LINK - Character Matchup 3
Introduction
Link is the protagonist of The Legend of Zelda series by Nintendo. He has saved Hyrule and Princess Zelda from many evils. The wielder of the Master Sword and the holder of the Triforce of Courage. He appears as a main playable fighter in all three Super Smash Bros. games. Link was confirmed for Super Smash Bros. Brawl at E3 2006. His graphics have been completely revamped from his Super Smash Bros. Melee form, since his new look is derived from the game, The Legend of Zelda: Twilight Princess.
His special moves have also been changed to fit the style of Twilight Princess.
How does this affect Sonic?
Behaviour:
Link's behaviour can be very different depending on the link. Some can spend all of their time on the ground while others will be air-happy, and mess around with projectiles up there. In regards to this matchup, it's worse of Link hangs in the air.
A good link can use bombs in every situation. Bombs can be used to force certain approaches, provoke certain reactions and provide a failsafe if the Link runs out of other options. Ledgehog bombing is jumping up from the ledge, getting out a bomb, and regrabbing that edge. Not commonly used but can get them unexpected damage if you can't see it coming.
They can also take out a bomb, hold it and defend with fsmashes and nair's, and right when done, throw out the unexpected bomb. Sometimes not effective...easy to see i guess. It gets used tho. They can drop it mid air with a catch before the hit the ground again, this can be offputting. + link can drop 2 bombs on the platforms on battlie field, limits a lot of jumping approaches.
Just double jumping and throwing one can limits links opponents approach from the arc that bomb follows.
Legan was a very aerial Link when I last played him a few weeks ago. He was continually jumping and dropping bombs on the floor, which made trying to grab his landings a painful experience, and missed grabs... problematic, since it would lead into some sort of bomb punishment combo.
-Tenki
One hit from an Fsmash and you get 35% damage. ONE MOVE (two hits) = 35% damage. That's a lot. His Dair and his DAC are deadly as well. Now one thing I do agree with is the gimping...he is very easy to gimp. Most people I think can agree with this.
Arrows will also be used alot, learn about arrow cancelling, because Link's do it. It's much faster than shooting a normal arrow.
DAC Smash: Link's sliding up-smash, pretty much. Can be pretty lethal, but very easy to avoid.
A link will probably start a matchup by spamming some arrows, maybe whipping out a bomb or even 'ranging. It's their way of applying pressure early. Links play a very smart game, they are low -tier (tiers are for queers) so the good Links are really smart players. They play a setup game. The use those projectiles to force you into situations where Link is advantageous, in this case, the air. (or just to slow you down). They like to control the match from the middle of the stage, as they are very gimpable, and like to be able to move in either direction if the situation calls for it. They are pretty darn patient, so if they think a counter-attack only has 25% of hitting, they'll probly leave it until they have a sure-fire approach.
Their hits do hurt alot tho (fmash 35% did i hear?) and their dsmash has alot of kill potential, they'll save em for u tho.
Tilts are pretty dangerous and jab canceling is really useful for Links, with a wide range of options.
Commonly Used Moves:
Bombs: There is a bit of spiel about their use in the Behaviour section, so it'l suffice to say here that they use them for spacing purposing and forcing certain approaches
Boomerang: Similar use to the bombs, the rang will usually be thrown not to hit, but for some strategic purpose, ie restrict a part of the stage that Link is uncomfortable with.
Arrows: Arrow cancelling is good. Links do it a lot, dangerous projectile against sonics approach if you approach carelessly. arrow cancelling- This is when link shoots an arrow as soon as he hits the ground, there is a slight lag after the shot but he can short hop it and do it out of aerials, the most commonly used is to use it after a back air. This will stop sonic in his tracks when he thinks he has an easy approach.
Craq Walking-Link has this rediculous ability to slide all over the place. This momentum technique works best after using a zair or a short hopped bair/nair. Every move that link makes is a potential mindgame.
U-smash: the can DAC, slided smash - so watch out, but you will most likely see this coming
F-tilt
N-air
Zair- Used for recovering, spacing, approaching, and retreating. There is absolutely no lag after it meaning the player can follow up with any attack they want. They can also zair while holding a bomb, which means if you get hit with the zair, you're mostly likely going to get an explosive in your face immediately after. This attack is quick and can be done immidately out of an airdodge.
Jab: can be cancelled to go into other moves, like Ike/Falcon, so don't always assume it'll be jabjabjab. Also infinite jab is do-able on sonic, so yer, avoid that, don't get knocked into it
F-smash/D-smash/D-air: for kills (though, grounded Up-B and the other aerials can be used too, situationally)
How to Win:
If you are ever hanging on the ledge, link can SH dair over the edge and if you do anything except roll onto the stage, youre going to die. even so, theres still no avoiding it if he predicts a roll onto the stage and just hovers over the end of the roll to dair you. i think the safest way out is to just jump off the edge and maybe spinshot or spring/homing attack back onto the stage.
djbrowny
From fighting another Link, his N-air, though weak, can outprioritize alot of your attacks, which is a bit of a problem.
Legan was a very aerial Link when I last played him a few weeks ago. He was continually jumping and dropping bombs on the floor, which made trying to grab his landings a painful experience, and missed grabs... problematic, since it would lead into some sort of bomb punishment combo.
Other Links that I fought were either ground based trying to create an 'aura of projectiles', or aerial-based, like Legan's. The ground-based ones, possibly because I'm a very ground-based player, got pretty owned because they were more vulnerable to grabs =/
IMO it's very important to keep shielding in mind when fighting any slow-projectile user. Their movements are usually traps made so that if you dodge, you get hit, or if you get hit, you get hit by a followup. So if you're in close range and your opponent has a slow projectile, be prepared to shield and avoid a second attack.
Link D-air a good 'counterkill' for Sonics who try to U-throw > Spring > U-air if the Sonic is 60% or above. If you do it, do it so it ends by the time you land - it's severe mindgames for landing-lag-grab-happy Sonics. As for laggy D-airs, I usually just avoid and counter with F-smash or B-air `.`; It's not like it's a secret - alot of us have been aware of this stuff anyway lol.
-Tenki
Gimp and Pressure. Pressure that guy. Shield projectiles, throw em back, eat em, just get around them. Spinshot is great against Link and this is a match where you can actually use Sonic's ground speed. If the Link likes to start with an arrow run and shield. All of his moves are strong and he focuses on spacing, so use tilts and spindashes to get to him. Dash attack is a pretty decent approach too. Your main focus of this match is to control the projectiles and get him off the stage.
-Camalange
One thing I'd suggest to Sonic mains is never recover from below if you can help it. You will get D-aired and it will suck.
However, a good Link will always have bombs out, and will arrow cancel. Arrow Cancelling will be avoided if you approach cleverly, not too sure how to deal with the bombs though. Several nasty Links like to keep to the air and throw bombs down at the ground to put you off camping their landing spot and grabbing. Just remember "what comes up, must come down" (Sonic Heroes is a good song, dammit) so you will catch him on the fall if you're smart. When not approaching, you need to be not too far away, or you'll get ***** by projectiles.
Up close fighting Sonic outmatches or at least goes even with Link too. Once up close Link cannot do much other than his jabs, U tilt and Fsmash. most of which if blocked are easily punished.
-ROOOY!
. I have trouble when they SH FF nair. Kinda ruins your momentum and makes you need to restart/think your approach. Link's not TOO much or a threat in the air though, it's more his non-sword aerials oddly enough that are mostly effective, mostly because the moves involving a sword are pretty punishable (dair, anyone?)
Ultimately, it's a game where you need to be on the ball. You need to be spaced properly so you can't be spammed to death with projectiles. Screw that up, and you'll probably be dying early. I endorse it all the time, but ftilt is a good move lol.
Id agree with the matchup being in sonics favor. After playing Tenki and some other freakishly good sonics, I came to realize that sonic can have his way with link if he doesnt understand the matchup. This is assuming that the sonic has experience with link and isnt careless. Most of sonics aerials render the gale boomerang useless, Shield dash approaching and just taking your time can really screw with links bomb game. Not to mention, sonic is fast as balls. If the link knows how to use his aerials perfectly while mixing in a perfect blend of arrow cancels and down thrown bombs, Then it's in the bag for link. For the people that that it is hard to dair a recovering sonic I lol @ you. Sonics recovery is awkward and it rarely sweet spots, It is nothing to run off the stage and dair his up B or bair stage spike him.
-Legan
Recommended Stages:
LYLAT CRUISE: I am seeing a pattern here. Once again Lylat Cruise gives Sonic a bit of an advantage in this one. Not only do they curves complement Sonics playstyle but they can also be used to reduce the effectiveness of the projectiles that Link's rely on. The platforms are also all placed well so avoiding drop bombs becomes alot easier.
Matchup Summary: 60:40 Sonic