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Link: Official Character Discussion

KishSquared

Smash Master
Joined
Jun 4, 2003
Messages
3,857
Location
Osceola, IN
Discussion for the Savior of Hyrule. Anyone can suggest anything for any of these topics, and it'll be noted. No changes will be made without three votes. Default physics values will be used unless new ones are suggested are earn three votes.

Suggested Offensive Modifications:

Suggested Defensive Modifications:

Default Physics:
SH: 1.0
FH: 1.025
FF: 1.2
DGrav: 1.15
Grav: 1.0

Physics Changes:

Specific Move Fixes:
Up B: Less gravity @ .9 (Almas)

Anything else:
ALR @ 35% (The Cape)
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
i havent played link too much but a friend of mine suggested something i think is a good idea - is there a way we can make it so we can DI his upB better left and right like you could in Melee? Perhaps make his zair recovery a tad longer also? though i doubt that can happen.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Link currently has 0.9 Gravity during his Up+B. His Aerial Lag has been set to 25% unless it has been changed.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Link has 35% ALR.

The fully charged all the time up and B code with slightly reduced knockback I think would be perfect for him.

Thats all he really needs.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
or how about buff the uncharged up b kb to full charged power that way you can charge it more if you want too?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Exactly what I was thinking. A fully charged upB all the time would already be a HUGE boon for link. To be able to charge an upB past that... you're getting into instant kill territory there lol
Well how often does a link player get to charge their up b? I thought that was a neat addition when I read it on the dojo but didn't know charging was necessary to make the move not suck. How early does a charged up b kill with proper DI anyway?

Links up b was quite powerful in melee, even more so than I think a fully charged up b would be in brawl, seeing how the last hitboxs sent you more horizontally and it was tougher to get back to the stage yet link was low tier. I think we should try it. How often does a link player actually land a fully charged up b anyway?
 

KishSquared

Smash Master
Joined
Jun 4, 2003
Messages
3,857
Location
Osceola, IN
I dislike the idea of giving him a fully charged Up-B. That's eliminating a component of Link's game, one that has plenty of uses now that characters don't sweet spot the ledge during up-B moves.

I'm with Kupo. He should be able to charge it still. Rather than even saying to start with a fully charged up-B, why not just scale it so it's 50-150%. Start it at half of max-power, and let you charge it to 150% of the normal max.
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
yea i definitely like being able to charge it, but i think the knockback definitely needs to be increased. after that link should really be a great character. he'l have a great on stage game, good edgeguarding, his projectiles dont rly need to be buffed, and we up'd his recovery a bit.

o man i wanna play link now, in just thinking of disastrous combos a better upB would bring lol
 

KishSquared

Smash Master
Joined
Jun 4, 2003
Messages
3,857
Location
Osceola, IN
What's Link's main weaknesses in vBrawl? I always thought it was an inability to kill and poor recovery. We've buffed his recovery, but what about his ability to get a kill?
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
Currently Links Spin Attack can KO Meta Knight from the center of Final Destination without a charge at 106% with no DI. When it's fully charged, it can KO at 62% without DI. Do with it what you will, but I believe it needs to be buffed.

Is there anyway we could bring back Links ability to shoot his chain back in to walls? That would help his recovery a lot.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Giza made this and it might be too powerful
Code:
020C4844 02169118
0C556402 01690000
FFFFFFFF 00000000

Makes Link's up+B strong as hell.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
This is what I think would help him more than anything.

Up and B comes out faster on the ground
Bombs do 6% damage with fixed KB so they can be comboed off of.
F and D smash have more KB to KO
U smash has lower scaling of KB
D throw has lower scaling of KB for combo setups.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Alright after trying out Link today here's what I just thought of.

Make his Up B charge faster on the ground. It is seriously too slow to get the best KB possible with it. If we can make it charge faster (but not TOO fast) just enough to make the move a bit more viable, I think he'll be good. Because I tried it today and ... the charging really hindered the buff we gave him in KB for it and the semi-spike, speaking of which, I never hit with the semi-spike today BECAUSE of the charging part of it being ridiculously slow and stupid.

My other idea was just to make it fully charged all the time or have no charging at all, yet another thing to separate him from Toon Link. What do you guys think?
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
I think diversifying Tink from Link should be something to look into more. They play differently, but at the same time feel way too similar, I don't know...
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Swordplay told me that Link's Dtilt is a little too good against certain chars as all Link has to do is camp near the ledge, making said char approach, grab, throw, and then Dtilt them and they can't do anything about it because it's a spike. Two examples of said chars are DK and Bowser. SP had some suggestions on how to fix it:

Slow it down by 90%-95%
Make it a Meteor Smash instead

What do you guys think? Just passing this on.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
I don't think he ever needed it, or still does. The spin attack suffices. He doesn't need the D-tilt. All it does is break a few matchups since most characters can get around it fine, but some are just ****ed.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Well, SP just told me now that Finnz doesn't have an easier of a time with pulling the Dtilt off on his opponents. So, I don't really know what to make of the Dtilt...

In other words, SP's opponents suck.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
02046400 0205F032
04001E02 005A0000
FFFFFFFF
02046400 02062032
04001E02 005A0000
FFFFFFFF
02036400 0205D032
03001E02 005A0000
FFFFFFFF
02036400 0205A032
03001E02 005A0000
FFFFFFFF
020A5046 02050032
0A284B02 005A0000
FFFFFFFF
020A5046 0205A032
0A284B02 005A0000
FFFFFFFF
02095046 0205A032
09284B02 005A0000
FFFFFFFF
02085046 0205A032
08284B02 005A0000
FFFFFFFF
020E5A1A 0204B02F
105A2802 004B0000
FFFFFFFF
02105A1A 0204B02F
0A3C1E02 00640000
FFFFFFFF
02115A1A 0204B02F
0B3C1E02 00640000
FFFFFFFF
02105A14 0204B02F
0A3C1E02 00640000
FFFFFFFF
02115A14 0204B02F
0B3C1E02 00640000
FFFFFFFF
02096405 02169033
0C641402 01690000
FFFFFFFF
020C6E14 02169033
06321402 005A0000
FFFFFFFF
02046400 00048033
04002300 00480000
FFFFFFFF
02046400 00044033
04002300 00480000
FFFFFFFF
02074646 00169033
073C1400 01690000
FFFFFFFF
020F5512 02050033
0F551902 00500000
FFFFFFFF
02061E3C 0202D07F
061E3C02 00500000
FFFFFFFF
020A501E 0205A026
0A3C2802 006E0000
FFFFFFFF
020C501E 02050026
0A3C2802 00640000
FFFFFFFF
020B501E 02046026
0A3C2802 005A0000
FFFFFFFF
020B501E 0203C026
0A3C2802 00500000
FFFFFFFF

Fair
hitbox 1 (100 growth, 20 base from 5 base and 100 growth, 12 damage from 9)
hitbox 2 (50 growth, 20 base, 90 degree angle and 6 damage from 12 damage, 20 base, and 110 growth)

Bair (hb1 and 2: 35 base, 0 growth, 72 degree angle from 0 base and 100 growth)
hitbox 3 (60 growth, 20 base from 70 and 70)

Uair (Strong hit) (25 base from 18)

Zair hb2(80 degree angle from 45)

Dashattack (40 base from 30, 60 growth from 80 growth on all hits)
hitbox 2 (mid) (100 angle from 80)
hitbox 3 (run through) (90 angle from 70)
hitbox 4 (run through) (80 angle from 60)

U smash:
HB 1 and 2:
4 damage, 0 growth, 30 base, and 90 degree angle from 100 growth and 0 base

HB 3 and 4:
3 damage, 0 growth, 30 base, and 90 degree angle from 100 growth and 0 base

HB 5-8:
All hitboxes: 75 base and 40 growth from 80 growth and 70 base

D smash:
HB1:
90 growth, 40 base, 16 damage from 90 growth and 26 base and 14 damage

HB 2-5:
10 or 11 damage, 30 base, 60 growth from 16 damage, 26 base and 90 growth, 100 degree angle
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
spent some time with zxeon polishing up the link changes (some things were altered as he said they did not play well):

-Link Fair hitbox 1 (5 growth, 40 base from 5 base and 100 growth, 6 damage from 9)
-Link Bair (hb1 and 2: 35 base, 0 growth, 72 degree angle from 0 base and 100 growth)
-Link Bair hitbox 3 (60 growth & 50 base from 70 and 70)
-Link Uair (Strong hit) (25 base from 18)
-Link Zair hb2(80 degree angle from 45)
-Link Dashattack (40 base from 30, 60 growth from 80 growth on all hits)
-Link Dashattack hitbox 2 (mid) (100 angle from 80)
-Link Dashattack hitbox 3 (run through) (90 angle from 70)
-Link Dashattack hitbox 4 (run through) (80 angle from 60)
-Link Up smash HB 5-8: All hitboxes: 75 base and 95 growth from 80 growth and 70 base


-Link standing upB 1.2x
-Link Dash attack wind-down 1.5x
 
D

Deleted member

Guest
why you need them for your own set or something? if you want hitbox changes you can make them yourself, the format is easy as pie.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
I still think Link needs a few things. Like I've mentioned before in the IRC I think an utilt speed buff could help out a lot. I'm thinking as much as 10-20% would be great, cause it needs a bit more speed to it.

I also think that the spin attack isn't quite good enough yet. I think if you did a damage buff to do like 20% damage instead of 12% (even after learning that it can combo from jabs, it's still not *that* good, and other characters have awesome stuff like this too anyways), leaving everything else the same, it'd give it the added punch of damage and knockback to be where it needs to be.
 

ZodiakLucien

Smash Ace
Joined
Apr 4, 2006
Messages
623
Location
Walnut Creek, Ca
to me the biggest thing link is lacking is a good move to poke. I think the first hit of his fair should be a kill move similar to smash64. Right now nair kills better then that. Trying to hit with the 2nd hit of the fair it a joke at higher percents.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Lucien, I actually tried making the first hit of fair hit out and the second hit hit up (think Melee) but the Link mains complained about it quite a bit sadly.

I agree that its a much better option as it allows a good sheild poke shuffl, more kill options, and the second hit can be used for U tilt combos.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Let's give this guy a few tweaks to balance the nerfs we tossed at him -- I though upping the damage on Spin Attack sounded reasonable, and Leaf suggested making the jab IASA frame earlier. Both sound good. Discuss.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
I agree on both ideas, they sound excellent.

What about adding on a bit more KB to the arrows? This allows their small ability to gimp to be a bit more useful. Its a thought.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
I don't see why Link ever got those nerfs in the first place. He was fine as he was before. It was really the best character we ever edited. It was a complete 180 on a terrible moveset gone awesome. Why nerf or adjust it at all?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Sensible game design -- Fast, powerful kill moves should usually have moderate cooldown, and the Dair did not. We got some complaints on the D-tilt.

I don't think we need to go overboard with buffs -- I'd probably take the Spin Attack damage and choose between either Jab IASA faster or higher KB Arrows and he should be set until a couple months from now when we're putting together a tierlist and subtle balance tweaks.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
If you adjust the IASA for jab, be very careful. His jab cancels can already link into kill moves such as spin attack, so if you adjust the IASA, one or two frames is more than enough.
 
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