox out: 3 frame duration.
Frame 15: Hitbox out: 3 frame duration.
Frame 50: End of animation.
and Utilt
Frame 7: Hitbox out: 9 damage.
Frame 12: end of hitbox.
Frame 35: IASA
Stage Picks: Because Sheik needs to move for this to be effective and both characters have different styles of range attacks, I suggest medium-large stages with platforms, Picto, Halberd, etc but it depends on the opponent. That is unless Sheik can manage to weave in and out of Links attacks.Sheik is one of those characters heavily relies on stringing attacks together. Which in a doubles match, isn't that great of an idea. With another opponent running around, its not going to be safe to combo people as support is not so far away. So basically its going to be up to Link to try an manage to keep other opponents busy as Sheik goes to work.
As for team work, i doubt there's any real way Link or Sheik can really save each other. Link has his bombs, but Sheik doesn't really have anything that wouldn't put her in danger of dying herself. As usual Link can provide projectile stuns for Sheik to pull off some crazy stuff, but then again Sheik doesn't have many strong moves for finishers, aside from her Up B vanish and Usmash (DAC). Dac might actually end up killing Link as well if Sheik isn't careful. Also the same for Link, but with any of his stronger moves, seeing as how light Sheik is. Sheik has the ability to crawl which could allow Link to spam a little more. Sheiks needles are really good stun, even with only 1. Also many of Sheiks attacks are very good at juggling, which might also make openings. Leaving it up to look to go in for a big attack for kills. However, communication is important so Sheik doesn't die in the process. Being as fast as Sheik is, she can probably baby sit Link from a great distance, that doesn't even count Needles.
Overall if Sheik and Link want to succeed at all, they will need a lot of work and practice.
6.
Follow Your Father's Example (No barrel roll jokes here) Pg.7-8
Rating:6
Fox: DPS Punish
Carry- 5
Stock Tank- 4
Punisher- 8
DPS- 8
Decent Offensive Support
Minor Interference Issues
Energy Projectile (DPS)
Hmmm Fox+Link? I know we can cover for you lack of speed in certain situtations, but wouldn't the projectiles get in the way sometimes? Fox's Nair not only combos into his Usmash but in teams Fox's Nair sets up a lot of 2v1 action. Fox Nair>Link Ftilt, Fox Nair>Link Utilt. Fox's punishing game increases in 2v2s and weaknesses disappear because he has a partner to stop any gayness know as shiek or pika.
Possible team edge guard effort
Roles
I think Link and Fox would do pretty well with each other. Fox has the kill moves and Link has the stock tanking, they both have damage racking options.
General Tips
I think Fox would make a good team mate because of his incredible speed. He can come from far away and hit the opponent with an Upsmash while they're fighting Link.
He's got a reflector to reflect back Link's projectiles just in case they ever get in his way. Which they shouldn't
I think the Minor Interference Issue from how Fox is everywhere on the field with his speed. Combine this with Link's Large interference issues from his projectile game makes things hard to deal with.
Stage Picks
Both Link and Fox both have some good vertical killers so stages like Halberd might do well.
Ranking
I've only tried this team a few times, so all this is just me theory crafting. I think I give this team a 6.
Team Work Strategies
I think this team works best when they're 1v1 the opponent. I reckon Fox's down throw could Link to Link's Dair.
Stage Picks: Halberd as Scabe suggested. Other stages with low ceilings. Stay away from Lylat.I had a thought about a team effort with Fox and Link from the Fox match up. Someone said to never throw a rang at fox while you recover because it can screw you. Which technically could be a really good gimp move to combine without any real effort. Link tosses a rang at Fox>Fox reflects>Link Shields or dodges the return> Link hops on the ledge and prepares the Zair Edge guard. The rang keeps going possibly gimping those with lesser or crappy horizontal recoveries and if they can still make it, the ultimate edge hog is still waiting for them. Someone should test the possibility of that.
Also be weary of their weaknesses to chain grabs and other stuff.
I have a feeling both of these characters would have some huge trouble against a team of chain grabbers or just MK. If both of them get caught by chain grabbers at the same time, neither of them can help each other. Like a Falco and Pika team might actually spell the end of this possible combination. Falco could possibly chain grab to spike Link, overall just keep him busy while Pike just ***** Fox.
The Chozen Partner Pg.8-10
Rating: 3
Samus: Tank DPS (projectile)
Carry- 2
Stock Tank- 7
Punisher- 4
DPS- 6
Decent Offensive Support
Good Defensive Support
Minor Interference Issues
Energy Projectile (Punish/DPS)
Samus Main Views
Hmhm, I'd say Samus and Link in teams is an average team. I've played some teams with Samus and Link at my latest smashfest this weekend, so I'll tell you how I play it.
First of all, Samus needs some space. If we can use our z-air correctly to keep the opponent away then the Link can get beasting on the other opponent. Samus' camping game is limited in teams because of the risk of hitting your teampartner. But that doesn't mean we can't play correctly, if the Samus and Link know each other well they can outplay allot of teams simply by seperating them and helping each other out when needed.
Roles (Carry, Stock Tank, DPS, Punish, and Support)
Link should play the Stock Tank, his DI is way better then Samus'. Samus should be the DPS role, her damage racking is amazingly fast.
Stage Picks
A large stage would work great for this, Final Destination or Delfino Plaza or the best.
Team Work Strategies
Seperating the opponents and killing them one by one and helping each other when it's needed. Link's bomb are great for stopping the opponents in their tracks, it's the same with Samus' z-air. Link does need to do all the killing, since Samus kill power is horrible.
General Tips
Play safe! Don't do any risky stuff, good players will ALWAYS punish you for risky stuff that didn't work.
Overall Samus and Link don't make a very good team. Both characters do their best when they space correctly. Its much harder to do in a doubles match then a singles match with 4 people running around. In addition to that, there will probably be a lot of projectile interference. For this team to succeed, much practice would be required.What stages does samus do well on?
Im not too sure what link likes in his stages other than Halberd/delfino/brinstar(all of these u can kill early) but i am here to tell you that samus is good on those stages as well so fear not when u ask the samus player if those stages are ok. The only stage i recommend you dont make samus play on is YI(i dont know a single samus that LOVES that stage). Other than that im 100% positive that samus does well on every stage link does.
PERSONAL OPINION: When i team with someone, i allow THEM to pick the stage in nearly every case. I feel that if i give my partner(link in this case) the stage advantage then i wont have to worry about him as much. I of course, can adapt to any stage but YI so i dont really care what stage is chosen as long as HE is feeling good about it.
What role does Samus play in teams?
Samus is famous for not being able to kill.....accept it. However, she is a BEAST at racking up damage. Link cant really rack up damage but he can kill much better than samus can. THAT is what you need to realize before you go into your first match. Let samus build damage and then switch off so that link can come in and kill. When i teamed with legan that exactly what happened and i didnt even know it till later on. He would land kill moves left and right cause i built up so much damage. I also believe that samus should also play the role of "savior" and when i say this i MEAN IT. If link is not going to make it back to the stage samus can fire off a lock-on missle to hit link so he gets his UP+B back or samus can just run off and up+B link back to the stage. It does damage but has next to ZERO horizontal knockback so link will be going straight up. One last thing, SAMUS should be the "tank" of the team. Believe it or not, samus is like 7th heaviest in the game so combine that with good DI and she will live forever. i say she needs to be the tank because LINK is the killing machine of the team and if he can take one of your stocks that means u gave up a stock so that he can kill MORE...GOOD MOVE!
PERSONAL OPINION: Samus should stay near the ledge while link should take up the middle. I say this because link is SAFE-EST when he doesnt have to worry about being gimped and Samus is at her best when she plays off the ledge and she is BY FAR one of the best gimpers in the game.
Team Combos
These combos guarantee death after 100% or give obscene damage to the foe if they are below 100%. The key to team combos. Get as much damage in as u can without taking alot of time.
Samus SPIKE to Link jab-lock to Link SMASH(Dsmash of Fsmash) or Dair.
Grab(pummel) or grab release with samus and have link Dair it.
Grab(pummel) or grab release with link and have samus FULLY CS(charge shot does 26%).
Stage Picks:
Aside from large stages, Halberd and Brinstar would be good choices. Lots of space or low ceilings for early kills.
8.
The Original Player Two Pg.10-11
Rating: 5
Luigi: Punish
Carry- 4
Stock Tank- 6
Punisher- 9
DPS- 8
Energy Projectile (Punish/DPS)
Seems like another average team up for Link. Not really good but also not really bad. Its hard to say if this team up would be better or worse then with Toon Link without some real testing. I ended up rating it at 5 while someone went as high as 7 or as low as 3.
Carry- 4
Stock Tank- 6
Punisher- 9
DPS- 8
Energy Projectile (Punish/DPS)
Seems like another average team up for Link. Not really good but also not really bad. Its hard to say if this team up would be better or worse then with Toon Link without some real testing. I ended up rating it at 5 while someone went as high as 7 or as low as 3.
The main issue with this team is that they can't help each other's recoveries. Both of them do pretty porly vs MK as well (but not terrible). Luigi can help with the Falco/Diddy's of teams and Link can help Luigi approach as said with projectiles. In general they play off of each others' weaknesses.
Link can force an approach, Luigi kills like a madman.
+ Both characters are terrific at DI
+ Link can help Luigi approach/ "combo"
+ Luigi helps with the Falco/Diddy/D3 matchups, a LOT.
+ Both characters do well vs MK when they can force MK to approach, teams force MK to approach in general.
+- It isn't a common team, people won't have experience vs it
- Recovery.
- Is it the best Link teammate, probably not
- It is one low tier, one mid-high tier, no tierwhoring for money,
Out of 10, I give it a 7.5 Lean more towards a 7 if the opponents have actually faced a good link team, more towards and 8 if they have not.
Some things in common with most thoughts is that Luigi will be doing most of the fighting while Link will be supporting. Luigi can just tear people apart when he gets close, however he may have some trouble getting up close. This is where Link comes in with his projectiles to either help Luigi approach, or force the other team to approach. Either way helping Luigi greatly in his effort to get in close.Ok, imo, I think this team is not good cuz you ain't guys have trouble when u guys fight up-close? Link and Luigi's recoveries are very predictable, easy to edgeguard Link's recovery, eh I hate to say that. Link can get juggled easily by a lot of characters. Luigi and Link is very gud @ DI, Link should be the tank stock of the team. Link helps out Luigi in approaching while Luigi helps Link in close range combat. The best stages for this team is mostly neutrals cuz Link totally needs his space to zair and use his projectiles. Link has a lot of trouble w/ his match-ups in doubles cuz they can take advantage of pressuring him, juggling him, and edgeguarding him which gives him no option to do anything @ all. Luigi and Link can't support each other. I give this team a 3.5/10
Though it is true that Luigi will have no means of helping Link recover as none of his aerials will actually send Link straight up, aside from Nair. Though it would probably put Luigi in a bad spot with its long duration. Link can help Luigi recover, though usually it wont be all that helpful, especially if he interferes at the wrong time and actually makes Luigi's recovery worse. All in all bombs is the only really help.
Though as a team, i do think they have some potential in general. If Link can work in jab locks or arrow locks as much as possible and then Luigi can just run around and fire punch everyone to death at a relatively early percent. Though the same could be done with a grab by pretty much anyone. But this way there is a little more mobility as well as the ability to just have Link do something as well.
With all that being said. I think Luigi could be decent. Definitely better then Link, Ganon, and Sheik. He may be around the same range as Toon Link without as much projectile interference and Luigi has better off stage gimping potential then TL. I would rate this as an average team, roughly 4-5.[/QOUTE]
A possible combo being Luigi's Nair>Link's Dair. But overall, it seems like Link has to try his best to throw people off balance enough that Luigi can sneak in some Fire punches for some early kills.
Stage Pick wise:
Luigi Mains opinion: Though it is weird that he based it all on Link which is really not what we needed... Anyway.
Seems like Large stages, anything to push Link's survival ability as a stock tank and to make use of his camping capabilities. Also giving Luigi some space do work when needed. Though idk if i agree with BF as many Links seem to have trouble there. But if it was me i would go with BF just since Luigi could probably take advantage of it and Link could stay below the platforms to protect him from aerial assaults. BF also has the low platforms that can allow the Utilt into shielded opponents into Jab lock if they aren't careful.Mostly the neutral stages, Pictochat and Delfino.
FD - This is where Link can try to dominate his opponents w/ his zair and spacing, it's the best pick for Link. It's good to bring opponents who does not have projectile.
BF - Link players can abuse up-smash or DAC and up-air below platforms. I need more input on BF for Link.
YI - This stage can be a problem b/c of the platform and shy guys. Link seems good on this stage due to his DI and surviving ability. Link survives more on YI than FD b/c of large blastzones.
I'll talk about Pictochat, Delfino, and SV a lil later on.
Once again overall average team for Link. Luigi fight all around but also handles off stage, Link support with projectiles, forces approaches, and helps Luigi land some killing blows. Link should look for any sort of jab/arrow lock opportunities to allow Luigi the early kills he likes. With some work this team should be pretty good.
9.
Hammer Number 9 Pg.11-12
Rating: 9
It is said that G&W is the best doubles character period. He has a lot of nice little gimmicks. His recovery, Uair, and bucket along with all of his strong smashes. So its safe to assume that he might be Links best doubles partner.Mr. Game & Watch: Punish Gimmick
Carry- 7
Stock Tank- 8
Punisher- 10*** (just pretend this is a 9 Zac )
DPS- 8
Good Offensive Support
Great Defensive Support
Absorber (Offensive)
As a Carry ... GnW isn't necessarily "the best" but looking at the scenario from an alternative viewpoint would tell you that doesn't matter- he kills his opponents BEFORE a clutch or lose situation is forced upon him, he's that good!
Stock Tanking as GnW can be retardedly easy (he's one of the best plankers in the game... ugh) and he's got a very difficult to punish moveset (not to mention 1 whiff of a kill move can mean a lost stock anywhere near 80% for GnW's foes!) AND he has the best bucket brake in the game! ... or it can be pretty **** difficult if your opponent has very good vertical kill moves and their partner gets a grab off on you.
Punish Moves:
•C-stick
•Touch your controller
For DPS, GnW has a plethora of moves that when connected just once, do about 15% on average (**** you Gaymanwatch,) some pretty reliable damage strings, as well as a tech-chase CG that allows for some doubles tomfoolery to ensue!
G&W's Gimmick is, of course, the bucket. 3 charges of moderately strong projectiles and you've got yourself the scariest, least punishable kill move in the game.
*** Judgment, usmash, fsmash, dsmash, freaking everything GnW has, kills. He is without a doubt the best punishing character in doubles, and it's no wonder he's regarded as one of the top doubles characters.
Thoughts on the team from both sides:
I team with a Link sometimes on Wifi. Team ain't bad, for GW there's better partners but for Link I seem to help out a lot. Uairing Link is an obvious one, not only for recovery but giving him an extra boost for chasing opponents with his uair, or keeping him in the air to avoid Dair lag. GW can actually duck under Link's Grab which makes for some cool stuff. GW has good aerial mobility to avoid projectiles and Dtilt is really good for keeping the edge clear for link to recover. As far as offense, it's a lot easier for me to kill than him and since link is campy I never worry much about accidentally smashing him, he's never in the way. And GW can use bombs for Glidetossing>Smashes, granted it's hard to pull off in doubles but just saying. I only play with him occasionally I usually play against him though so that's all I got.I think this team would work very well. Game and Watch imo could be one of Link's best partners. I haven't tried this team though.
I imagine getting through Link's interference issues would be easy for Game and Watch.
Roles
Link's should be agro and try and deal as much damage as you can with his long range projectiles and moves. Once the opponents closes in GaW can cover and help reset the situation. This team shouldn't have trouble killing.
Stage Picks
I'm not too sure what are some good GaW stages. Link like's big stages.
Team Work Strategies
You could do some gimmicky things like hovering with Link's Dair with Game and Watch's Up air underneath you.
General Tips
Ranking
7/10Teamwork in general for this team is quite great. G&W can save Link with both Up special and Uair. Though unfortunately they cant take advantage of the bucket in this team, as Link has no energy attacks. But with G&W's Dthrow there could be a lot shenanigans with both of their powerful smashes and kill moves. Also both characters have either great DI or in G&W bucket breaking, so they both can be really good stock tanks. G&W should be doing most of the approaching while Link supports with projectiles.PS1 seems Like the perfect stage for this team, good size, platforms, border size, and it doesn't limit either character or present team attack risks. G&W has wicked air priority and good movement options, Link has good range attack stage control and can avoid edges and work with the changing terrain.
Halberd might be good if G&W doesn't die too soon?
Both characters can setup great team combos.
G&W Dthrow- Link can Dsmash if G&W misjudges a teck chase. Link Zair/Bair or G&W Bair turtle> partner smashes or Link Dairs. G&W Dtilt> whatever. One partner jabs the other punishes the opponent's DI (note, Link can Fsmash through G&W's short jab reach so Dsmash/Utilt is safer). There's a lot of things.
I suggest G&W move around a lot and Link more or less hold his ground. G&W's fast enough to react and punish and Link's slow but with good range on every attack. Link can't adapt to G&W's situations fast enough, G&W can with Link.
To momentum cancel, this is good for most teams, don't Dair use Bair. Dair can easily kill G&W with a team attack. Dsmash and Utilt are always great Link moves in teams.
I rank this team 10/10 as far as Link teams go. G&W is his best partner. Keep in mind I'm saying that without experience with every character.
For stages, it would probably be best to use whatever stage Link can work best on. Which can be found through this post. But most likely either large stages for camping or something like Brinstar that helps Link recover.
Overall G&W might be the best partner and is currently ranked a 9 just incase there is possibly a better partner. Unlikely but possible. But for all other purposes hes a 10.
10.
Simply Stunning Pg.13-14
Rating: 7
Overall a decent team for Link, but it was found that Link may have a hard time finding a ZSS who would be willing to team with Link as she is good and he is not.Zero Suit Samus: DPS Gimmick
Carry- 6
Stock Tank- 6
Punisher- 6
DPS- 9
Amazing Offensive Support
Decent Defensive Support
Energy Projectile (Punish/DPS)
ZSS, who arguably has the best energy projectile (her dsmash for those of you who are unaware) is of course, an amazing teammate for characters who can abuse said attack. GnW, Lucas, and Ness can all abuse the dsmash to swing entire matches in their favor, so she's always a favorite to team with for those characters.
Thoughts on the team itself.This team in a nutshell.
ZSS will be able to do almost everything for Link except KO. But that just means Link can use ftilt, fsmash1, dsmash, etc. to take care of that. So while ZSS covers the DPS, and probably stock tanking, too, Link can jump in with the KO power. All things considered however, ZSS can find KO power in any number of teammates that she won't likely find herself having to babysit.
In other words, ZSS is a 10, and Link is a 5.
Uhm right from the get go i would give this team a 6 overall. Yes, ZSS is possible on of Link's best teammate but if you take into the fact of tournament viablility this team would fit perfectly into the "Not too shabby" part. It is a little above average since Link's power combined with something that can help him use them more is great. The Gale boomerang can be used greatly to help ZSS' air game. Also a thing about Link is he can camp and help keep ZSS' pieces alive while she goes out on a ramage with some camping support. With the right babysitting Link can actually be a pretty dag on good stock tank for ZSS. Combined their ground game is pretty sweet with the setups they can do. ZSS is a great DPS and gets them in killing % for Link easily but since his smashes are laggy he'll need help being able to use them at oppurtune moments. Dsmash helps wonders for this. Now Link mostly should be camping/stock tanking the entire match and ZSS should be doing most of the action while keeping an eye on Link. Sad to say but ZSS will be the heroine of this team while Link is the sidekick. I'd say this team needs to look out for Meta knight and Falco. Stages BRINSTAR IS AMAZING FOR THIS TEAM!!!! haha sorry I <3 Brinstar waaay too much. But I know it's one of Link's best stages and it is the same with ZSS. Link can camp here and it is air heaven for her. Uhm SV, FD, and I wanna say Norfair as well are also good stages. Stay away from stages that are like RC, GrGs, YI, and I also wanna say Delfino (;s)
This team is perfectly put as a 6 for tournament terms but if you are talking how good ZSS is for Link it's probably like a 9-10. However you might not be placing last with this team and might be an upset team overall ;O. It's not too bad.
Zss should be following the characters in the air for early uair kills or juggling while link stays on the ground making a wall for others
I friendlied with a link before in doubles and we set up a forward b (links) and I jumped over then I had a moving dsmash =D (Dsmash can combo into 28%+ guaranteed since it kills)
When both characters are recovering I recommence to go straight for it as zss has enough tools to get back on stage but leave the edge open as soon as you can (even if you eat a punishment)As stated many times Link and ZSS could potentially be very good. With ZSS charging in doing tons of damage while Link supports her with projectiles and holding on to 1 or 2 pieces of armor using all of his advance bomb juggling techniques. When its time to go for a kill a simple stun from Dsmash or Neutral special could easily connect into Links Dair or ZSS Bair, but be sure to know whos going in for the kill or you may end up causing a lot of trouble for each other and possible deaths of ZSS.Great offensive and defensive support. Very minor interference with her plasma shot. Link plays the stock tank here and the KO-king while ZSS goes around dealing great damage to anybody even remotely around her. Keep in mind that while she may not have as many KO moves as Link, the ones she does have are very effective, with great priority and a good-sized hitbox.
If ZSS gets into trouble, Link can help by walling off the opponents with his projectiles. Although ZSS won't get into trouble and, even if she does, she won't really need rescuing. As with most of Link's teammates, she'll be doing the babysitting when (or if) needed. Getting back to the stage will be easier for ZSS than Link (who knew?) and if the Hero of Time gets into trouble recovering, a good U-air to his butt might help him 'recover high' (hyuk hyuk).
I'm terms of recovering, ZSS should be fine, but you may want to prevent edge hogs as much as possible (her only real weakness). While ZSS can easily support Links recovery with a simple Uair, but she has to be careful to not put herself in danger while doing so. If both are knocked off ZSS should try recovering first as she would be faster. However if Link is really close it would be best to let him try and then use your jump and down B to stall while he gets up.
Stage Picks: Basically anything good for Link once again. Though stay away from stages with no ledges. Like FO. YI might be good as ZSS can abuse her wall jumps and be rather safe using Down B toward the stage.
Overall: 7-8, much better then those in the 6 rating, but leaving it at 7 for now until more characters are done.
11.
PK Lover Pg.14-15
Rating: 5
From the Lucas thread on Lucas himself.
It seems like Lucas has the potential to be an utterly broken teammate for some character. Unfortunately Link + Lucas isn't one of those teams. Lucas cant absorb anything Link does, thus all of Lucas' tanking options are pretty much gone.Lucas: Punish Tank Gimmick
Carry- 2
Stock Tank- 6/9
Punisher- 9
DPS- 7
Great Offensive Support
Good Defensive Support
Moderate Interference Issues
Absorber
Energy Projectile (Punish/DPS)
http://www.smashboards.com/showthread.php?t=260661
This is what is shown about Lucas in Dekar’s great Team thread that is a really good read to learning how to play teams effectively.
Lucas overall is a 7 out of 10. He is a great team player with great punishing options. However when Lucas has the right partner that can help him be the great stock tank he can be then he gets a solid 9 out of 10. He is one of the best teammates in brawl. Healing is a great aspect that only him and Ness share and his punishing options with his many recovery options make him a good teammate overall.
Now to summarize Lucas in teams here is a list of key items for any character as to how they do in teams:
What is lucas's role in a team?
What should lucas be doing at any given time?
Does lucas have a easy time with any of the following roles:
1. surviving forever
2. killing
3. splitting opponents up
4. 2v1 combat
5. his role in 1v2
6. attacking opponents who are engaging your teammate to open them up
7. racking damage without leaving himself open to the other player
Breaking down Lucas with each question is how it goes from here:
What is Lucas’ role in teams?
As said in Dekar’s thread Lucas is a great Punisher and Stock tank. He can kill really well also with his healing aspect he can shine as a stock tank. This stock tank quality, however, only applies to certain characters that have the ability to heal him. With his powerful smashes Lucas can kill his opponents a lot easier since his teammate can help rack damage, however, unlike another character that has this power (GW) Lucas has severe cool down issues with his smash attacks. His ground game is great as we know but his air game is what he lacks. Lucas needs someone who can help him eliminate some of his weaknesses and also help raise his strengths greatly.
What should Lucas be doing at any given time?
Lucas, if having the right partner allows him to do so, must be abusing his PSI Magnet. With this he can keep stocks, which in teams is very important. Lucas should also be trying to look for set-ups in which he can really shine and contribute to helping his partner out. Lucas can also rack up damage quite well so this is another plus he should be doing. However his main priority should always be trying to keep stocks and looking for ways to punish.
Does Lucas have an easy time with any of the following?
1.) Surviving forever – With the right partner, Yes. Otherwise he is above average. *most strongest asset with the right partner*
+ = http://www.youtube.com/watch?v=RLzOjGRCuA8&playnext_from=TL&videos=AKBUSRJ_8lc
/\This vid is a great example of how well Lucas can stock tank especially with the right partner on the right stage/\
2.) Killing – Yes, early smashes, great ground game, setups. Lucas’ second strongest point in teams. *first strongest if you don't have the right partner :V*
3.) Splitting opponents up – Not an easy time but can do pretty decently.
4.) 2v1 combat – Yes, Because Lucas can help set up and with his teammate helping to set up moves to his early killing smashes he does have an easy time with this however he needs a partner that can help keep the opponent away from him. Also in 2v1 Lucas and his partner can heal alot easier now so keeping stocks is easier.
5.) His role in 1v2 – No, this is an important necessity for teams and sadly Lucas lacks in the department.
6.) Attacking opponents who are engaging your opponents to open them up – Yes, With Lucas’ projectiles he can accomplish this however not as easy as Ness.
7.) Racking damage without leaving himself open to the other player – No, his smashes have a lot of cool down and his air game does not have priority over most air based moves.
This is rPSI's take on Lucas in teams and who would be good partners to aid him in this.
Lucas' greatest strengths are his ability to kill pretty early compared to others (sort of like Gdubs), but unlike Gdubs, he has A LOT of cool down on his smashes. If he's going to be the punisher in doubles, he's going to need a good set-up. The people that first come to mind are:
MK D-throw
Snake D-throw
Falco D-throw
DDD D-throw
Gdubs D-throw
ZSS D-smash
Marth's throws
Pika F/D Throw
Another great strength of Lucas is his vertical spacing. However, Lucas generally lacks safe horizontal spacing. People that come in mind that are good at it are
MK
Snake
ZSS
ROB
Marth
DK
Next we need someone who can really capitalize Lucas' n-air. People who really can help include.
MK
ZSS
Gdubs
Pika
etc.
Now we all know that Lucas has a great ground game, but a lot of his aerials are just flat out beat by other things such as DDD b-air. Lucas would prefer someone great in the air.
MK
ZSS
Gdubs
Pika
Wario
Marth
Lucario
Ness
Lucas also has the ability to stock tank extremely well given his partner. The best ones include:
Lucario
ZSS
Pikachu
Ness
This is a basic Break-down of how Lucas is himself in teams thanks to the Lucas mains of the Lucas boards. Overall Lucas is great in teams but he has to be abusing that PSI Magnet like it is no tomorrow. Great partner.Also suggests that there really isn't much Link and Lucas can do to support each other when knocked off stage. Aside from Link's bombs. But Jbandit's thoughts are:A problem is Link can't rescue Lucas (L) besides bombs and L is super vulnerable when rescuing Link off stage; both characters are easy to gimp. Both characters are also at high risk from friendly fire; teammates will need strategy and practice. Link can't heal L either.
On the plus side, this team has power. L's smashes, particularly Usmash are big and broken. Link has several hard hitting big moves too. I see this as a 'kill or be killed' team.
Brinstar or Halberd helps stop gimps and cater to this team's huge star KO potential.
However, this team isn't all that bad. Both have really strong killing moves, as well as they can both utilize jab locks as well. It maybe something the team may want to focus on getting to rack up damage.Now saving each other. Lucas can save Link alooooooooooooot easier than he can save him. DO NOT TRY AND SAVE LUCAS WITH THE BOOMERANG! It just messes with PKT2 recovery or can mess with trying to Zapjump. Try and throw a bomb most likely. Lucas can save Link with PKT but it is true that he isn't put in the best position while doing so. It is kindof nightmare situation when either Lucas or Link is offstage and the other is by themself in a 1v2 situation.
There are seemingly 2 ways this team could function. With Lucas in the fray with Link supporting with projectiles. Which seems like a decent idea. Or Link in the fray and Lucas supporting with his projectiles, which seems much better. Lucas has 3 decent projectiles to throw in. He can throw in some wave bounced PK fire. If Link can keep them really busy, a nice fully charged PK freeze. But what is possibly most deadly is the PKT2. If the team can really communicate when Lucas is going to try something. It could be quite deadly. Not to mention Lucas can also run in with a Usmash at a moments notice.
Stage Picks:
As stated earlier. Brinstar would help prevent gimping and failed recoveries over all. And halberd would allow for earlier star KO's. However, if legal, Norfair would be the best stage of all. Both characters have the whiplash recovery option and lava would help save them both.
12.
Shake It! Pg.15-16
~:~
13.
Fight or Flight Pg.16
~:~
Link’s Teammate Tier List
S:
A:
B:
C:
D:
E:
F:
G:
Continued on next post...