... maybe your joystick was slightly tilted backwards when you plugged it in.
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There are only two things you could be talking about from what I can make out. Either you're talking about a Dash Throw, or you're talking about inputting a smash-throw while doing a JC throw. Both would be too obvious to list specifically. There are some things I prefer to count as 'assumed knowledge' i.e. I prefer to assume you've played the character before.I just realized that Smash tossing items from a sprint did not exist in the list of links techs (Couldn't find the right term for it).
Is this because you find it to be useless or is it to much of a every character thing to list?
I'm talking about non of these. The one I mean is done by. 1, Run in any direction. 2 flick the stick in the opposite direction. 3 flick the stick back to the direction you were running in. 4 press grab. If don correctly link should smash throw the bomb in the direction link was running in and will also stay in place meaning no sliding.There are only two things you could be talking about from what I can make out. Either you're talking about a Dash Throw, or you're talking about inputting a smash-throw while doing a JC throw. Both would be too obvious to list specifically. There are some things I prefer to count as 'assumed knowledge' i.e. I prefer to assume you've played the character before.
If however you're talking about something else, please be more specific.
I see. That more detailed description, involving some mention of actually turning around, i.e. not directly out of a "sprint", helped a lot. I had this listed in the Toon AT list for a while now as the 'Turnaround Cancel Throw' or 'TC Throw' for short.I'm talking about non of these. The one I mean is done by. 1, Run in any direction. 2 flick the stick in the opposite direction. 3 flick the stick back to the direction you were running in. 4 press grab. If don correctly link should smash throw the bomb in the direction link was running in and will also stay in place meaning no sliding.
Well soft throwing bombs is pretty much the best option most of the time and the main reason I main link. Though it could be a good option if your opponent has adapted to the soft throwing and is probably not gonna expect the bombs reaching as far as they do. And as it also allows you to break momentum from a sprint it could be useful when having stock lead and just don't want to approach. I guess just for mix ups. Other then that, for fun I guess. Thank you for your answer.I see. That more detailed description, involving some mention of actually turning around, i.e. not directly out of a "sprint", helped a lot. I had this listed in the Toon AT list for a while now as the 'Turnaround Cancel Throw' or 'TC Throw' for short.
I don't remember why exactly I didn't add it here too, but I'd imagine that it would have something to do with it essentially being a more limited version of the JC throw. I don't know. There was a reason. In some ways I may just instinctively treat the Toon AT list more like I did my old AT lists where it's partly there as a record of sorts, i.e. as a place where I write down all the interesting mechanical things I note regardless of usefulness/worth, while this AT list is a bit more focused.
I could always add it if people wanted though.
Still, if you're going to turn around and throw the bomb in the direction of the original run anyway, why not JC throw with the A-stick so that you Soft Throw the bomb?
There's all kinds of cool stuff with those sorts of things covered here btwjust a small tech that could be added: ledge cancelled arrow (when facing forward), can be used for retreating to the ledge when b reversed and for added pressure when opponent is trying to recover
Yeah this was already in there under the broader tech 'edge cancelling' which is in the bottom section. You can do more than just cancel the lag of arrows.just a small tech that could be added: ledge cancelled arrow (when facing forward), can be used for retreating to the ledge when b reversed and for added pressure when opponent is trying to recover
Oh. Well I didn't see that coming XD.New link boomerang tech?
https://www.youtube.com/watch?v=EXWFN_18hCM
@Nd_KakaKhakis @FSKlink's jab 1 hitbox behind him can jab lock, not sure about the jab 2 hitbox behind him because idk how to test it
With that, Foxy tried to confirm my findings, but he ran into an issue. He couldn't do the up throw variant.With tap jump on, one can:
With tap jump disabled, one can:
- Bombslide Up Throw
- Bombslide Up Throw Fake-out
- Bombslide Forward Throw Fake-Out
- Bombslide Down Throw Fake-Out
- Bombslide Back Throw Fake-Out
- Bombslide Flick Fringe Fake-Out
- Everything else, to lazy to list.
It's kind of surprising that this wasn't realised much sooner, but yeah, the same principle that applied to the shield drop lag method obviously applies to any lag at all, including bomb pull and jump-squat lag. Buffering a tilt throw backwards with the joystick and attack button is a reasonably practical way to perform the soft throw AT without the need for the a-stick. The OP has been updated to reflect this.Hope I'm note reposting old information here, but I have some good news for all you 3DS/A stick averse Smashers! I found out a few more ways to, more easily, soft throw a bomb using only the left stick and the A button. Much like the shielding method mentioned above, it seems you can soft thow bombs using just about any other animation to buffer your inputs.
For example, as soon as you take a bomb out, hold lightly in the opposite direction and press A (during the animation of pulling out a bomb.) You can also use a crouch to buffer the inputs as well (tap down, hold light back and A during animation.) I'm sure there are other animations you can use as well, but these are the only two I've tested so far.
Edit: Normal Landing Lag (No aerials, just landing) works too.
As a side note, trying to do it too early out of a foxtrot yields some interesting results. Link almost stops, then does his dash throw animation, then turns around (provided you're still holding back.) Not incredibly helpful, but I can see a few potential uses for this.
just have someone shield near you at the ledgeI'm not sure if this even qualifies as an AT or what it's uses are outside of an interesting 2-frame or edgeguarding option in doubles. Basically, there's a few steps. The characters that can assist Link with this AT are:
would be the easiest, but characters like can do it too. You just need a wind box. Unfortunately, because of how Gale Boomerang works, there really isn't a way to do this in singles.
The premise is simple. If Link is charging Spin Attack near a ledge or the edge of a platform, right as he releases it, you can hit him with a water box (Think FLUDD or Hydro Pump) and push him off the ledge. If done right, instead of going up, Link will stay right next to the ledge and then slowly descend, letting you cover the ledge and stop a recovering opponent. note that this will most likely cause link to SD, so only use it if your partner can help you recover.
I'll be back with a video once my friend and I can test this more.
Ah, this thing. I looked into it already but I guess I never posted it on smashboards. I called it Gale Armor.Link can actually create phantom hits on his opponent with the help of his returning boomerang. So far the only two moves I've been able to produce this effect with is n-air and first hit f-smash. The timing is still unreliable for me and sometimes it feels random whether or not the phantom hit decides to work.
https://m.youtube.com/watch?v=lL6GqoFYF-c
So since this 1 frame armor applies to a character regardless of what they are doing, can you in theory use this to rack up extra damage to a shield broken opponent assuming you get lucky and hit them on the frame they have armor?Ah, this thing. I looked into it already but I guess I never posted it on smashboards. I called it Gale Armor.
It's 1 frame of directional-knockback-based armor that works so long as the other character is within the influence of the boomerang's pull effect, dependant on when they started to be pulled. To be clear, the point at which you get the 1 frame of armor (during the period in which you are being pulled) will change depending on the frame the character began to be pulled by the returning boomerang, and it won't even follow a simple rule like "will be granted on the 15th frame of being pulled", no, it will change wildly. Then, it will only work on moves that inflict knockback angles that are more or less the opposite of the direction that the returning boomerang is pulling the character. It doesn't matter what the character being pulled is doing at the time (they can be in the middle of a move or running for example) or where they are within the boomerang's pull effect (so long as they are actually being pulled). I've been informed that it has even worked with both Link and the other character being in the air at the time, though much of my testing was on the ground.
Because of the way it works, while moves like F-smash (both tipper and non-tipper), Nair, Fair, Jab and Arrow are susceptible to being armored through, you can actually ensure that it never happens by simply always hitting the opponent with certain attacks when they ride the wind into you (like the first hit of D-smash because it hits them hard upwards, or obviously you can just bypass the whole thing with grab).
At this stage, I don't believe there is any useful practical application for the Gale Armor in teams or otherwise. After all, it's a single frame of armor that will only work against some moves that will change depending on the frame you start to get pulled. Therefore, to my knowledge, it cannot be abused.