Dumbfire
Sex? Yes, I'm familiar with the theory
Guys, the new Link Metagame has been figured out, here's a preview, it'ss way better than Scizor's notebook
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!
If your intention was to demonstrate that it doesn't work unless the opponent messes up then you are correct.So I've been fiddling around with UTilt -> UAir in training mode (Feel free to double check this Fox Is Openly Deceptive or Stryker95 ). I know that it was briefly mentioned as a string in one post, but that's about it. Thus I'd thought I'd look into what %s it works with, what the opponent can do, etc.
For starters I'm doing no/little DI because this does seem to become more avoidable with full DI. I only had time to do it with one character fully so far though.
Bayonetta:
UTilt -> Buffered Full Jump + Uair - works from 50-65% on Bayo w/ little to no DI
She can't attack or jump out of this at all (Link can sometimes even catch her DJ if you're a bit late).
Bayo can airdodge, but the lingering hitbox of UAir seems to hit her anyways if she does. If you do this at 45%, Bayo will get Bat Within (yay for damage), but can punish Link when landing (boo).
Back hit of UTilt gives the Bayo a smaller window to escape (back hit registers as true combo on Training mode even though Air Dodge clearly still works apart from the lingering hitbox lol) but I think it'd be easier to DI away with this setup.
Ah I tested Witch twist at lower %s, but totally forgot to test it at 65%. Didn't realize Witch time was frame 5 though. Is that faster than her jump then (double jump's like frame 6?)? Also based on your response, if the opponent DIs, I suppose Link basically never hits it (I was noticing that with perfect DI, it didn't look to be hitting)?If your intention was to demonstrate that it doesn't work unless the opponent messes up then you are correct.
Couple of things though. You haven't appeared to test specials. If you had, you would have noted that Bayo can witch time the U-tilt to Uair attempt at 65%.
Also note that if Bayo can airdodge the Uair, she can technically also activate bat within on it and punish you by delaying the airdodge slightly.
DJ's are frame 1. Not sure why the witch time worked in this instance where the DJ didn't as I was under the impression that specials and DJ's out of hitstun came out on the same frame... I'll briefly check this because that would be very interesting if they didn't in this instance. Yeah they both come out on the same frame. My guess is that the witch time just shifts her hurtbox higher up which is combined with the fact that it stalls her fall, just enough to avoid the Uair for 4 frames.Is that faster than her jump then (double jump's like frame 6?)?
If it was ever guaranteed it would be on a specific character at a specific percent. In practice though it would likely work at certain mid percents due to people not DIing the U-tilt. So long as the opponent doesn't have very good airspeed we could follow their airdodge.Also based on your response, if the opponent DIs, I suppose Link basically never hits it
Yeah DIing the D-throw is most definitely react-able. The amount of time they have to react depends on the weight of the character.The thing I'm curious about though, is that I feel like DThrow is in fact quite reactable because it takes over 18 frames just for the throw animation to finish and you pretty much know Link's going to DThrow after grabbing someone.
Not necessarily. It's pretty standard practice (so far as I'm aware) once you get put into a position where you know you'll be hit to already be DIing before you get hit (while e.g. holding shield as a 'just in case', which is why often you'll see people who thought they were going to get hit immediately tilting their shield when they are able to act).Unless you're purposefully getting hit by UTilt (you would've shielded/dodged/rolled otherwise), you're now DIing on reaction.
You are aware that DI must be inputted before hitlag ends, right? Otherwise there is no DI.Given an average reaction time of 13 frames, how much time is the opponent DIing then after the attack typically?
Absolutely.is UTilt to UAir guaranteed for Toon at certain %s?
Right I see what you're saying. So basically, pick up the bomb which is on the ground with a rising aerial as you jump off-stage then buffer a z-drop out of the aerial to do a Zairless Z-drop, then you've got a bomb dropping with you at a nice pace off-stage which you can re-catch again at any time. Well I like it better than throwing the bomb at the stage. Much more reliable.Another way to do a Dair off stage and get a low spike is too simply bring the bomb with you off stage. Drop the bomb, regrab with a move and then do a instant item drop off stage. Then simply catch the bomb with a rising Dair.
If they are able to airdodge it and you're not messing up, then it's not a combo, but go on XD.Oh yeah, you know when you are going for Dthrow -> Uair and they are air dodging to avoid it because obvious combo is obvious?
Fair would be better imo.Well, if you can read their air dodge a simple but effective punish is to just use the foll hop -> Double jump -> Dair
By this I'm assuming you mean you can do a FH Bair to immediate DJ Dair and still get the Dair to autocancel. It should be noted that the timing is very strict, perhaps too strict. After all you can only buffer the DJ, not both the DJ and Dair. Other than that, it's pretty interesting, perhaps as a way of calling out ledge jumps to potential DJ's with airdodges thrown in.you can get the lag free Dair from a Bair as well
some people have this a lot others don't, check with other controller first sometimes it has to do with controller-specific thumb-stick issuesAny tips on how to not mistakenly throw an angled boomerang instead of using Up-B when recovering? I keep killing myself with that... I've noticed that when I try to Spin Attack towards the stage (so basically a reversed Up-B by hitting up-left/up-right towards the stage), I seem to throw out a boomerang instead. I'm assuming my Up-Left/Up-Right is sometimes being registered as just Left/right?
There are a few reasons why it happens. One is simply that the input one wanted to do is not actually what was done. Another in online matches is if you directly after doing an Up special holds to a direction either to reverse it or just for better aerial movement there is a chance the game lags for just a frame or so and that is enough to change that Up special into an Side special.Any tips on how to not mistakenly throw an angled boomerang instead of using Up-B when recovering? I keep killing myself with that... I've noticed that when I try to Spin Attack towards the stage (so basically a reversed Up-B by hitting up-left/up-right towards the stage), I seem to throw out a boomerang instead. I'm assuming my Up-Left/Up-Right is sometimes being registered as just Left/right?
I've been noticing that sort of case happening with Mario as well. Like during some instances when Link performs a Dthrow > Usmash setup on Mario, Mario Airdodge the first hit of Link's Usmash right after getting Dthrow and yet somehow manages to escape the rest of the hits of Link's Usmash sometimes even during his Landing Lag.Thanks @yarnfang.
Also, yesterday, I had a Kirby fall out of my USmash. I thought that wasn't supposed to happen anymore?
That is incorrect. Turn around Jab 1, Turn around U-tilt, and B-reversed or Turn around Up-B can be unavoidable for most characters if the Link performs it properly.Bair 1 to finisher is almost never true. While it's hitstun is pretty powerful it's not enough to allow for Link's slow moves to connect with no possibility of the opponent evading.
Did not know that, thank you!That is incorrect. Turn around Jab 1, Turn around U-tilt, and B-revered or Turn around Up-B can be unavoidable for most characters if the Link performs it properly.
Read everything in the first three posts of this thread.Did not know that, thank you!
That sucks; I was hoping we'd get a bigger window with more damageNo. I'm not sure why it says that. I quickly double checked by comparing a Mario at 0% and at 999%, and the hitstun induced by Bair 1 was exactly the same amount of frames.
Well we actually get a slightly larger window with rage. And I believe Bair 1 to turn around U-smash actually becomes legit at some point, but not till like full rage. Unfortunately I have no way of testing this outside of special smash slow-mode and being amazing at using two controllers at once. Maybe one day I'll get some help and give you more definitive answers though.That sucks; I was hoping we'd get a bigger window with more damage
If there is then my life is a lie, or in other words I have no reason whatsoever to believe there is.Is there an autocancel window on Fair1?
I feel like when I perform a Full Hop Fair Fast fall or a SH Fair delay Fast Fall there are a few frames that allow me to act immediately (or at least way faster then if you hit the ground during any other part of the move.)
At that percent falcon can simply di away when he gets hit by link's bair, making upb not hit.Hey guys! What do you think about this new Link Combo?
FF Uair > Bair > Aerial Spin Attack
I've found this unique combo that was shown during a Link combo video that was recently uploaded and saw that it registers as a Combo in Training Mode and that it can also kill an opponent when performed near the ledge at around Mid-percent range. And since that this combo starts off with a falling Uair, it's confirmed that Link's Uair can be used as a combo starter.
Idk about that b/c DI goes in separate ways. Sometime it'll help you and sometimes it won't help you out at all.At that percent falcon can simply di away when he gets hit by link's bair, making upb not hit.
playerI'm not the best Link play
Not sure why they get a Link icon when you don't. I'm personally not a fan of the icons but you can do as you like so long as you're consistent.so I'll try to include things from tourney going players
Not quite sure what it means to behave like a heavy weight, but ok.behaves like a heavy weight
While it's true that you can combo out of boomerang, I wouldn't say it's purpose is to combo out of, so really you just have the one projectile to start combos, and even then this is selling the purpose of projectiles short. Arguably an even stronger purpose for Link's projectiles over comboing is for the purposes of controlling the opponent (but then I wrote a nice long post about projectile theory a while ago which can be found in the second post of the OP under camping/spamming).who has projectiles to start combos
It's a bit misleading to say that we have tighter windows (unless of course we're comparing the time it takes to SH/FH Fair, in which case Toon does have 2 less jump-squat frames, yes). Technically, considering that our bombs induce more hitstun, we have a larger window to combo out of. What you're getting at is the fact that often we can't get there in time regardless of how much time we have, which is something different. As to that, you could add that having more range (e.g. on Fair) helps in this regard as we naturally have slightly less distance to travel. The real difference is the mobility Toon has over Link as well as the fact that Toon feels more comfortable at closer range which not only makes it easier to go in and confirm from a long way away but also makes it more likely that the Toon will either already be up close or already be going in anyway, so sometimes it's just a matter of being like, "oh I guess the bomb hit, well while I'm here".People praise 's bomb combos, well Link has them too, although with tighter windows.
Actually, that's not so clearly the case anymore. Any difference in knockback between the two is honestly negligible. In fact I'd say that the biggest difference is the angle they launch the opponent, Toon's having a lower angle, which would factor into optimal DI available etc. So having said that, while there may be some people (such as myself) who might point out some slight difference in how early Toon's Fair will kill in a given scenario, I think it's about time we start thinking more along the lines of 'their knockback and kill potential is roughly equal in all practical circumstances assuming the move has actually connected'. You're not wrong, it's just that the way you've worded it sells Link's Fair short.Link's Fair since the buffs kills almost as early as TL's
I mean, if they airdodge slightly before we use Fair at all, then yeah, but even so; in my experience this won't be the case, even if it's just because I was attempting to combo it and they were able to airdodge just in time or something. The point is I'd clarify that or else not say it at all.and if the opponent airdodges, Fair2 will hit them.
Mega Man though. Oh but you said 'most' campers..Link's projectiles have good frame data, better than most campers.
They're not interested in this kind of trivia.bombs (2 on screen at once max)
ooh so close XD. I was just about to give you a pat on the back for saying frame 8 (which is a technicality tied to the nature of bombs) when you messed up on the FAF which is 21.bomb toss 8 FAF 20
I will however mention that you have a broken link here.
Details.. e.g. soft-throw bombs etc.And Link can throw out a lot of projectiles to be onscreen at once.
The comparison to Snake's nades is inaccurate. Unless talking about soft-throws, which you haven't yet, for, reasons?He also has Zair that plants bombs on the ground like Snake's grenades while attacking forward.
Vague claim which without more is unconvincing, especially considering that most characters don't need/want to camp. - which incidentally is also a 'vague claim which without more is unconvincing'. You see the problem here?can out-camp most characters.
Kind of subjective.Bombs are terrifying.
Yeah but then they'd bring up lack of good rising aerials, 7 frame jump-squat, below average air acceleration, 'what is zoning anyway', and then you'd bring up amazing FF and maybe even remember to mention F-tilt and how shield safety is as much about frame advantage as it is about shield-push and range, and then just, this whole thing, it's all so circular and I hate it. This is why I don't post in that thread.Link's SH camping, better phrased Zoning, is safer than people think.
I was just mucking around.I think what they meant with the whole Link acts like a heavyweight is that Link is one, kinda has been since 64
Just so you know, bombs, being items, are not affected by rage. So there is no need to test for that.Nor did I tested to see if Rage would have any effect on these combos due to the fact all of this was tested in Training Mode.
I also want to point out that I've haven't quite mastered Technique allows you to gain momentum when throwing an item so I wasn't able to showcase what that will be like with both of these combos. Though I'm assuming that it'll help Link be able to perform both of these combos at a longer distance.Just so you know, bombs, being items, are not affected by rage. So there is no need to test for that.
If it isn't looked at by the time I get back next week, I'll add it to my list. (Unless Foxy finishes finals first.)