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I have. I personally prefer just wavelanding onto them, but AGT is good for mixups.Sarix said:Has anyone tried using AGT to get onto platforms? I've been playing around with it and I'm finding it could lead to some great platform control since Link shoots up so fast. You can follow up with an L-Canceled aerial or waveland onto the platform from my testing so far.
I've done that a few times before with Link's DJ but I never perfected it. I agree that AGT is pretty great for Link's mix-up game. I prefer using AGT for platforms since I tend to use mix-ups often in my play style, guessing games are just fun like that. I think people would be crazy not to use AGT with Link, it's basically an air dash and it's a lot of mobility for Link. You get an extra approach option, improved recovery, spacing on demand, etc. Overall I think the addition of AGT to the system was one of Link's bigger buffs imo.I have. I personally prefer just wavelanding onto them, but AGT is good for mixups.
Did you know that if you time your DJ just right on Battlefield or Dreamland, Link lands perfectly on the top platform without needing to waveland? It's really good for vertical chasing.
I'm so glad I'm not simply fabricating this grievance and someone else agrees.Yeah bair is good but I agree with the rest of your post.
Agreed. I can't seem to ignore how weird that animation is.I would love new rang more if I could swallow my distaste for the animation.
I never said bair should have a lot of knockback. My main issue with it is that it only seems to do anything at specific percentages (Lower percentages not lending enough advantage for a legitimate followup and higher percentages they get hit out of the second kick) and that the first kick goes over their heads. Combine those two and it never seems to work properly for me. I guess a lot of moves are percentage specific though. It's mainly the kick going over their heads and the two kicks seemingly never linking properly that makes me think it's not that good. But whatevs. I still use bair a hell of a lot regardless. And if it actually connected I would really have no problem. I just don't remember having this issue with it in Bwarl or Melee.
The new animation I didn't complain about because I'm sure it's just a WIP and I didn't think it fair to ***** about it. But it looks really robotic and, as I said, has no force behind it. I just want the old boomerang back tbh. I didn't have an issue with it (Aside from the catching thing that's gimped me far too many ****ing times when he decides to catch it instead of grabbing the ledge. I couldn't care less about the speed and the combo extension thing is superfluous. The 2.1 rang was also a good combo starter. But that got changes regardless. I don't know why they felt it had to serve the same role again but with its range taken away. It's like.. Take Ike's Fair, cut the range in half and speed it up. It's not Fair anymore(well, the input is) and its use just completely changed.
I've tried all kinds of spacing. I've tried the tip. I've tried shoving my ass in their face. I've tried inbetween. The only time it seems to work is if they're above me. And I don't think that qualifies as spacing so much as them jumping at the wrong time, which is sort of idiotic to have a move with two hits reliant on in order to actually hit both hits.iirc 2.1 boomerang got changed mainly because of the close range hitstun and it the range was pretty damn good. I'm not too sure about it though.
And if you're grabbing the boomerang instead of grabbing the ledge offstage, that's your fault. Link grabs the boomerang only when he's in idle animation now so it's definitely your fault for not acting upon the boomerang's return.
http://www.twitch.tv/shenanagans_/c/2650768
WSF Set between me and Ally. [0-2 L] Tips or critiques welcome.
I'm glad the animation's going back.We are reverting the rang animation btw, no worries about that.
Rarik pretty much hit it on the spot. The range change doesn't mean much considering any time you would hit someone with rang at that range(and god they have to be bad to be hit by rang that far away) would be better spent pulling a bomb considering A: you couldn't combo off 2.5 rang at anything but directly in front of you(and if you think you could I implore you to teach your friends how to DI), B: The rang may impede you on return and can be used against you(your opponent knows you are either going to attack into it or jump around it which makes you transparent) and C: Bombs were just better in every single way. Throwing rang up close had way more risk than reward which made the move overall next to useless just because link almost always had better options when playing optimally.
I'm not to keen on Link being pigeon-holed into one playstyle when he his pretty much a master of versatility in every game he's in aside from smash. You can still play link as a long distance zoning character and you even have some better tools to keep people out now(zair for example) you just have to think more when using rang instead of mindlessly throwing it out just because your opponent is far away. Link currently favors creativity and adaptability, he doesn't have too much BnB stuff aside from throw combos and dash attack combos.
For whoever was asking about bair: I like to use bair as a cross-up tool and a mix-up out of down throw(sh) or uthrow(full hop). On certain characters at certain percents you can dthrow -> bair(do it so it does the reverse hit and they end up in front of you) -> jab x1/2(depending on %) -> grab/dtilt/finisher(depending on %). You can also uthrow -> full hop bair on certain characters onto a platform into grab or jab or up-b and it works quite well.
It isn't only you.EmptySky00 said:But I guess it's only me so, oops.
Link seems like half as fast as he was in 2.5. It's just me, right? Everyone seems to say he's quicker. And that post on the P:M site says he's quicker...
I thought the same when I picked it up, sort of. I thought he seemed slower and weaker actually. But it's definitely not true. Once I got used to playing again (I haven't in a few weeks), he's pretty damn fast. Especially since I try to play him fast regardless. I think his WD length was increased as well? Correct me if I'm wrong, but it seems closer to what it was in the first demo or something. Or maybe I was just bad at it before and I magically got better.Link seems like half as fast as he was in 2.5. It's just me, right? Everyone seems to say he's quicker. And that post on the P:M site says he's quicker...
Is it really? Then I don't know why I thought it was too short in the previous version.. It seems fine to me. Jeez I have some stupid misguided opinions sometimes.I haven't actually played a good spacie with 2.6 link yet so I would really just be guessing based off changes. Not many people play spacies around here.
Wavedash is the same length, changing it would require changing his physics.
EmptySky it really depends on the situation. Almost nothing is better 100% of the time, bad options can suddenly become useful when used as mix-ups etc. The question about the sh bomb waveland vs agt sounds very situational so I don't really think I could answer that. To hit bair you have to follow your opponents DI with your air movement or hit during a cross-up.
Not sure what a reverse bomb slide is.
What can I do to keep myself safe at low %? There has to be a way around CCing for Link.