Heero Yuy
#sweg
Does anybody else feel like Peach is Link's best high-tier matchup? Maybe at least 60-40 in Link's favor? I'm not too sure, since she's my favorite matchup as Link.
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Agreed. Camp them. Being above them gives them access to powerful up-tilt and up-air. Don't be directly above them. Being on the ground in front of them is bad because that's where they can grab you. Keep your distance or get off the ground. Be extra careful of grabs. If you've killed Nana, use your down-air to kill Popo when he is forced to side-b to recover.I'm camping. and always try to be at an angle 45 degrees in front of and above the ice climbers. At the ledge like that I always just use the invincibility frames and jumps back on to the stage/ stalls for a short period of time.
This is a matchup where you never ever should use your UpB, way too much risk and probably wont kill.
I don't think you can delete posts.Woot woot first post! I'm I'm Smashty and I have been playing melee on and off for 10+ years. However, I am just now getting into competitive and I am in the process of choosing a main. Unfortunately, I don't like very many characters. Link is someone that I like but I had a question about him.
Can his jumping hookshot be used as an attack as a way to aid your approach or stop your opponents? Specifically by either short hopping forwards or backwards while using it. It comes out much faster then the bomerang and the start/end lag is pretty small if you time it right. The 6% won't win you games but it gives you alot of reach that you otherwise would not have. At higher percents it can even buy you enough time to pull out a bomb.
There is no chat that I know of. How long have you been playing melee? It takes a lot of time to get good at this game and if you have a tourney next wednesday, there's not that much you could add to your game in the next 4-5 days. I would go to make connections with the community so that you can play with more people (if you haven't found people to play with already). I've always found Link in teams to be pretty bad. He likes to have a lot of space and you basically will never have that in 2v2.Is there a chat for melee links? I really want to learn him at a comparative level also I have no idea how to play link in teams, and I have tournament next Wednesday any advice?
1. Bair is great, its quick and comboes and is hard to punish. Short Hop it, Full Jump it, do it in reverse, SHFFL it, ledge hop it for a crossover, edgeguard with it. It has so many uses, not as many as Link's nair, but still a lot.Hi I'm new and I have a few questions. 1st question. I used to think Bair was useless and I only just started using it recently and was wondering if its bad to short hop or full jump Bair someone who is on the ground because Bair doesn't seem to work very well unless they are on a platform or in the air. 2nd question. is just wave dashing faster than running? and 3rd question. is using D-tilt spike even worth it because I have never been able to do it
Um yeah I got that but my question is what's your button input on it? Click the control stick down or away from the stage before jumping back onto the stage to waveland?Yes, to regain hookshot. I shorthop and then waveland back on ledge.
I play NTSC so I take every semi-spike I can get on his up+B, but you already said it is PAL. For the record, Bomb jumping can work against Fox below ledge, Falco below ledge, Falcon, and Marth, but Jiggs and Peach can screw it up with aerials/turnips easily, and Sheik can try to needle the bomb, so it might not be as useful there (if you do it in a really bad spot a desynced Ice Block from ICs also hoses you, and Samus's down+B can too, though that might need to be pre-emptive - I don't know the frame data on that). Fox/Falco can laser the bomb if you bomb jump at a bad height. I also think netting KOs when you can > increasing survivability, since you don't guarantee a KO one way but do the other way, and you win by removing stocks, but it really depends on what other punishes you have - if you are consistent/like bomb-jumpng and can punish with another move, it's probably better to just punish with other stuff.Best punishes on Links grabs against spacies and what percents?
Also dealing with falco lasers?
And whats everyone's opinion on making b-up stale? is it worth doing? or is it better to get the bomb recovery? (reminder that PAL up-b isnt a semi spike)
Links grab punishes on spacies (my numbers will be rough, since I don't know the exact percents windows):Best punishes on Links grabs against spacies and what percents?
I find jumping to a platform and throwing a boomerang down towards them is handy. Pulling a bomb here is also a good choice. Once I have a bomb, I like to powershield and then throw the bomb behind the reflected laser.Also dealing with falco lasers?
The bomb jump is not really a good recovery. It is a last effort in hopes that the opponent will somehow fail to stop you from coming back. It's only decent at really high damage, and you are forced to up-b backwards towards the stage after, so you have low/no protection, no mix-up potential, and even if you make it back, you are still at high damage.And whats everyone's opinion on making b-up stale? is it worth doing? or is it better to get the bomb recovery? (reminder that PAL up-b isnt a semi spike)
I am pretty sure down-throw tech chase is inescapable, but you have to have very good reaction time. It might not work against falco, though, since his tech is fast and far. One thing I really want to experiment with more is down-throw chain grabbing on platforms. That way, you don't have to move and then grab, you just have to know which way to face and when to throw out the grab. My reaction time is not good enough, I find, but maybe I just need more pracice.The above was very helpful.
In general, what throws should be used at what percents to punish spacies? Sheik? Captain Falcon? I fell like dthrow -> regrab works on Fox/Falco, is that actually a thing or just my opponents being bad? Same question with dthrow -> up+ on Fox/Falco (I can do it to Fox, not to Falco it seems...)?
Up and behind is nice. It is hard to tell if they need to turn around to grab or not, and you go as high as possible, so I'm pretty sure you escape earliest with that DI. I don't know the exact percent you get out at, and in practice, the Shieks I play just drop the chain grab a lot. I think it is around 70 or 80. At around 100 and a little higher, if you DI away, you get hit by her forward air. This is usually much worse than taking the up-air or taking the fair from higher up, so go for the up-toward DI. At around 120 or so and I think for a very long time or indefinitely, you can DI away on her down throw and she has no follow up.How should one best DI Sheik's dthrow to avoid a regrab ASAP? And at what percentage can Link start escaping it? Is it up-behind-Sheik DI or what? [I know she'll get a follow-up but I'd rather give the follow-up then be re-grabbed for even more percent prior to fair or uair or usmash or whatever.]
I always throw up, I don't like the dthrow tech chase as there is a high risk of screwing it up when under some choke pressure. u-throw can be followed up into a combo with utils and uairs. I also prefer to tech chase with dsmash against spacies and CF as I find its huge horizontal coverage being great for covering options and it also happens to send them in a trajectory which is good for more tech chasing and/or comboing.The above was very helpful.
In general, what throws should be used at what percents to punish spacies? Sheik? Captain Falcon? I fell like dthrow -> regrab works on Fox/Falco, is that actually a thing or just my opponents being bad? Same question with dthrow -> up+ on Fox/Falco (I can do it to Fox, not to Falco it seems...)?
If its NTSC you should try to DI up onto a platform, its your best chance. Other than that you got a very specific DI so you end up behind shiek but it it looks like you are in front where you hold the control stick upwards and slightly behind. In PAL away and down is best(as you would for regular combo DI).How should one best DI Sheik's dthrow to avoid a regrab ASAP? And at what percentage can Link start escaping it? Is it up-behind-Sheik DI or what? [I know she'll get a follow-up but I'd rather give the follow-up then be re-grabbed for even more percent prior to fair or uair or usmash or whatever.]
I actually have no idea and I usually know my comboes, I guess I always go for the utilts instead. But I always reason that "if it works it works". If you seem to benefit from it, use it.My question: In tournament I did dthrow -> dsmash on Marth at 0%/super low percents (I got it at like 10% too) and it worked. Is this actually a thing or not? I know it works on Sheik at 30%, but he's not Sheik (and it did work on multiple different Marths multiple times, but I'm the only Link around, so...). Would I have to CC a fair or something if I commit to this? I am willing to take one of Marth's aerials or whatever, CC it, and try to keep going/reset to neutral (since it's gonna be like 20% vs 13% from a tipper fair or whatever), I'm just wondering if this works regardless of DI (I did manage to pivot dsmash Marth once too).
A couple times when I went for utilt I traded with the Marth - can Marth actually trade at 0% with a utilt followup, or was that poor execution on my part (and it very well might be)? I don't know frame data for this stuff (I know utilt and dsmash are both frame 9, but I don't know when utilt most often hits or the on-hit advantage at various percents, etc.), but... I do agree utilt is also very good and opt for that if I grab them at like 15% (then dthrow -> utilt -> utilt or uair or whatever).I actually have no idea and I usually know my comboes, I guess I always go for the utilts instead. But I always reason that "if it works it works". If you seem to benefit from it, use it.
Links CC game is pretty important vs Marth and I say that any oportunity you get to CC an aerial and retaliate should be used.
I do d-throw up-tilt jab against marth at 0%. If you find them getting happy with the fair, then crouch cancel regrab after the up-tilt is a very nice punish (down throw, up tilt, they fair, you crouch cancel, regrab). I've had some success with jabbing, but I haven't fully explored it yet. I don't know if it actually works yet or what I'm supposed to do after the jabs.A couple times when I went for utilt I traded with the Marth - can Marth actually trade at 0% with a utilt followup, or was that poor execution on my part (and it very well might be)? I don't know frame data for this stuff (I know utilt and dsmash are both frame 9, but I don't know when utilt most often hits or the on-hit advantage at various percents, etc.), but... I do agree utilt is also very good and opt for that if I grab them at like 15% (then dthrow -> utilt -> utilt or uair or whatever).
What do you do after the utilt? I feel like even when I land utilt, I'll often trade with fair when I try a second utilt, so I tried dsmash and it worked, which is how I arrived at that combo and thus wanted to ask the question... or should utilt be safe on hit and I'm probably just messing up timing?
Jab -> dsmash or jab1 -> jab2 -> dsmash might(?) work - I was using rapid jabs and jab -> dsmash/jab1 -> jab2 -> dsmash as mixups at various times when I jabbed to very nice results (and I also landed a lot of landing nair to dsmash this weekend, which was very satisfying, although that doesn't apply to dthrow combos). You could almost certainly just jab for the third jab and then follow up with shield and see what they do, or rapid jab if they are on the edge.I do d-throw up-tilt jab against marth at 0%. If you find them getting happy with the fair, then crouch cancel regrab after the up-tilt is a very nice punish (down throw, up tilt, they fair, you crouch cancel, regrab). I've had some success with jabbing, but I haven't fully explored it yet. I don't know if it actually works yet or what I'm supposed to do after the jabs.
Against Jiggs, I just do down throw up-tilt or up-air if she goes to high. Seems to work okay, but I rarely get any grabs. I don't think down-throw dair works if she DIs correctly (maybe at low percents but I don't know). I'd recommend not going for too many grabs agaist Jiggs because a hit is a decent chunk of damage but a miss is instant death (unless you are at very low damage, but still not worth).@ SAUS @ L Looticforgothispassword
Ok, I'm tagging people not cuz it's urgent (although speed would be nice since I have a tourney this weekend) but only cuz my last post wasn't a question but an answer and I want to make sure people know this is actually a question.
What do you do to floaties when you get the grab at low percents (especially Peach)? I was derping around with a level 9 Peach (mainly practicing some tech skill and I just put a Peach) and I realized that if I dthrow her at 0%, it seems physically impossible to get a followup if she nairs right away (that is, dthrow would seem minus on hit). This problem seems to persist until at least 30%. Should I uthrow and try to uair her (although that doesn't seem terribly easy compared to when she goes a bit higher)? Or am I just screwing up? If I'm messing up that clearly shows I need to fix my utilt timing, but it seemed literally impossible to utilt her after it until like 30%, even when she would [if she didn't nair] get hit by the front half of utilt.
And what are the guaranteed dair followups from grabs on floaties? Do any exist or are they reads? I can't seem to get dthrow -> dair to work on Jiggs or Peach at any percent... am I doing it wrong or is this something where if they guess and react perfectly, I don't get a dair? Similarly, are there percents where dthrow -> uair is guaranteed [which would seem the case, but I don't know]? If no to both, then I'm wondering if we have a better grab followup, or if it's best to just guess with dthrow/uthrow and attempt the followup.
Also if anyone knows when dthrow -> spin attack stops working on Peach/Jiggs (and other floaties I guess) [or if it doesn't stop working until super high percents so it's usually fine], that would be great. I would test this stuff on my own but I don't have humans to practice consistently with/test stuff and I'm not frame-perfect by any stretch so I never know if it's my execution or the frames that are getting in the way of something.
EDIT: P.S.: SAUS thanks for throw numbers on fast fallers - them + weight knowledge help a lot (Fox Falcon Captain Falcon especially).