Looticforgothispassword
Smash Ace
And I try to get around it by thinking what moves I can allow myself to get hit by and utilizing light shielding.
Last edited:
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!
The f-smash is +5 going into the second f-smash swing if you are frame perfect. The second swing takes 10 frames to hit, so your opponent will have only 5 frames to act. This is enough for a fox shine OOS, a roll, a spot dodge, maybe jump but I think most, if not all, characters will not get high enough before the hit boxes come out. This means you can get free hits if your opponent is trying to shield grab you or something.Can one of the vets give me a low down on Link's F-Smash
It's probably one of my favorite moves in the game; just because of how much range it has, how powerful both parts are, how they can combo into each other, how it recoils, and how it can threaten with ambiguous timing on it's 2nd part (people really seem fear the 2nd hit cause of it's power and relative speed).
The info on the frame thread states a +5 on sheild from 2nd hit....is this right? is that if you hit both back to back as fast as possible? Seems too good to be true...
I see Germ often throw out rouge F-mashes and mixing up the timing and doing singles sometimes doubles sometimes and he rarely gets punished for it. I know both smashes by themselves are punishable....or are they not because of shield stun, reaction time, and push back? (I know the frame data and shield stun figures)
Not quite. They have 5 frames to act. It is +5, but the second f-smash swing hits on frame 10. They can buffer roll out. Otherwise, this would be some sweet shield-breaking tech lol. Just double f-smash their shield once it's a bit worn and it would be guaranteed shield break.Second hit f-smash ON shield is like -20 or something. But it's +5 between the first and second hit on shield, meaning the shielder has to hold throughout the full string or they will get swatted.
This is where you can land the second fsmash, creating a mixup situation.It doesn't matter. Any character can just wavedash out of shield and grab you.
So you're a Link main now Huny?F-smashing shield is bad. Second hit makes it less bad.
Even if second hit can come out +5 they can still just hold shield and wait until the window for second swing to end and get you in the end lag of the first swing. Luckily no one knows those frame Windows so it doesn't matter.
It's a mix up sure, but it still puts Link at a disadvantage.
Anyway this convo seems a little silly so getting off it. Links need to GET ON THE BOARDS! It's so inactive... Like only 5 posts every week or so
As of now. I get as far as top 8 at my locals with Link but if I'm down in sets I go Marth again. I wouldn't call it dual maining tho because all of my melee time is going to Link. He's great for forcing myself to learn zoning.So you're a Link main now Huny?
That frame window doesn't exist, if I'm reading the data correctly. From what I can tell, you are actionable the first frame that you stop being able to access the second swing [i.e., if you fsmash1 then press A at some point after, you will either always start a jab or always do fsmash2, there is no cooldown window where your A input does nothing].F-smashing shield is bad. Second hit makes it less bad.
Even if second hit can come out +5 they can still just hold shield and wait until the window for second swing to end and get you in the end lag of the first swing. Luckily no one knows those frame Windows so it doesn't matter.
It's a mix up sure, but it still puts Link at a disadvantage.
Anyway this convo seems a little silly so getting off it. Links need to GET ON THE BOARDS! It's so inactive... Like only 5 posts every week or so
Yes! WD > Dtilt seems to work more than it should. Definitely underused currently. Against Falco it's not as good of course because of lasers, but the Dtilt can be cancelled pretty fast (frame 32 iirc) so it's not much of a commitment but amazing if it lands. It sets up so much on FFers at any percent. Man if only Link's D-tilt had Pikachu's or Roy/Marth's Dtilt frame data. if only T.TVs Fox, the biggest things in neutral are not getting caught in shield. If the Fox likes to shine grab, you may have to start buffer rolling out. Some Foxes get lazy and do shine to full hop aerials, which you can easily uair out of shield if you adjust to their spacing and drift under. You can also wavedash back and d-tilt in some instances.
@Lootic No I mean that you can wavedash out of shield and grab the second slash of Link's fsmash.
Huh, sure? Aww well, it works anyways.@Lootic No I mean that you can wavedash out of shield and grab the second slash of Link's fsmash.
Fox is a hard matchup. You really have to not shield against him and not let him get you into bad positions (basically, any time you might want to shield, you are probably out of position).That frame window doesn't exist, if I'm reading the data correctly. From what I can tell, you are actionable the first frame that you stop being able to access the second swing [i.e., if you fsmash1 then press A at some point after, you will either always start a jab or always do fsmash2, there is no cooldown window where your A input does nothing].
Really struggling with Fox lately and considering picking up Samus to deal with him better [it feels soooooo much easier when he can't CC dsmash for free, never mind that hers is faster]. The aerial mobility difference and worse grab is awkward but the up+b is sweet. I can beat pretty much any Fox I run into that doesn't waveshine or shinegrab, and I can beat some that do those things too, but it's rough... I recall a while back SAUS recommended retreating fairs, but those don't seem to get me very far. Should I be trying to DD more to bait something? It feels like the effective range of our DD is zero because we don't have many threatening options to Fox from it at low percents [any?], and his is longer and faster. I tend to spend a lot of time either looking for a uair/nair or throwing stuff [mostly bombs when I can get them, boomerangs probably more than I should], but I feel shield-dependent and like I maybe need to refresh what I do in the MU.
On another random note, I feel like the video thread is badly managed. Lots of videos dropped in it, not much critique/advice going on, and I don't know if anyone watches any of it [I actually have a clip I'm curious if anyone has confidence replicating - teched and tried to immediate dsmash, got an immediate fall-off dair and it hit Marth... https://www.youtube.com/watch?v=hdzguOkluC4&t=10m2s ]
Also are we supposed to just CC everything Marth does? I feel like I spend the vast majority of the MU holding down...
Against spacies its better to go with rang to cover side B and high recovery in general and then jab -> run off nair to cover on stage recovery from below or if you cant get a rang out for some reason, lastly if they are below the stage nair is your best bet.Edge Guarding, Because it hits low and has generous hitboxes on the sword it can cover the lip and a few options above and in front of Link as well.
So usually you'll see it used against recovering spacies to cover their Up B and Side B options around the edge. It's not the best option but it can KO early, can be a good mix up.
I'll quote myself in case it was missed -Against spacies its better to go with rang to cover side B and high recovery in general and then jab -> run off nair to cover on stage recovery from below or if you cant get a rang out for some reason, lastly if they are below the stage nair is your best bet.
Ftilt is most useful vs doc, mario, CF and ganon, especially the two latter as their upB sometimes grabs through the nair and this can turn the edgeguard.
I use ftilt a fair bit due to something silly that happened in PM a while back combined with someone telling me it hits below ledge.F-tilt is a move that I have wanted to experiment with. It seems like occasionally a good choice for edgeguarding (there might be a few situations when it's preferred over up-b, particularly when you would want to cover a low option and have time to cover a high recovery too, afterward).
does anyone know the frame data for link's throws and item pick ups? I feel like his neutral A throw is faster than his smash throw even though they look exactly the same. I also want to figure out how long his item catch and item pick up from ground animations are because I want to experiment on using multiple bombs to control space
Sorry for double post, but why not just D-tilt instead for those scenarios-I use ftilt a fair bit due to something silly that happened in PM a while back combined with someone telling me it hits below ledge.
In my opinion, there is at least one situation where ftilt is really good – it’s when a spacie (probably more often Fox due to his longer up+b) on Battlefield can choose between going straight up or coming at you. With good timing, ftilt will stuff the coming at you option, and then you can do something to them if they go straight up after the ftilt (up+b? jab?), since it is not that laggy and they still have to fall [20 frames of endlag]. If you can get the spacing and timing down, it’s also an amazing option vs Marth [I’m not sure if he can ever sweetspot around it, but I know for certain we can outspace his up+B and hit him if he’s not perfect or close to it because I’ve done it several times]. You can also use it against Peach as well [hit her out of the rising portion of parasol, outspacing it similar to vs Marth], although I’m not sure if it’s better than dtilt or trying to hit her with a bomb…
The other important thing about ftilt is that if you time the last active hitbox to be some frame before they grab ledge, it can’t be punished with any getup option except drop from ledge aerials, because as mentioned before, only 20 frames of endlag [even a ledgedash has 10 frames landing lag and 7 stuck on ledge, so that’s 17 frames minimum, plus time to get on ledge, so unless someone needs only two frames of aerial jump to ledgedash, no options can punish us because that’s 10+7+3 = 20 = no frame advantage for either side, although they’re invincible – and that assumes last frame is the frame before ledgegrab and we whiff it]. That fact, combined with our solid CC game, makes it low risk to go for [we could CC basically all of Marth’s options from ledge for instance, since his dair shouldn’t reach us if we’re outspacing up+B].
I'm not sure why you would ever CC ftilt. I think you're misreading what I was saying? I'm saying space an ftilt before the up+b, not out of CC.Sorry for double post, but why not just D-tilt instead for those scenarios-
It's faster to start
Faster to end
MUCH less awkward to use out of CC
Can set up KO/confirm for most characters at a lot of percents, even at really high percents can be reached with 2 jumps + Up-B
F-tilt is kind of powerful but they will be prepping a tech or DI when recovering . D-tilt allows better options to react to both of those. If we're talking CC, F-smash or D-smash are faster, very easy out of CC, and potentially more powerful/useful aren't they?
IMO this is all over-thinking though since Marth is such an easy character to edge guard as Link, I mean he can't do anything about Link's super long Nair + another Nair. Worst case scenario is that it will trade and they die. Or you can just refresh on ledge and invincible aerial, or you can just Marth killer, etc.
Gonna +1 this. D-tilt sets up for easy kills all the time. I think f-tilt will maybe be better in a few specific scenarios, but d-tilt is almost always easier / better. Against fast fallers, it combos into kill / better reset options at basically any percent.Sorry for double post, but why not just D-tilt instead for those scenarios-
It's faster to start
Faster to end
MUCH less awkward to use out of CC
Can set up KO/confirm for most characters at a lot of percents, even at really high percents can be reached with 2 jumps + Up-B
F-tilt is kind of powerful but they will be prepping a tech or DI when recovering . D-tilt allows better options to react to both of those. If we're talking CC, F-smash or D-smash are faster, very easy out of CC, and potentially more powerful/useful aren't they?
IMO this is all over-thinking though since Marth is such an easy character to edge guard as Link, I mean he can't do anything about Link's super long Nair + another Nair. Worst case scenario is that it will trade and they die. Or you can just refresh on ledge and invincible aerial, or you can just Marth killer, etc.
Multiple bombs is not something you should aim for. Boomerang + bomb is plenty. Also, don't forget your sword - it controls a TON of space. Multiple bombs happens incidentally because bombs bounce off of shields and some attacks (particularly lasers). Don't try to make these things happen, but it is good to know how to handle the bombs when it comes up.does anyone know the frame data for link's throws and item pick ups? I feel like his neutral A throw is faster than his smash throw even though they look exactly the same. I also want to figure out how long his item catch and item pick up from ground animations are because I want to experiment on using multiple bombs to control space
I made a bomb thread. Everything your looking for is in it. To answer tho Links forward smash throw and tilt throw take the same amount of frames. Item catch on the ground has 1 frame of delay while catching in the air is instant. Multiple bombs arnt really practical.does anyone know the frame data for link's throws and item pick ups? I feel like his neutral A throw is faster than his smash throw even though they look exactly the same. I also want to figure out how long his item catch and item pick up from ground animations are because I want to experiment on using multiple bombs to control space
Not sure if it is under-appreciated, but I agree, Link's jabs are great. It is slow compared to other jabs but the reach on it is so nice. Definitely better than marth's jab except in the case where marth's jab hits spacy's side-b lol.I just want to say that I love Link's jabs, they are under-appreciated. Both may not the fastest on start up but they both cancel quite fast and have a lot of coverage. If you get really proficient with the CC hold back notch cancel you can rapidly Jab1-Jab2 and only high priority ground moves and transcendent projectiles can penetrate (plus you have a 5 frame option out of CC). Both also pop up and out to set up for other things. I feel like his jabs are better than Marth's because of the speed and arguably better than Samus' Jab1; even though Samus can do more out of it and her WD + Jab is more versatile, it feels like the sword's coverage and disjoint are superior for many situations.
Well i say under-appreciated because it's not used out of CC nearly enough (actually I can't recall any Link mains that consistently know how to use it like Ganons' use their Jab out of CC), and it's not utilized in neutral enough to stuff SHFFL approaches or applying spaced pressure to keep stage control.Not sure if it is under-appreciated, but I agree, Link's jabs are great. It is slow compared to other jabs but the reach on it is so nice. Definitely better than marth's jab except in the case where marth's jab hits spacy's side-b lol.
Ya I can see that. I do try to jab out of CC sometimes but unless I am on point I find it really hard to do at good times. Your opponent can CC punish your jabs, too. CC run away / roll are also solid options.Well i say under-appreciated because it's not used out of CC nearly enough (actually I can't recall any Link mains that consistently know how to use it like Ganons' use their Jab out of CC), and it's not utilized in neutral enough to stuff SHFFL approaches or applying spaced pressure to keep stage control.
I feel like it gets forgotten about a lot in favor of spamming SHFFL or FH Fairs/Nairs and using projectiles (which sometimes lead to Link getting punished because he was too slow to Bomb/Boomerang), and concerning CC I see Link's always desperately try and Up-B or CC D-smash but it never works against fast top tiers because both are too slow.