AeroLink_the_SoulMaster
Let's rock, baby!
Ok, after playing Link for quite a while in Project M, I have a few suggestions of tweaks to the character:
1. Less startup frames on his bomb pull - Link's bombs are very useful for providing some aerial mobility, and I feel this tweak would help him out significantly. Too many times I remember getting punished for pulling a bomb in midair without a double jump, when being able to utilize his bombs would have been the best option to cover his landing as opposed to just throwing out a nair or whatever else. Also, pulling his bombs quicker would also allow him to aerial glide toss recover quickly enough from way below the stage as opposed to just dying from too slow of a bomb pull to begin his AGT recovery.
2. Crouch cancel options - He needs better CC options imo; his dtilt is too slow, and while dsmash is decent, it doesn't provide a great follow up like some of the other characters have. A great way to rectify this imo would be to change his dtilt to a quick crouching poke, like all the other sword characters, that can lead to follow up combos (like the hit confirm can sends opponents up and towards Link for example).
3. Clawshot grab - Give Link a grab similar to his Smash 64 grab, where his clawshot expands and retracts fluidly, and of course have active grab frames throughout the entirety of the animation (like Lucas for example). This would make Link's grab less punishable overall since his grab is already one of the slower grabs in the game. I just think that his fishing rod type grab is a flaw and a huge misrepresentation in the character design that should be abolished.
And that's it for now. I hope that my suggestions will be considered and ultimately implemented in a future update to Project M. Thanks for reading. Thoughts?
1. Less startup frames on his bomb pull - Link's bombs are very useful for providing some aerial mobility, and I feel this tweak would help him out significantly. Too many times I remember getting punished for pulling a bomb in midair without a double jump, when being able to utilize his bombs would have been the best option to cover his landing as opposed to just throwing out a nair or whatever else. Also, pulling his bombs quicker would also allow him to aerial glide toss recover quickly enough from way below the stage as opposed to just dying from too slow of a bomb pull to begin his AGT recovery.
2. Crouch cancel options - He needs better CC options imo; his dtilt is too slow, and while dsmash is decent, it doesn't provide a great follow up like some of the other characters have. A great way to rectify this imo would be to change his dtilt to a quick crouching poke, like all the other sword characters, that can lead to follow up combos (like the hit confirm can sends opponents up and towards Link for example).
3. Clawshot grab - Give Link a grab similar to his Smash 64 grab, where his clawshot expands and retracts fluidly, and of course have active grab frames throughout the entirety of the animation (like Lucas for example). This would make Link's grab less punishable overall since his grab is already one of the slower grabs in the game. I just think that his fishing rod type grab is a flaw and a huge misrepresentation in the character design that should be abolished.
And that's it for now. I hope that my suggestions will be considered and ultimately implemented in a future update to Project M. Thanks for reading. Thoughts?