Information from the Discord JMU:
Neutral:
Aerials
Zard:
Zard NAir on shield: Safe with excellent spacing and FF a few frames before landing out of a SH AC NAir, possible, but not easy. Link can usually shield grab.
FF AC NAir is used to land and is somewhat safer.
BAir safe on shield, but slow startup. Good range.
Zard tail hitbox no rage on the very edge of BF kills at 75% vs Link
3 sweetspot Bairs can break a full shield, as well as 2 sweetspot Bairs and a FB.
SH FAir can AC, safe on shield.
Fair and Nair can SHFF autocancel if he jumps from platform to lower platforms or from lower platforms to ground
DA can be better than FB to catch endlag of projectiles and SH at mid-range due to good dash speed. Not guaranteed even with perfect shield.
Link:
Link FAir safe on shield if spaced or timed right.
Zard can punish SH retreat BAir 1 on shield with DA unless Link DJ. Zard can punish with SH FAir if Link does not space right.
BAir can connect into another BAir or Up-B at lower %s.
NAir can lead to jab or grab at low %s.
Projectiles vs Zard
Links projectiles lose to FB. Bomb can sometimes win, for complicated reasons which take a while to explain. Just ask Foxy. Zards may not go for FB at all; if they do, keep shield as an option a little more than usual.
Tilts:
Zard:
Main neutral tool is jab, frame 4. Can win CQC. Link jab has better range. Zard jab 1 is -15 on shield. Jab 2 is -16. Jab 3 is -22. Can do Jab mixups. (See “combos”)
UTilt can juggle, anti-air. Wings are invulnerable, hitbox begins at frame 9.
Link:
Jab 2 can allow mixups, but Zard can always jump out. Link can predict and jump FAir.
FTilt can be spaced to be safe.
DTilt is safest on shield and has best range. Can combo to FAir at lower %s.
Specials:
Zard:
Flare Blitz can catch rolls, used for reads otherwise. Breaks at over 15%. Link’s DAir (all parts) and Uair can break Flare Blitz because when fresh they do over 15% (15.75%). On shield, easily punishable. Arrow lock. It can land on a platform making it safer, but still unsafe. SH FAir on the platform.
If Link eats a full Rock Smash without perfect shielding it(the big hit and all the smaller ones) there's a window of time where Flare Blitz is a guaranteed shield break. It's not an oppressively big window but it's something to be aware of.
Link: PS projectiles.
Bomb pull is 40 FAF, so easily punishable. Link’s tend to have bad bomb pulls, Zard can punish with FB.
Boomerang can have several angles.
Bombslides allow Link to approach more quickly and allow a bomb to cover that approach. Bombs allow for combos and kills.
If Zard shields grounded Up-B, it no longer has a hitbox that can hurt him, even if the move is still going, allowing more time to punish.
Grabs:
Zard:
Frame 8
Horrible range, if spaced right most of Link’s moves will be safe on shield.
DAir can cover an airdodge read so be careful, especially with a DThrow by the ledge.
At very, very low percents, Charizard can opt to either up smash to set up a juggle situation, or Nair. If Nair is the chosen option, he can try to followup on an option read. For example, if he reads a jump after the Nair, he can chase with a Fair, otherwise he can jab/regrab, but after the Nair none of the followups are true.
On Smashville's platform, downthrow - Fly becomes a thing as well.
After that, Down Throw's followups are mostly 50/50s or reads. Without rage around 80, dthrow > fair at the ledge becomes a potent 50/50 kill. Never airdodge dthrow before then.
UThrow kills at 110% no DI/rage off top BF platform. 140% with DI down and away (optimal DI)Keep in mind if grabbed below a platform, UThrow will end up on top of the platform.
UThrow kills at 140% no DI/rage on base of BF. 170% optimal DI.
At higher %s near the ledge, DI to avoid BThrow/FThrow from killing, and then adjust DI upon reacting to UThrow/DThrow.
Link:
Frame 12
Great reach, easily punishable
DThrow gets virtually nothing on Charizard except sets up a juggle.
Uthrow kills at 180% no rage/ DI.
Link can f throw and back throw Zard and get an up air if he reads your jump
Shield:
Zard:
Shield Grab- 8 frames
USmash OoS- 6 frames
Up-B OoS- 9 frames
NAir- 16 frames
FAir- 15 frames
Jab- 11 frames
https://docs.google.com/spreadsheets/d/1GaDXAPQJlz0AiIYSSOWFwy_dg04Rrq4a-YF9-VDOhZI/edit#gid=0
Link:
Shield Grab- 12 frames
USmash OoS- 10 frames
Up-B OoS- 8 frames
Bomb- 8 frames
BAir- 13 frames
Jab- 14 frames
https://docs.google.com/spreadsheet...OWFwy_dg04Rrq4a-YF9-VDOhZI/edit#gid=520381524
Aerials
Zard:
Zard NAir on shield: Safe with excellent spacing and FF a few frames before landing out of a SH AC NAir, possible, but not easy. Link can usually shield grab.
FF AC NAir is used to land and is somewhat safer.
BAir safe on shield, but slow startup. Good range.
Zard tail hitbox no rage on the very edge of BF kills at 75% vs Link
3 sweetspot Bairs can break a full shield, as well as 2 sweetspot Bairs and a FB.
SH FAir can AC, safe on shield.
Fair and Nair can SHFF autocancel if he jumps from platform to lower platforms or from lower platforms to ground
DA can be better than FB to catch endlag of projectiles and SH at mid-range due to good dash speed. Not guaranteed even with perfect shield.
Link:
Link FAir safe on shield if spaced or timed right.
Zard can punish SH retreat BAir 1 on shield with DA unless Link DJ. Zard can punish with SH FAir if Link does not space right.
BAir can connect into another BAir or Up-B at lower %s.
NAir can lead to jab or grab at low %s.
Projectiles vs Zard
Links projectiles lose to FB. Bomb can sometimes win, for complicated reasons which take a while to explain. Just ask Foxy. Zards may not go for FB at all; if they do, keep shield as an option a little more than usual.
Tilts:
Zard:
Main neutral tool is jab, frame 4. Can win CQC. Link jab has better range. Zard jab 1 is -15 on shield. Jab 2 is -16. Jab 3 is -22. Can do Jab mixups. (See “combos”)
UTilt can juggle, anti-air. Wings are invulnerable, hitbox begins at frame 9.
Link:
Jab 2 can allow mixups, but Zard can always jump out. Link can predict and jump FAir.
FTilt can be spaced to be safe.
DTilt is safest on shield and has best range. Can combo to FAir at lower %s.
Specials:
Zard:
Flare Blitz can catch rolls, used for reads otherwise. Breaks at over 15%. Link’s DAir (all parts) and Uair can break Flare Blitz because when fresh they do over 15% (15.75%). On shield, easily punishable. Arrow lock. It can land on a platform making it safer, but still unsafe. SH FAir on the platform.
If Link eats a full Rock Smash without perfect shielding it(the big hit and all the smaller ones) there's a window of time where Flare Blitz is a guaranteed shield break. It's not an oppressively big window but it's something to be aware of.
Link: PS projectiles.
Bomb pull is 40 FAF, so easily punishable. Link’s tend to have bad bomb pulls, Zard can punish with FB.
Boomerang can have several angles.
Bombslides allow Link to approach more quickly and allow a bomb to cover that approach. Bombs allow for combos and kills.
If Zard shields grounded Up-B, it no longer has a hitbox that can hurt him, even if the move is still going, allowing more time to punish.
Grabs:
Zard:
Frame 8
Horrible range, if spaced right most of Link’s moves will be safe on shield.
DAir can cover an airdodge read so be careful, especially with a DThrow by the ledge.
At very, very low percents, Charizard can opt to either up smash to set up a juggle situation, or Nair. If Nair is the chosen option, he can try to followup on an option read. For example, if he reads a jump after the Nair, he can chase with a Fair, otherwise he can jab/regrab, but after the Nair none of the followups are true.
On Smashville's platform, downthrow - Fly becomes a thing as well.
After that, Down Throw's followups are mostly 50/50s or reads. Without rage around 80, dthrow > fair at the ledge becomes a potent 50/50 kill. Never airdodge dthrow before then.
UThrow kills at 110% no DI/rage off top BF platform. 140% with DI down and away (optimal DI)Keep in mind if grabbed below a platform, UThrow will end up on top of the platform.
UThrow kills at 140% no DI/rage on base of BF. 170% optimal DI.
At higher %s near the ledge, DI to avoid BThrow/FThrow from killing, and then adjust DI upon reacting to UThrow/DThrow.
Link:
Frame 12
Great reach, easily punishable
DThrow gets virtually nothing on Charizard except sets up a juggle.
Uthrow kills at 180% no rage/ DI.
Link can f throw and back throw Zard and get an up air if he reads your jump
Shield:
Zard:
Shield Grab- 8 frames
USmash OoS- 6 frames
Up-B OoS- 9 frames
NAir- 16 frames
FAir- 15 frames
Jab- 11 frames
https://docs.google.com/spreadsheets/d/1GaDXAPQJlz0AiIYSSOWFwy_dg04Rrq4a-YF9-VDOhZI/edit#gid=0
Link:
Shield Grab- 12 frames
USmash OoS- 10 frames
Up-B OoS- 8 frames
Bomb- 8 frames
BAir- 13 frames
Jab- 14 frames
https://docs.google.com/spreadsheet...OWFwy_dg04Rrq4a-YF9-VDOhZI/edit#gid=520381524
Combos:
Link on Zard:
BAir can connect into another BAir or Up-B at lower %s.
DThrow: 60%: Platform Up-B
Zard should DI away from Link (as opposed to behind) and DJ. From 0%-20% Zard can Down-B or Up-B.
Zard can switch from DI toward or away at higher %s to throw off Link’s UAir following DI. Zard can still jump out.
DTilt: Always DI away
0%-3% (0%-6% if Zard doesn’t DJ or A-land) If Zard airdodges, guaranteed airdodge landing lag. 22 frame Link advantage with FH FAir FF, 23 with SHUFF. Recommend FAir, because FAir can get two hits and still allows possible FSmash or another DTilt FAir if airdodged.
0%-20% Close: (Dash) FAir (true)
Mid: (Dash) FAir (not true w/ DI)
Tip: (Dash) FAir (not true w/ DI)
30%- Close: (Dash) FAir (not true w/ DI)
MidDash) FAir (not true w/ DI)
Tip: Nope.
40%-50%Close: (Dash) DJ FAir (not true w/ DI)
Mid:Nope.
Tip: Nope.
60%- Close: Dash FH UAir (not true w/ DI)
Mid:Nope.
Tip: Nope.
Bomb: If a bomb connects grounded Zard, this is what Link can do for the punish. I.E. if Zard is hit above 100% Link will need to FH as opposed to SH to punish. (Buffered FAir
0%-20%: Grab
0%-90%: SH (Not recommended at 0-20)
100%-120%: FH
130%- on: DJ
NAir can lead to grab at low percents.
Close boomerang to FAir.
Zard on Link:
DThrow: DI Up and Away
Guaranteed
0%-20% FAir
30%-60% (Dash) FAir
70%- 90% (Dash) DJ FAir
UTilt: DI Away if Link is grounded. DI Up and Away to avoid juggling. (Always can DJ out)
0%- Avoid another UTilt or USmash with DJ airdodge
10%- USmash
20%- 1st hit USmash will miss with DI Away, then DJ or airdodge out. DI away to avoid UTilt. DI away and airdodge to avoid Up-B.
30%- 40% As above but FAir is now true.
50%- Nothing true, DI away and airdodge
Jab to followups: At 85% Link can begin to jump after Jab 2. For Jab 1, up to forever, Link is forced to land.
Link on Zard:
BAir can connect into another BAir or Up-B at lower %s.
DThrow: 60%: Platform Up-B
Zard should DI away from Link (as opposed to behind) and DJ. From 0%-20% Zard can Down-B or Up-B.
Zard can switch from DI toward or away at higher %s to throw off Link’s UAir following DI. Zard can still jump out.
DTilt: Always DI away
0%-3% (0%-6% if Zard doesn’t DJ or A-land) If Zard airdodges, guaranteed airdodge landing lag. 22 frame Link advantage with FH FAir FF, 23 with SHUFF. Recommend FAir, because FAir can get two hits and still allows possible FSmash or another DTilt FAir if airdodged.
0%-20% Close: (Dash) FAir (true)
Mid: (Dash) FAir (not true w/ DI)
Tip: (Dash) FAir (not true w/ DI)
30%- Close: (Dash) FAir (not true w/ DI)
MidDash) FAir (not true w/ DI)
Tip: Nope.
40%-50%Close: (Dash) DJ FAir (not true w/ DI)
Mid:Nope.
Tip: Nope.
60%- Close: Dash FH UAir (not true w/ DI)
Mid:Nope.
Tip: Nope.
Bomb: If a bomb connects grounded Zard, this is what Link can do for the punish. I.E. if Zard is hit above 100% Link will need to FH as opposed to SH to punish. (Buffered FAir
0%-20%: Grab
0%-90%: SH (Not recommended at 0-20)
100%-120%: FH
130%- on: DJ
NAir can lead to grab at low percents.
Close boomerang to FAir.
Zard on Link:
DThrow: DI Up and Away
Guaranteed
0%-20% FAir
30%-60% (Dash) FAir
70%- 90% (Dash) DJ FAir
UTilt: DI Away if Link is grounded. DI Up and Away to avoid juggling. (Always can DJ out)
0%- Avoid another UTilt or USmash with DJ airdodge
10%- USmash
20%- 1st hit USmash will miss with DI Away, then DJ or airdodge out. DI away to avoid UTilt. DI away and airdodge to avoid Up-B.
30%- 40% As above but FAir is now true.
50%- Nothing true, DI away and airdodge
Jab to followups: At 85% Link can begin to jump after Jab 2. For Jab 1, up to forever, Link is forced to land.
Edgeguarding:
Link Offstage:
Tether- Zard can run off NAir, BAir.
Up-B- Zard can DAir
Bomb recovery
Link on ledge:
Ledge hop FAir- Zard can rock smash
Ledge hop ZAir
Bomb to cover roll, get up
Ledge jump bomb throw down NAir
Zard offstage:
Two jumps
Flare Blitz: Link can DAir it.
Up-B: Super armor from frames 4-15. Otherwise, Link’s NAir wins.
DAir can cover Zard recovery options due to long hitbox and can 2-frame. Long endlag so can be punished if missed with Zard’s DAir or allows Zard to reverse edgeguard.
Just ledge trap Zard unless you can force him below ledge snap flare blitz range. Then drop down Footstool or up B. Watch out for up B armor. Stage spike bair is bad unless your opponent sucks. Nair is fine. But armor makes it risky.
Zard on ledge:
Ledge hang makes him extremely susceptible to hits. First hit FSmash and USmash can hit, but second won’t.
Two jumps makes ledge hop TJ BAir possible- Ledge hop to second DJ Bair is super telegraphed. Charizard’s second DJ can only be used on the 32nd frame following the first DJ at the earliest
Ledge hop FAir
Ledge hop Rock Smash- Grab
Link Offstage:
Tether- Zard can run off NAir, BAir.
Up-B- Zard can DAir
Bomb recovery
Link on ledge:
Ledge hop FAir- Zard can rock smash
Ledge hop ZAir
Bomb to cover roll, get up
Ledge jump bomb throw down NAir
Zard offstage:
Two jumps
Flare Blitz: Link can DAir it.
Up-B: Super armor from frames 4-15. Otherwise, Link’s NAir wins.
DAir can cover Zard recovery options due to long hitbox and can 2-frame. Long endlag so can be punished if missed with Zard’s DAir or allows Zard to reverse edgeguard.
Just ledge trap Zard unless you can force him below ledge snap flare blitz range. Then drop down Footstool or up B. Watch out for up B armor. Stage spike bair is bad unless your opponent sucks. Nair is fine. But armor makes it risky.
Zard on ledge:
Ledge hang makes him extremely susceptible to hits. First hit FSmash and USmash can hit, but second won’t.
Two jumps makes ledge hop TJ BAir possible- Ledge hop to second DJ Bair is super telegraphed. Charizard’s second DJ can only be used on the 32nd frame following the first DJ at the earliest
Ledge hop FAir
Ledge hop Rock Smash- Grab
Juggling:
Link:
UAir- Lasts through airdodge, Zards can rock smash.
It's certainly effective against Zard since his air speed and hurtbox size makes it hard to drift out of it during an airdodge
UTilt
Zard:
UTilt
UAir
SH AC NAir
Landing:
Link:
DAir- can AC if timed right. Zard can UTilt or USmash to beat DAir. DAir can sneak through hit 1 and hit 2. Rare.
Bomb-
FF Airdodge
B- reverse
Zard:
Rock smash
NAir
Spaced BAir, go to ledge
FAir
Flamethrower
Link:
UAir- Lasts through airdodge, Zards can rock smash.
It's certainly effective against Zard since his air speed and hurtbox size makes it hard to drift out of it during an airdodge
UTilt
Zard:
UTilt
UAir
SH AC NAir
Landing:
Link:
DAir- can AC if timed right. Zard can UTilt or USmash to beat DAir. DAir can sneak through hit 1 and hit 2. Rare.
Bomb-
FF Airdodge
B- reverse
Zard:
Rock smash
NAir
Spaced BAir, go to ledge
FAir
Flamethrower
Stages:
Zard:
Likes platform stages.
Zard loves platforms. A smart Zard would always auto ban FD since it's his worst stage; Especially against projectile character
Fair and Nair can SHFF autocancel if he jumps from platform to lower platforms or from lower platforms to ground.
The platforms open room for more combo potential. His Uthrow is much stronger.
He has effective moves to shark, landing uair, sh nair, utilt, usmash (which is great at poking if you space it)
Link can escape a platform after shielding them though, but after an utilt, nair, or landing uair, Zard can read Links option and try to hit Link.
Link can runoff bair/fair, runoff ff shield, platform drop nair/bair.
Zard could beat Link with dash attack on ending lag or ftilt if read.
Link:
Link benefits from platforms by being able to pressure and shark them. He can also use them to speed up his movement, and avert his 7 frame jump squat start up by walking off and falling through them to instant double jump. Link in general is good at moving up and down short distances due to his amazing fast fall speed and short jump height.
Charizard can’t compare to Link when it comes to shield poking people on platforms. SH Nair alone is better than anything Zard has.
Zard:
Likes platform stages.
Zard loves platforms. A smart Zard would always auto ban FD since it's his worst stage; Especially against projectile character
Fair and Nair can SHFF autocancel if he jumps from platform to lower platforms or from lower platforms to ground.
The platforms open room for more combo potential. His Uthrow is much stronger.
He has effective moves to shark, landing uair, sh nair, utilt, usmash (which is great at poking if you space it)
Link can escape a platform after shielding them though, but after an utilt, nair, or landing uair, Zard can read Links option and try to hit Link.
Link can runoff bair/fair, runoff ff shield, platform drop nair/bair.
Zard could beat Link with dash attack on ending lag or ftilt if read.
Link:
Link benefits from platforms by being able to pressure and shark them. He can also use them to speed up his movement, and avert his 7 frame jump squat start up by walking off and falling through them to instant double jump. Link in general is good at moving up and down short distances due to his amazing fast fall speed and short jump height.
Charizard can’t compare to Link when it comes to shield poking people on platforms. SH Nair alone is better than anything Zard has.