Shadic
Alakadoof?
Yeah, you have one hell of a Link. Looking forward to seeing (And showing) more videos of you.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I agree there, but I still think Link needs to be faster overallYup, in Melee the boomerang was much better so I would really like to have that old thing back.
Anything but what it currently does would be nice. Maybe just have it so it pops people up on the way out, and knocks them towards you on the way back? I'm not really sure yet... I'd have to think about it.*Words*
What are you talking about? o_O*thrashing of the boomerang*
Right on the money.imo, Link is actually faster now then has been in any previous smash iteration, so why is it that he needs to be even faster than he already is?....Im sure a faster Link would be great to have, but is it a necessary change?......As for the boomerang, it not having a hitbox on the return and having the wind effect instead can actually be a great thing if used properly. The new mechanics in Brawl+ allows for a much easier way of dragging your opponent back to you after launching him/her away and tacking on extra damage or using it as an edge guarding move so why think about changing it? Besides, the boomerang gives enough hitstun to guarantee a Dair in certain situations so its good enough lol.
I can answer this for him.ok forget the boomerang then. what exactly is wrong with the bombs Swordplay?
Thisno, you just need to learn how to use them
I kinda forgot about bomb jumps lol.
Although it'd be nice to have it back, you would have to decrease the KB in the bombs......if that KB is retained AND Link gets the bomb jump, people will complain b/c it'd be impossible to get Link beneath the stage to gimp him w/o spiking him down there (he could just blow up and sky rocket all the way off to the top of the screen).....in retrospect, this would almost completely get rid of the recovery problem link has...but because it'll do that, thats the reason people will complain about it and have it removed or altered so its like the melee bombs...which (imo) is a bad idea
Let me go piece by piece.This
At lower %, your able to get plenty of juggles with the bomb (case in point, this combo...*with a bomb in hand* SHAD, Z-air, throw bomb, hyphen slide (i dont know the actual name of the technique, but once that lands, you have several options available to you afterward, u just need to be creative)....in fact, when approaching, this is one of your most reliable way of launching an opponent..the increased KB that is has now is actually a GOOD thing since it pops the opponent up high enough to start a combo earlier moreso than in the past.
At higher %, as popertop already noted, it becomes a projectile that can actually kill you on hit, thus increasing its threat, and thus making it extremely easy to setup traps (example: Link throws a bomb upwards at a falling opponent....the opponent does an air dodge to dodge the bomb...but the Link player sees this coming and does a Dair at the place where the opponent's air dodge invul frames would end, essentially giving an "unblockable" setup (if u want to call it that))
Not that im actually suggesting this, but if there's a projectile that u want to change, then give the Arrows back its original frames from vB so that Link keeps the AT's available for that particular projectile (its not needed, but it would be nice to have that back)
I still say he's bottom third of the roster lol. Definately not top half though.He is probably in the top half of the roster right now.
Yea Neko I know Link has recovery problems, if you don't like to deal with that weakness play TL or Kirby. If not a weakness in recovery, then what?????
wow GHneko get *****
Ok so you linked a picture that shows yoshi using DI to tech right after the bomb hit...ok thats nice...good job for the picture...exactly how does that have anything to do with what you quoted from my statement?Image
Good post....there's just a couple of things i need to addressStuff
no offense takenbah, the "learn to use what you have, obviously" tactic is what keeps characters down.
the idea is that a character has enough options as is, whether they do or not. it doesn't consider the difficulty of using some of these options or their situational usage either.
"...but is it needed?" is the same thing as "...but does my character Need another option?"
not always. but if his options are basically irrelevant to too many situations, or are too difficult to perform(tech skill is a-okay) then you've got yourself a mid or lowtier character.
the only true question after assuming he needs it is "is this option relevant to my character's strengths? or weaknesses?"
Edit: just want to say, i'm not purposely trying to be harsh here. this one-liner just irks me.
I tend to agree with this statement. Infact, I really believe you are all underestimating Links abilities right now.no offense taken
It just seems like Link already has enough to win, so giving him even more things might be stretching it a bit, thats all. As for the difficulty aspect of the statement, just becacuse something is hard to perform shouldnt be grounds for changing it. Im sure for most of the situations where this occurs, there's some alternative option thats easier to perform (it may not give off quite a reward as the harder option, but thats the point of a risk/reward system).
Either way, moving along, here's a new vid for those who are interested. http://www.youtube.com/watch?v=olWg2DdtLdw&feature=channel_page
No because it wouldn't change the KB. THATS THE GREATEST PART. It would just allow people to meteor cancel it offstage so the kills wouldn't come at 20-35%. It would be more 70-100% and still be a fearful edge tool.Would changing the Dtilt to a meteor alter the way it launches a grounded character?
You could still do that as a meteor, it just wouldn't get really low% kills, only high% kills. Right now even at really low%'s , only a few characters like sonic meta D3 and kirby, can even survive that.I kinda lol at how Dtilt works now....b/c u can set up an "almost" instant KO if u hit someone slightly off the edge in a jab jab Dtilt combo (it doesnt actually combo, but the timing to get the AD out is extremely small)..only a handful of characters can actually survive that spike in its current form and doesnt need to be that good (u can try to DI it and tech off the side of the stage, but good luck actually accomplishing that)
Maybe I was wrong about that sonic matchup LOL. He can sure gimp can he. Maybe its more even.Edit: Here's another vid. http://www.youtube.com/watch?v=QmdFXrWb6l0&feature=channel_page Some odd things happen in that match that kinda scratch my head at looking back on it now.
2nd Edit: Kind of a "lol" fact, but the vid on Yoshi's stage chronologically comes BEFORE the match on Battlefied that's linked in my last post.......Losing bad does good things to your game!
Okay good response. But still don't use nair if you THINK he is going to tech. Use dair instead it ***** much harder and you although you can't really follow it up you can't do that with nair either. Plus it puts you in a more advantageous position. With such a high ARL, its unlikely you'll be punished, even by sonic.3rd Edit: At Swordplay: Yea, your right. At times, thats what i do, but when i go for the Nair, i try to think ahead of the opponent and believe that he's going to tech in place (im just making sure the Nair is out before the opponent has a chance to block it after teching). I know that u can wait to see the tech then punish it with Nair, but i find it harder to get any followup out in time a decent amount.