Rizen
Smash Legend
^Link's Fsmash shield pressure is really bad in this game, even worse than Brawl I've thought 'this should break the shield with both Fsmash hits' but it doesn't anymore. It's good to know Dsmash is Link's Shield breaker move.
I've been experimenting with different setups and jab 1 (or 2 but it's riskier because DI away)>Utilt is great except at max jab range or vs small characters in which case the Utilt will miss. Utilt seems to hit more in front of Link a bit off the ground so small characters can avoid it more easily and Link must be closer. Big characters should be the easiest to chain. I don't think this is a true combo but it connects easily and seems hard to escape because jab 1 (and 2) slightly raises the opponent.
At low %s, 0-30ish Link can jab>Utilt>Usmash and go for a SH Uair read. At 30-50ish Link can jab>Utilt then the opponent can double jump to escape but that leads to a Uair read or air dodge punish Usmash/Utilt. Above that % Link can jab>Utilt>SH/Jump Uair reading the opponent's DI. Keep in mind that Uair is stronger in SSB4 and has better damage scaling knock back than Dair.
This is a great juggling tactic for damage, positioning and kills. Utilt seems to be the most consistent jab cancel to land.
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I tried out the custom moves now that I finally unlocked all of them. With the slight exception of the N64 boomerang, Link's standard moves seem as good or better all around than the customs. Some customs might be good in specific situations.
Spin attack:
Normal: the height buff from Brawl and attack make this universally the best.
Wind: Losing all hit bubbles sucks. The recovery distance is great but Link being vulnerable and not grabbing the ledge brings it down. Probably the best for doubles though.
Shocking: The attack still isn't great and losing the recovery isn't worth the trade off.
Arrows:
Normal: all around best choice. These can be charged to adjust the distance and work the best with other projectiles.
Quick bow: These are good for damage but don't have enough hitstun, range or launch power to be useful. Zair covers the range in which the would be used so they don't serve much purpose. Too bad they don't fly farther. These might be the best for team battles.
Strong bow: The power is fantastic but the charging time kills the potential. These are gimmicky and wouldn't work except in non-competitive 8 player smash or something.
Boomerangs:
Normal (Gale): the lesser damage makes this worse than the non gale boomerang. It was buffed from Brawl so tourneys without custom moves don't hurt Link much at all. I would like to see the wind affect tested more for gimping; it's slightly stronger and the boomerang flies farther than in brawl.
N64 Boomerang: Best choice. It has the exact same movement as the gale Boomerang but does more damage and damages when returning.
Ripping: this doesn't have enough hitstun or range to be useful. The start up makes it risky and it's hard to combo from. It might be good in doubles but the N64 Boomerang is probably better.
Bombs:
Normal: all around best choice again.
Meteor: The short fuse really kills a lot of potential. Pulling a bomb takes time and you must throw almost immediately after, which is very easy to read and avoid. It's a shame the fuse is so short because they have good combo and offstage potential otherwise.
Big: Not exploding or damaging the opponent on contact kills the potential. They can sort of be used for stage control but I think good players will get around them easily with aerial grab>quick throws.
I've been experimenting with different setups and jab 1 (or 2 but it's riskier because DI away)>Utilt is great except at max jab range or vs small characters in which case the Utilt will miss. Utilt seems to hit more in front of Link a bit off the ground so small characters can avoid it more easily and Link must be closer. Big characters should be the easiest to chain. I don't think this is a true combo but it connects easily and seems hard to escape because jab 1 (and 2) slightly raises the opponent.
At low %s, 0-30ish Link can jab>Utilt>Usmash and go for a SH Uair read. At 30-50ish Link can jab>Utilt then the opponent can double jump to escape but that leads to a Uair read or air dodge punish Usmash/Utilt. Above that % Link can jab>Utilt>SH/Jump Uair reading the opponent's DI. Keep in mind that Uair is stronger in SSB4 and has better damage scaling knock back than Dair.
This is a great juggling tactic for damage, positioning and kills. Utilt seems to be the most consistent jab cancel to land.
_________________
I tried out the custom moves now that I finally unlocked all of them. With the slight exception of the N64 boomerang, Link's standard moves seem as good or better all around than the customs. Some customs might be good in specific situations.
Spin attack:
Normal: the height buff from Brawl and attack make this universally the best.
Wind: Losing all hit bubbles sucks. The recovery distance is great but Link being vulnerable and not grabbing the ledge brings it down. Probably the best for doubles though.
Shocking: The attack still isn't great and losing the recovery isn't worth the trade off.
Arrows:
Normal: all around best choice. These can be charged to adjust the distance and work the best with other projectiles.
Quick bow: These are good for damage but don't have enough hitstun, range or launch power to be useful. Zair covers the range in which the would be used so they don't serve much purpose. Too bad they don't fly farther. These might be the best for team battles.
Strong bow: The power is fantastic but the charging time kills the potential. These are gimmicky and wouldn't work except in non-competitive 8 player smash or something.
Boomerangs:
Normal (Gale): the lesser damage makes this worse than the non gale boomerang. It was buffed from Brawl so tourneys without custom moves don't hurt Link much at all. I would like to see the wind affect tested more for gimping; it's slightly stronger and the boomerang flies farther than in brawl.
N64 Boomerang: Best choice. It has the exact same movement as the gale Boomerang but does more damage and damages when returning.
Ripping: this doesn't have enough hitstun or range to be useful. The start up makes it risky and it's hard to combo from. It might be good in doubles but the N64 Boomerang is probably better.
Bombs:
Normal: all around best choice again.
Meteor: The short fuse really kills a lot of potential. Pulling a bomb takes time and you must throw almost immediately after, which is very easy to read and avoid. It's a shame the fuse is so short because they have good combo and offstage potential otherwise.
Big: Not exploding or damaging the opponent on contact kills the potential. They can sort of be used for stage control but I think good players will get around them easily with aerial grab>quick throws.