Lawz.
The Original Deadpool Fan
we're dittoing, not for the title because i don't care about that but because i need to **** your ***.-King of Halberd.-
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we're dittoing, not for the title because i don't care about that but because i need to **** your ***.-King of Halberd.-
nah i don't lose to bad players.I will destroy you.
<3
indeed. i should make a living out of itOhohohoho. Quite the comedian aren't we?
well if there's anything else that needs to be said then i'll gladly help with the input. other than that i think everyone has put all the info we need for the match-up./spam
Serously guys, get back on topic.
Yes, the head has low-ish priority, you can cancel it with a lot of things. However good Ness's loop it around to hit you with the invincible tail and combo into the head (if you airdodge, the head is right there to hit you out of it, so don't airdodge it without fastfalling). I know arrows, boomerang, nair cancels it at least.Can you attack Ness PKT1 with anything?
Every attack Link has can cancel most low priority range attacks. The hit bubbles have to connect without Link being hit.Yes, the head has low-ish priority, you can cancel it with a lot of things. However good Ness's loop it around to hit you with the invincible tail and combo into the head (if you airdodge, the head is right there to hit you out of it, so don't airdodge it without fastfalling). I know arrows, boomerang, nair cancels it at least.
As for the grab-release dsmash thing. I don't think it'd be that reliable a way to kill Ness. Link's grab is kinda risky, and Ness isn't going to be spending any time on the ground unless he's trying to grab you. Dsmash just by itself might be a better choice since it's 4 frames and you aren't getting 24% from a tipper bat if you miss.
Best way to learn the matchup is to money match me at Thriller!Can we discuss the PT matchup next? I got uber ***** last time I played one
Dair's timing is more about making it auto cancel before landing or making it safe from punishment. Any character can roll dodge and punish Dair so it's a better punisher than direct attack. The first attack frame of Dair has more power than the others which has to be used when Link is overlapping the opponent.@ MES!
For alot of small characters you really need to time his Dair carefully which you should add as well as you need to need to time how close you are to the ground as you do the dair because the shorter the character the shorter the distance to the ground. Its better to rack up some damage with his projectiles (bombs and gale boomerang) to lift them of the ground then take advantage there to do the Zair them. I also find it better if you extend the dair/clawshots full distance since the end of the claw is closest to downwards. But the key factor that he has against many characters large and small is range. (And yes airdodge then Zair does work)
I already am aware of that (look at the end of my last post). However a problem with doing it full reach along with doing an air dodge with a short hop is that the Dair does not reach its full length and chances are you most likely are going to hit the ground before it reaches its length on a short hop. For a short character that can ensure a enough time to grab or enough time before you perform another Z air to cover that same range you loss because you hit the ground .Z air is more about keeping your distance or racking damage to perform a combo, distance for efficient use of a projectile, just to rack up damage. A Z-air with a DACUS, Grab, dash attack, projectile/special, another Z air, etc is an example of such. Now if you were saying that he did a midjump and help increase his falling speed then with a air dodge than Zair is much more sufficient in such of a small characterDair's timing is more about making it auto cancel before landing or making it safe from punishment. Any character can roll dodge and punish Dair so it's a better punisher than direct attack. The first attack frame of Dair has more power than the others which has to be used when Link is overlapping the opponent.
Projectiles are preferable until the opponent closes in, then Zair speed, priority and landing canceling if better.
Zair is best to landing cancel vs small characters at is full reach. The claw when fast falled is the highest attack point, normal fall speed it stays level with the chain. The nice thing about it attacking twice is the claw can miss and the chain still has a second hit- Samus' won't hit except at the tip.
(6 Zair doesn't include the second hit bubble set for fast falling which it should.)
('Sorry for going off topic)
Thanks my fault , well for D air I wouldnt recommend it as your "main" choice for small characters at all since its easily predictable. In combination with a footstool jump and bombs or throws when there damage ratio is to your advantage then it would be best for the occasion. I state that because many link users Ive notice abuse D air with a passion ( the new link mains especially)^We're talking about 2 different things. Zair, as in hook shot in the air, extends, attacks twice, and landing cancels. Dair or Down air, sword plant, has the same attack area for 51 frames and a lot of landing lag.
Better reach, power and priority than TL. Link's ground attacks are faster than TL's too.Zairs a problem for Ness in most cases.
When playing TL you can basically Nair all of the projectiles but if the zair comes it can throw things off. But w/ Link. His projectiles don't come @ that much speed. I don't see how Link can keep Ness on his feet as much.
Thats true but technically I have to say in Close Quarters even though links standard attacks are a bit slower then most, they provide much more power, knock back, and damage (I dont recommend to confuse this with stating that his CQC/CQB is more reliant then his projectiles)Better reach, power and priority than TL. Link's ground attacks are faster than TL's too.
Mixing 3 projectiles and Zair means great spamming once Link gets started. Eventually a good player of any character will force Link to resort to his weak close combat. Link's range and anti-range game is great but the punishment he receives for loosing control really hurts.
Pokemon Trainer:
Squirtle's a pain. If you footstool Squirt's fowardB he will be flipped on his back and helpless for a while.
More later...
What do these stand for?CQC/CQB
Pokemon Trainers sometimes will swap to better pokemon after launching you. Ivysaur will be used least.Charizard has two jumps and super armor through his B up, so dair edgeguarding can be risky (i'm pretty sure he takes damage and then knocks you sky high),
Collectively, I'd say it's in PT's favor, but it's not unwinnable for Link.
CloseWhat do these stand for?
you should specifically ask thereflexwonder, he plays link and PTI sent an invite to the PT boards, so have at it.
That someone is wrong. However he is right about one thing, the attacks don't change in % damage, just in knockback. Ivysaur dies earlier than Squirtle from things like Samus' Dtilt or Mario's Fsmash (and Squirtle lives to about Charizard's range from them).Someone told me that Ivy gets more damage or is launched farther from fire attacks (grass type) but only from other PTs.
That's because it isn't. Squirtle ***** Link and Charizard has grab range the size of Texas.It is highly unlikely that this is an even matchup.