SuSa
Banned via Administration
Please note:
I need help finishing Type 2: Aerials. Read what characters it does good against, and try to help me make a list of those characters. Anyone who would like to help finish Type 1: Zair, all help is welcome ^_^
If you would like to contribute please message Havokk or reply to this thread.
The Index
This is the Index. To quickly find a section, go to "Find" (Control+F on Windows) and copy and paste the {stuff inside and the bracket things}
Eg: "find" {u} to go to Updates.
To find which "Type" is used for what character type the characters name, or a part of it.
Updates {u}
Updates on: Oct. 21st 7:30~ PM (v1.1)
Updates on: Oct. 21st 9:10~ PM (v1.2)
Updates on: Oct. 22nd 3:50pm~ (v1.3)
Updates on: Oct. 24nd 9:00pm~ (v1.3)
What Does Types of Play Show? {wdtops}
A bad Link will stick to one type throughout a match, they will not change it up and they will become predictable and be punished. Often they will even be using a style that will only make it easier for their opponent to approach them. They have much room for improvement, because there are many other types they must learn. They may win the first few matches against inexperienced players but they shouldn't count on winning often.
A good Link is somewhere in the middle between bad and great. They are more adaptive but still lack the ability to mix it up greatly in a match, they stick mainly to one type and switch it up when that isn't performing as well. This lack of knowing which type would do best against what type of characters often starts the Link at a stock disadvantage before they switch types. A good Link will win more often then a bad Link obviously, but they still lose often enough to not be considered "great".
A great Link uses, and may have "mastered", all of these types. They not only switch when a type is not working, but they switch just to switch! This keeps the unpredictability in the matchup, they are rarely "figured out" and win a great amount of their matches. They know which type will be hardest to get around for their opponent, and they exploit that. When they feel that the opponent is getting close to figuring it out, they switch types to a type that still works, but just not the best. They may still lose, but that is only showing that they still have room to improve.
Terms to Know {ttk}
In every guide, especially ones aimed at the "middle class" rather then beginners, you will often find terms that you may not know. This is just a small list, briefly covering important acronyms and "shortcuts" used in the guide.
Zair - Pressing the "Z" button in the air, or airdodging and pressing "A" quickly. This is used for Link, Toon Link, Samus, and Lucas. (Lucas' does not do damage) as a secondary recovery option.
Bair - Back air -Pressing the direction behind you + the "A" button while in air.
Fair - Foward Air - Pressing the direction in front of you + the "A" button while in air.
Nair - Neutral Air - Pressing just the "A" button while in air.
DAC/DACUS - Dash Attack Cancel/Dash Attack Cancelled Up Smash - This is an Advanced Technique, check the sticky for the Link Video Guide (made by Izaw)
Bombslide - Simply using the DAC/DACUS whilst holding a bomb.
Reverse Bombslide - I can't explain this, anyone wanna help?
Jump-Canceled Bomb Toss - Simply jumping and tossing the bomb immediately after (the toss happens so fast after you input the "jump" command, that you don't jump!) | I recommend using the c-stick so you can more easily throw it behind you/up.
Zair Edgehog - Using the Zair to regain invincibility frames. (Hold onto the ledge, hit back, then use Zair twice, quickly)
Invincibility Frames- Frames that you cannot be hit or hurt during.
SA Frames - Super Armour Frames - Frames that you can take damage, but you are not knocked back. (Eg: Wario Forward Smash, Charizard's Up- B)
AC - Arrow Cancel - Using "B" just before landing on the ground, this negates startup lag for shooting arrows.
BAL/BACL - Boomerang Arrow Lock/Boomerang Arrow Cancel Lock - Using the Boomerang to knock down your opponent, then either shooting an arrow or arrow canceling an arrow to "lock" your opponent.
Lock - This forces an opponent to get up without attacking or rolling. This allows you to follow up with anything since the opponent is basically "helpless"
Jab Lock - Using Link's first Jab (AAA combo) to "lock" an opponent. With practice you can entreatingly use the first Jab to lock to the edge of a stage.
Bomb Drop - Dropping a bomb by using "Z" or airdodging and quickly pressing "A"
ZDA - Zair Dropped Aerial - When holding a Bomb, press Z to drop the bomb and immediately perform an aerial, this catches the bomb and performs the aerial.
BHF- Bomb Holding Fsmash - When holding a Bomb, or while pulling it out, hold the "A" button. (if holding the bomb, first roll or sidestep). Using the C-stick, you can still use your Fsmash while holding the bomb. Release A to swing once, then tap it again to swing twice.
Sidestep - While holding shield, press Down.
The Types of Play {ttop}
The "Types of Play" is not meant to be used as a Character Matchup.
Nor is it meant to say "this type is always better then that type".
It is merely a guideline to be used to help in certain matchups, and expand your way of playing.
All of "Character Specific" is done by "Aerial Approachers" "Projectile Campers" and "Ground Approachers". Aerial Approachers is seperated into "Nair", "Bair", and "Fair" because Dair/Uair should not be used to approach for the majority of the cast, if by anyone.
Type 1- Zair {t1}
Used against: Tall or/and Bulky Characters
( Rob, DDD, Snake, Ganon, DK, Bowser, Ike, Samus )
While the Zair is an Aerial move and should thus fall under "Aerials" it does not. The reasoning behind this is the fact that you may be the type to use Zair, but you don't actually use your other aerials, hence the Zair being its own "Type". The Zair also leads up to different setups then the "Aerials" type, another difference.
The Zair can lead to many combos and setups and is fantastic for spacing:
( >> means "two options")
Example:
Combo Start >> Finish Option 1 >> Finish Option 2 )
Character Analysis
This assumes that you are on the defensive or the opponent is approaching you! However, you can use the knowledge of what to use Zair against to help you approach the enemy as well! (When to back out/throw a bomb/throw a boomerang, etc.)
R.O.B.
Aerial Approachers
Nair
Why in the world would a ROB approach with this move? Who knows, but they might! It has a slow start-up but beware, after start-up lag it is a quick move that covers almost an entire circle around ROB. No sane ROB would approach with this, but if they do. No worries, Zair outreaches it.
Sometimes they will approach from above (sometimes using their up-B) to avoid your projectiles and your Zair! If they are the type of ROB that approaches like this as a last resort, or quickly, you should switch "Types" because you won't be hitting with your Zair at all!
Fair
A quick attack that can create a Wall of Pain offstage, it can be a deadly move to a Link who is easily gimped. It's start-up lag is almost non-existent, but it has a relatively short reach, so you with some careful timing you can fend this off with Zair.
Bair
It has some start-up lag, but a very deceiving hitbox! Due to how this move affects ROB's aerial movements, hitting with a Zair with the "back" facing you is going to be hard, if not impossible. I suggest not using Zair to fend off a ROB who approaches with this. However, if the ROB is trying to mindgame you and uses the Bair while facing towards you (so the Flame is away), hitting with the Zair should be a piece of cake! If the ROB is using this, I suggest throwing a Bomb at them instead.
Projectile Campers
The Laser
The Gyro
So that covers the important info you should know about ROB's projectiles, notice how he has 2 projectiles that can't easily be spammed. You have 3 projectiles that can! You should approach with bombs and arrow cancels until you are close enough to Zair again.
Ground Approachers
If the ROB decides to approach on the ground, he is also at a disadvantage to your far-reaching Zair. ROB will have a difficult time approaching you, so let him come to you! This means playing Defensively (Read the "Advanced Link Guide, near the bottom")
____________________________________
King DeDeDe
Aerial Approachers
Nair
The hitbox for this is about the center of D3, so you will only need to worry about this if they are approaching from above you, otherwise a Zair should fix this problem.
Fair
It has quite a bit of start-up lag but has a hitbox that takes up all of the space in front of D3. You should see this move coming a mile away, but it is usually used from quite a bit above you. I suggest using a boomerang rather then using Zair.
Bair
This move is godlike for D3. It is strong, has good knockback and a "bad knockback" near the end hitboxes. This move is going to be used for the majority of approaches, and it is generally used two ways. It is Fastfalled from above you, or RAR'd at your height level. If it is fastfalled from above you, just get out of the way and throw a bomb. If it is going to be RAR'd you should knock them away with a Zair.
Projectile Campers
D3 only has 1 projectile. It is relatively slow, and hardly spammable. This is his Waddle Toss, however there are three forms!
Waddle Dee
Waddle Doo
Gordo
It is easy to hit him while he is going to throw one and Zair, with its great reach, makes a great candidate for that punish hit, but the end lag can be quicker then many people think, if you are going to try and punish this move, punish before D3 throws the Waddle. A great way to clear Waddle's is to throw/drop a bomb onto them. A camping D3 should be no problem for a Link.
Ground Approachers
~Silly Link's, D3 doesn't approach on the ground xD~
(no info because I've never faced a "ground approaching" D3)
____________________________________
Snake
____________________________________
Ganon
____________________________________
Donkey Kong
____________________________________
Bowser
____________________________________
Ike
____________________________________
Samus
____________________________________
________________________________________________________________________
Type 2- Aerials {t2}
Used against: Short Ranged and/or Low Priority Aerials
( ~In Production~ Mario, )
The Aerial type Link is always jumping around, constantly Shorthopping and Fastfalling with and without Aerials. The Aerial type Link includes all but Uair and Dair approachs (for obvious reasons).
Bair
Nair
Fair
Now that you are a bit more familiar with your aerials, we can go into the "Character Analysis".
Character Analysis
~ In Production ~
Mario
~In Production~
________________________________________________________________________
Type 3- Locks {t3}
This style revolves around the boomerang to setup combos, especially using it to set up locks such as the BAL/BACL lock. You will be using Craq Walk to try and get a Jab Lock in often. Most of the match, your boomerang will be flying around stage. Your almost always in the air, throwing a boomerang or getting a bomb. You just want that opponent on the ground and nothing is going to stop you from reaching that goal. At higher %'s you may find yourself using Zair to hope for a non-teched landing. This is the style I personally use the most, as it works often because you cannot escape a good lock!
________________________________________________________________________
Type 4- Projectile Spam {t4}
A style that revolves around camping and projectile spam. This style works horribly against those with reflectors but excels versus those characters like Ganon. Many Link's find themselves using this style when they are feeling pressured, or are behind by a large % or a stock. A smart "style 4" user will make sure to mix up the boomerang >AC landing, pull-bomb > AC landing, the Double Arrow, and even the Triple arrow at times to keep their opponent away and feeling pressured by projectiles. I look down upon this style myself, and only use it as a last resort.
________________________________________________________________________
Type 5 - Ground Based {t5}
I noticed Legan used this a lot vs me, it revolves around the Craq Walk, and the smooth boot (if you practice it, I didn't see much of this from Legan) to quickly approach your opponent. It is really confusing for a long time due to the weird look of the Craq Walk. You will also find yourself using the Angelic Step (Demonic Step/w/e) (side-step, hold back, push forwards when you turn around) into tilts. This style works very well against players who are used to the other style of Links. I have not seen this style used by anyone besides Legan. This style can also get old quickly, like Style 2 so you may find yourself switching mid-match often.
________________________________________________________________________
Type X {t6}
An adaptive, quick learning, mastered style that uses all of the above 5 styles, I would consider this "perfection of Link". This is something I am aiming towards achieving, as I do suggest other Link's to do. The reason is because sticking to one main style gets predictable during a match, and you will start to get punished. This style always keeps your opponent on their toes and trying to avoid you. Awesome at keeping pressure on your opponent, while almost always being on the offensive, but with a strong and quick defense.
I need help finishing Type 2: Aerials. Read what characters it does good against, and try to help me make a list of those characters. Anyone who would like to help finish Type 1: Zair, all help is welcome ^_^
If you would like to contribute please message Havokk or reply to this thread.
The Index
This is the Index. To quickly find a section, go to "Find" (Control+F on Windows) and copy and paste the {stuff inside and the bracket things}
Eg: "find" {u} to go to Updates.
To find which "Type" is used for what character type the characters name, or a part of it.
- Updates {u}
- What Does Types of Play Show? {wdtops}
- Terms To Know {ttk}
- The Types of Play {ttop}
- Type 1 {t1}
- Type 2 {t2}
- Type 3 {t3}
- Type 4 {t4}
- Type 5 {t5}
- Type 6 {t6}
Updates {u}
Updates on: Oct. 21st 7:30~ PM (v1.1)
- Changed "Style" to "Type"
(Style= Aggressive/Defensive/Adaptive) - List of opponents where each "Type" is generally more useful.
- Character specific uses for each "Type" against each "Character" begun.
- Information on Enemy Projectiles added.
Updates on: Oct. 21st 9:10~ PM (v1.2)
- Added Terms To Know
- Added "The Index"
- Fixed formatting
Updates on: Oct. 22nd 3:50pm~ (v1.3)
- Begun Type 2 Description remake and Character Analysis
- Changed "The Characters" to "Character Analysis"
- Allowed Characters to "overlap" Types. ( 1 Character may appear in several types )
Updates on: Oct. 24nd 9:00pm~ (v1.3)
- Added Pit to "Ground Type"
- Created a list of "Do Not Use"
What Does Types of Play Show? {wdtops}
- A bad Link uses one of these types.
- A good Link uses some of these types.
- A great Link uses all of these types.
A bad Link will stick to one type throughout a match, they will not change it up and they will become predictable and be punished. Often they will even be using a style that will only make it easier for their opponent to approach them. They have much room for improvement, because there are many other types they must learn. They may win the first few matches against inexperienced players but they shouldn't count on winning often.
A good Link is somewhere in the middle between bad and great. They are more adaptive but still lack the ability to mix it up greatly in a match, they stick mainly to one type and switch it up when that isn't performing as well. This lack of knowing which type would do best against what type of characters often starts the Link at a stock disadvantage before they switch types. A good Link will win more often then a bad Link obviously, but they still lose often enough to not be considered "great".
A great Link uses, and may have "mastered", all of these types. They not only switch when a type is not working, but they switch just to switch! This keeps the unpredictability in the matchup, they are rarely "figured out" and win a great amount of their matches. They know which type will be hardest to get around for their opponent, and they exploit that. When they feel that the opponent is getting close to figuring it out, they switch types to a type that still works, but just not the best. They may still lose, but that is only showing that they still have room to improve.
Terms to Know {ttk}
In every guide, especially ones aimed at the "middle class" rather then beginners, you will often find terms that you may not know. This is just a small list, briefly covering important acronyms and "shortcuts" used in the guide.
Zair - Pressing the "Z" button in the air, or airdodging and pressing "A" quickly. This is used for Link, Toon Link, Samus, and Lucas. (Lucas' does not do damage) as a secondary recovery option.
Bair - Back air -Pressing the direction behind you + the "A" button while in air.
Fair - Foward Air - Pressing the direction in front of you + the "A" button while in air.
Nair - Neutral Air - Pressing just the "A" button while in air.
DAC/DACUS - Dash Attack Cancel/Dash Attack Cancelled Up Smash - This is an Advanced Technique, check the sticky for the Link Video Guide (made by Izaw)
Bombslide - Simply using the DAC/DACUS whilst holding a bomb.
Reverse Bombslide - I can't explain this, anyone wanna help?
Jump-Canceled Bomb Toss - Simply jumping and tossing the bomb immediately after (the toss happens so fast after you input the "jump" command, that you don't jump!) | I recommend using the c-stick so you can more easily throw it behind you/up.
Zair Edgehog - Using the Zair to regain invincibility frames. (Hold onto the ledge, hit back, then use Zair twice, quickly)
Invincibility Frames- Frames that you cannot be hit or hurt during.
SA Frames - Super Armour Frames - Frames that you can take damage, but you are not knocked back. (Eg: Wario Forward Smash, Charizard's Up- B)
AC - Arrow Cancel - Using "B" just before landing on the ground, this negates startup lag for shooting arrows.
BAL/BACL - Boomerang Arrow Lock/Boomerang Arrow Cancel Lock - Using the Boomerang to knock down your opponent, then either shooting an arrow or arrow canceling an arrow to "lock" your opponent.
Lock - This forces an opponent to get up without attacking or rolling. This allows you to follow up with anything since the opponent is basically "helpless"
Jab Lock - Using Link's first Jab (AAA combo) to "lock" an opponent. With practice you can entreatingly use the first Jab to lock to the edge of a stage.
Bomb Drop - Dropping a bomb by using "Z" or airdodging and quickly pressing "A"
ZDA - Zair Dropped Aerial - When holding a Bomb, press Z to drop the bomb and immediately perform an aerial, this catches the bomb and performs the aerial.
BHF- Bomb Holding Fsmash - When holding a Bomb, or while pulling it out, hold the "A" button. (if holding the bomb, first roll or sidestep). Using the C-stick, you can still use your Fsmash while holding the bomb. Release A to swing once, then tap it again to swing twice.
Sidestep - While holding shield, press Down.
The Types of Play {ttop}
The "Types of Play" is not meant to be used as a Character Matchup.
Nor is it meant to say "this type is always better then that type".
It is merely a guideline to be used to help in certain matchups, and expand your way of playing.
All of "Character Specific" is done by "Aerial Approachers" "Projectile Campers" and "Ground Approachers". Aerial Approachers is seperated into "Nair", "Bair", and "Fair" because Dair/Uair should not be used to approach for the majority of the cast, if by anyone.
Type 1- Zair {t1}
Used against: Tall or/and Bulky Characters
( Rob, DDD, Snake, Ganon, DK, Bowser, Ike, Samus )
While the Zair is an Aerial move and should thus fall under "Aerials" it does not. The reasoning behind this is the fact that you may be the type to use Zair, but you don't actually use your other aerials, hence the Zair being its own "Type". The Zair also leads up to different setups then the "Aerials" type, another difference.
The Zair can lead to many combos and setups and is fantastic for spacing:
- A Zair at around 100% knocks down your opponent, if they do not tech this landing you may be able to Craq Walk into a Jab Lock, or simply shoot an arrow to lock them.
- The Zair outreaches everyone listed but Ike's Fair and Samus' Zair.
- Zairing with a bomb in hand can lead to Zair > Bomb Throw > DAC
- Always DI your Zair, don't just stay still in the air!
- Zair > Zair > Bomb-Slide > Aerial
- Zair > DAC
- Zair > Grab > Pummel >> Fthrow/Bthrow >Dac >> Dthrow chaingrab.
( >> means "two options")
Example:
Combo Start >> Finish Option 1 >> Finish Option 2 )
Character Analysis
This assumes that you are on the defensive or the opponent is approaching you! However, you can use the knowledge of what to use Zair against to help you approach the enemy as well! (When to back out/throw a bomb/throw a boomerang, etc.)
R.O.B.
Aerial Approachers
Nair
Why in the world would a ROB approach with this move? Who knows, but they might! It has a slow start-up but beware, after start-up lag it is a quick move that covers almost an entire circle around ROB. No sane ROB would approach with this, but if they do. No worries, Zair outreaches it.
Sometimes they will approach from above (sometimes using their up-B) to avoid your projectiles and your Zair! If they are the type of ROB that approaches like this as a last resort, or quickly, you should switch "Types" because you won't be hitting with your Zair at all!
Fair
A quick attack that can create a Wall of Pain offstage, it can be a deadly move to a Link who is easily gimped. It's start-up lag is almost non-existent, but it has a relatively short reach, so you with some careful timing you can fend this off with Zair.
Bair
It has some start-up lag, but a very deceiving hitbox! Due to how this move affects ROB's aerial movements, hitting with a Zair with the "back" facing you is going to be hard, if not impossible. I suggest not using Zair to fend off a ROB who approaches with this. However, if the ROB is trying to mindgame you and uses the Bair while facing towards you (so the Flame is away), hitting with the Zair should be a piece of cake! If the ROB is using this, I suggest throwing a Bomb at them instead.
Projectile Campers
The Laser
- It takes about 2 seconds to charge to "shootable", making this much harder to spam.
- It takes a full 20 seconds to become fully charged.
- It can be angled at 5 different angles. "High Up" "Mid Up" "Straight" "Mid Down" and "Low Down"
- It goes through everything (doesn't get canceled by Hylian Shield unless it is not angled)
- It can be easy to avoid, but hard to punish.
The Gyro
- The Gyro can be charged.
- The Gyro takes about 1.5 seconds to fully charge.
- It shoots farther when charged, and it also shoots quicker.
- The Gyro is extremely hard to be picked up on the ground, just avoid doing so.
- The Gyro can be hopped over if you see it coming, if you shield the Gyro it dissipates allowing ROB to charge another, so try not to shield it.
So that covers the important info you should know about ROB's projectiles, notice how he has 2 projectiles that can't easily be spammed. You have 3 projectiles that can! You should approach with bombs and arrow cancels until you are close enough to Zair again.
Ground Approachers
If the ROB decides to approach on the ground, he is also at a disadvantage to your far-reaching Zair. ROB will have a difficult time approaching you, so let him come to you! This means playing Defensively (Read the "Advanced Link Guide, near the bottom")
King DeDeDe
Aerial Approachers
Nair
The hitbox for this is about the center of D3, so you will only need to worry about this if they are approaching from above you, otherwise a Zair should fix this problem.
Fair
It has quite a bit of start-up lag but has a hitbox that takes up all of the space in front of D3. You should see this move coming a mile away, but it is usually used from quite a bit above you. I suggest using a boomerang rather then using Zair.
Bair
This move is godlike for D3. It is strong, has good knockback and a "bad knockback" near the end hitboxes. This move is going to be used for the majority of approaches, and it is generally used two ways. It is Fastfalled from above you, or RAR'd at your height level. If it is fastfalled from above you, just get out of the way and throw a bomb. If it is going to be RAR'd you should knock them away with a Zair.
Projectile Campers
D3 only has 1 projectile. It is relatively slow, and hardly spammable. This is his Waddle Toss, however there are three forms!
Waddle Dee
- The most harmless of the Waddle Toss.
- Can attack if it jumps, so still knock these away when they are around you.
- Most common type
- Including Waddle Doo, there can only be two out at once.
Waddle Doo
- Shoots a laser from its eye, don't get caught in this!
- Does more damage then the Waddle Dee if it hits you before the ground.
- Including Waddle Dee, there can only be two out at once.
- Hit these away! The laser can rack up damage, and stun you enough for D3 to approach!
Gordo
- The rarest to be seen.
- Can kill you at higher percents, do not get hit by this!
- Sometimes shielding this is better then trying to dodge it
It is easy to hit him while he is going to throw one and Zair, with its great reach, makes a great candidate for that punish hit, but the end lag can be quicker then many people think, if you are going to try and punish this move, punish before D3 throws the Waddle. A great way to clear Waddle's is to throw/drop a bomb onto them. A camping D3 should be no problem for a Link.
Ground Approachers
~Silly Link's, D3 doesn't approach on the ground xD~
(no info because I've never faced a "ground approaching" D3)
Snake
Ganon
Donkey Kong
Bowser
Ike
Samus
Type 2- Aerials {t2}
Used against: Short Ranged and/or Low Priority Aerials
( ~In Production~ Mario, )
The Aerial type Link is always jumping around, constantly Shorthopping and Fastfalling with and without Aerials. The Aerial type Link includes all but Uair and Dair approachs (for obvious reasons).
Bair
- Quick hitbox
- First kick has no knockback
- Second kick delivers the knockback
- Auto-Cancels
- Can be Arrow Canceled on landing if you start it while rising during a shorthop
- Can perform two if you full hop the first one
- Close-Range, decent to low priority.
- May lead to a Craq Walked Ftilt/Fsmash
Nair
- Quick hitbox
- Auto-Cancels
- Strongest when it first starts, weaker near the end hitboxes.
- Great for gimping if hit with the "weak" hitbox.
- Good Priority, decent range
- Weak hit leads to utilt, jab combo, dsmash, or usmash
- Strong hit may lead to DAC or Bombslide at lower %'s
- Can be used from shield easily
- Great for escaping combos
Fair
- Has two "swings"
- First swing has a more upwards trajectory, while the second has a more horizontal trajectory
- Auto-Cancels
- Can hit with both swings at lower %'s
- First hit can lead to dsmash or utilt if auto-canceled.
- Normally started from a full-hop to hit with the second swing (since it auto-cancels, and the second swing is "stronger")
- Good range, good priority, slowish startup.
Now that you are a bit more familiar with your aerials, we can go into the "Character Analysis".
Character Analysis
~ In Production ~
Mario
~In Production~
Type 3- Locks {t3}
This style revolves around the boomerang to setup combos, especially using it to set up locks such as the BAL/BACL lock. You will be using Craq Walk to try and get a Jab Lock in often. Most of the match, your boomerang will be flying around stage. Your almost always in the air, throwing a boomerang or getting a bomb. You just want that opponent on the ground and nothing is going to stop you from reaching that goal. At higher %'s you may find yourself using Zair to hope for a non-teched landing. This is the style I personally use the most, as it works often because you cannot escape a good lock!
Type 4- Projectile Spam {t4}
A style that revolves around camping and projectile spam. This style works horribly against those with reflectors but excels versus those characters like Ganon. Many Link's find themselves using this style when they are feeling pressured, or are behind by a large % or a stock. A smart "style 4" user will make sure to mix up the boomerang >AC landing, pull-bomb > AC landing, the Double Arrow, and even the Triple arrow at times to keep their opponent away and feeling pressured by projectiles. I look down upon this style myself, and only use it as a last resort.
Type 5 - Ground Based {t5}
I noticed Legan used this a lot vs me, it revolves around the Craq Walk, and the smooth boot (if you practice it, I didn't see much of this from Legan) to quickly approach your opponent. It is really confusing for a long time due to the weird look of the Craq Walk. You will also find yourself using the Angelic Step (Demonic Step/w/e) (side-step, hold back, push forwards when you turn around) into tilts. This style works very well against players who are used to the other style of Links. I have not seen this style used by anyone besides Legan. This style can also get old quickly, like Style 2 so you may find yourself switching mid-match often.
Type X {t6}
An adaptive, quick learning, mastered style that uses all of the above 5 styles, I would consider this "perfection of Link". This is something I am aiming towards achieving, as I do suggest other Link's to do. The reason is because sticking to one main style gets predictable during a match, and you will start to get punished. This style always keeps your opponent on their toes and trying to avoid you. Awesome at keeping pressure on your opponent, while almost always being on the offensive, but with a strong and quick defense.