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Promise fulfilled: How Link has changed in Smash 4.[IMO]

smashbrolink

Smash Journeyman
Joined
Jun 14, 2013
Messages
307
Location
Santa Ana California
For those wondering, I'm making this thread because I promised a friend that I'd do one and report on how Link has changed compared to his form in Brawl, using the recently released Smash 4 Demo that came to Platinum club Nintendo members, since he himself is a Link main and, unfortunately, doesn't yet have the demo.
Keep in mind that this is entirely based on my opinion of Link from my time with him in the Demo; if anyone has something to add or disagree about, feel free to do so, albeit respectfully.

For the sake of keeping this as a topic everyone can participate in, though, please tell me what you're most looking forward to in Smash, and if you have the demo, how do you like how each character available in it plays?

Down to business...
After a couple of days of playing, I've come to the following conclusions regarding my favorite Hylian Mute.

Better recovery; his spin attack now covers more vertical and horizontal distance and his grappling hook is longer.

Dash attack is more lethal: changed from a stab to a jump attack with 3 properties; If hitting near the base it will spike, if hitting with the tip it has more power[that's right; his dash attack works like Marth's "Tipper" attacks, meaning they're very deadly], and in either case its got decent overhead range on top of the ability to KO.
Has a bit of wind-up to it, but functions essentially like a souped-up jump-attack.

Better grab: when using it, it doesn't fall limply to the ground if he misses anymore, it just snaps right back in to him, so it's a lot faster and less punishable.

Forward smash attack and tilt both have improved range and KO power.

Down smash properties have changed; the forward slash sends enemies up into the air, and the backwards slash acts like running into his spin attack after it had begun used to, back in Melee; it sends the opponent flying backwards and down, making it very lethal if you're hit with it near the edge.
Down Tilt seems to have gotten a buff in strength in exchange for [as far as I know] not being able to spike, which was too difficult to do in the first place before and feels like a fair trade-off.

Up smash and tilt are both more powerful, and the tilt can combo again.

Boomerang is more powerful; it hits harder, flies faster, and its pulling mechanism feels buffed compared to Brawls. It also seems to have a larger whirlwind, but that might just be my imagination.

Bombs have been buffed a bit; they no longer explode if you ever get one knocked out of your hand and at your feet; they'll remain active until their timer expires instead of blowing up on you the moment it touches the ground.
Power seems to have gone up in exchange for less knock-back at lower damage percentages compared to previously.
Need to check to see if bomb recoveries are possible.

Arrows seem to have less down-time after shots this time around, and shots in general fly much faster.

Spin attack is somewhat buffed; it doesn't last as long so you recover faster from using it, and the angle of the spin changes a little bit as he twirls to give it a bit more vertical range to its hitbox.

Down Aerial can now SPIKE when hitting an opponent with the first few moments[up until the flash at the tip of the blade ends, if I'm correct] of the attack, making it very dangerous off-stage.
He also stops the attack sooner than he used to, and if he lands with it, he pulls it out far faster than he used to, meaning less vulnerability.

His stance in mid-air for his up aerial has changed to a much more backwards-bent stance, meaning it's the same posture that Link in Zelda 2 pulls off. Power seems to have been buffed a bit, but I haven't discovered if hitting with the tip or during a certain frame has any impact.

His forward aerial is easier to land both hits with due to coming out faster and there's little to no down-time when landing during the move.

Back aerial seems to have a bit less priority in trade for more knock-back if both kicks hit.

Neutral aerial seems to have gotten a buff all around; priority, power, knock-back, range all seem to have been buffed, and it comes out fast and doesn't leave the player vulnerable for too long if they land while it's going.

Link himself feels more durable, yet faster; it takes more to KO him than in previous iterations of Smash. His back roll has been changed to a much speedier back-flip that leaves you able to act far more quickly than previously.
 
Last edited:

Vladz0r

Smash Rookie
Joined
Aug 9, 2014
Messages
13
Is this a comparison between Link in Brawl and Link in Smash 4 (demo?), or between Link in the Smash 4 release and the demo.
 

smashbrolink

Smash Journeyman
Joined
Jun 14, 2013
Messages
307
Location
Santa Ana California
Is this a comparison between Link in Brawl and Link in Smash 4 (demo?), or between Link in the Smash 4 release and the demo.
Between Link in Brawl and Link in the Smash 4 Demo that was just given out to select Platinum club Nintendo members.
I don't know if there's any differences between how he plays in the demo and how he plays in the full game.
I'm hoping there will be improvements, if anything.

Thanks for pointing that out, though; I've added that bit to the front post for the sake of clarification.^_^
 
Last edited:

murdokdracul

"What do you mean you support Yoshimitsu?!"
Joined
Jul 13, 2014
Messages
210
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3DS FC
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This is a good summary. I agree with all of it. Also, I'd personally like to express how awesome Link's arrows are in Sudden Death. You can snipe from the other side of the stage and OHKO at full charge before your opponent can reach you.
 

smashbrolink

Smash Journeyman
Joined
Jun 14, 2013
Messages
307
Location
Santa Ana California
This is a good summary. I agree with all of it. Also, I'd personally like to express how awesome Link's arrows are in Sudden Death. You can snipe from the other side of the stage and OHKO at full charge before your opponent can reach you.
Yeah, I've done that a couple of times to Mario and Pikachu.
Feels good to get them back for all the thunderbolt and fireball spamming they do during the matches.XD
 

Conda

aka COBBS - Content Creator (Toronto region)
Joined
Mar 1, 2008
Messages
2,185
Location
Toronto
For those wondering, I'm making this thread because I promised a friend that I'd do one and report on how Link has changed compared to his form in Brawl, using the recently released Smash 4 Demo that came to Platinum club Nintendo members, since he himself is a Link main and, unfortunately, doesn't yet have the demo.
Keep in mind that this is entirely based on my opinion of Link from my time with him in the Demo; if anyone has something to add or disagree about, feel free to do so, albeit respectfully.

For the sake of keeping this as a topic everyone can participate in, though, please tell me what you're most looking forward to in Smash, and if you have the demo, how do you like how each character available in it plays?

Down to business...
After a couple of days of playing, I've come to the following conclusions regarding my favorite Hylian Mute.

Better recovery; his spin attack now covers more vertical and horizontal distance and his grappling hook is longer.

Dash attack is more lethal: changed from a stab to a jump attack with 3 properties; If hitting near the base it will spike, if hitting with the tip it has more power[that's right; his dash attack works like Marth's "Tipper" attacks, meaning they're very deadly], and in either case its got decent overhead range on top of the ability to KO.
Has a bit of wind-up to it, but functions essentially like a souped-up jump-attack.

Better grab: when using it, it doesn't fall limply to the ground if he misses anymore, it just snaps right back in to him, so it's a lot faster and less punishable.

Forward smash attack and tilt both have improved range and KO power.

Down smash properties have changed; the forward slash sends enemies up into the air, and the backwards slash acts like running into his spin attack after it had begun used to, back in Melee; it sends the opponent flying backwards and down, making it very lethal if you're hit with it near the edge.
Down Tilt seems to have gotten a buff in strength in exchange for [as far as I know] not being able to spike, which was too difficult to do in the first place before and feels like a fair trade-off.

Up smash and tilt are both more powerful, and the tilt can combo again.

Boomerang is more powerful; it hits harder, flies faster, and its pulling mechanism feels buffed compared to Brawls. It also seems to have a larger whirlwind, but that might just be my imagination.

Bombs have been buffed a bit; they no longer explode if you ever get one knocked out of your hand and at your feet; they'll remain active until their timer expires instead of blowing up on you the moment it touches the ground.
Power seems to have gone up in exchange for less knock-back at lower damage percentages compared to previously.
Need to check to see if bomb recoveries are possible.

Arrows seem to have less down-time after shots this time around, and shots in general fly much faster.

Spin attack is somewhat buffed; it doesn't last as long so you recover faster from using it, and the angle of the spin changes a little bit as he twirls to give it a bit more vertical range to its hitbox.

Down Aerial can now SPIKE when hitting an opponent with the first few moments[up until the flash at the tip of the blade ends, if I'm correct] of the attack, making it very dangerous off-stage.
He also stops the attack sooner than he used to, and if he lands with it, he pulls it out far faster than he used to, meaning less vulnerability.

His stance in mid-air for his up aerial has changed to a much more backwards-bent stance, meaning it's the same posture that Link in Zelda 2 pulls off. Power seems to have been buffed a bit, but I haven't discovered if hitting with the tip or during a certain frame has any impact.

His forward aerial is easier to land both hits with due to coming out faster and there's little to no down-time when landing during the move.

Back aerial seems to have a bit less priority in trade for more knock-back if both kicks hit.

Neutral aerial seems to have gotten a buff all around; priority, power, knock-back, range all seem to have been buffed, and it comes out fast and doesn't leave the player vulnerable for too long if they land while it's going.

Link himself feels more durable, yet faster; it takes more to KO him than in previous iterations of Smash. His back roll has been changed to a much speedier back-flip that leaves you able to act far more quickly than previously.
His moves are definitely more fluid and everything. His speed doesn't feel that different to me (he wasn't an overly slow runner in brawl) but he seems to have more quick moves that make using him more fun.

Oh, this video shows Link's moveset in both games side-by-side. Pretty cool.
https://www.youtube.com/watch?v=RSAiuNM3GNI
 

8000

Smash Lord
Joined
Aug 2, 2005
Messages
1,458
Location
Canada eh!
Spin attack is somewhat buffed; it doesn't last as long so you recover faster from using it, and the angle of the spin changes a little bit as he twirls to give it a bit more vertical range to its hitbox.
I haven't played the 3DS version but I'm wondering if there's any comparison to Melee's sweet spot or Up-B out of shield? Do you think there's much value in the Spin attack on the ground?
 

murdokdracul

"What do you mean you support Yoshimitsu?!"
Joined
Jul 13, 2014
Messages
210
Location
Manchester, United Kingdom
NNID
murdokdracul
3DS FC
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Switch FC
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I haven't played the 3DS version but I'm wondering if there's any comparison to Melee's sweet spot or Up-B out of shield? Do you think there's much value in the Spin attack on the ground?
I've used the spin on the ground to good effect. I missed it when I customed it to the damage-less version. If you want good ground damage, it's worth customing to the electric version, but there's not as much altitude gained in the air.
 
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