Here's Link guys and gals!
Character Description: There are many incarnations of Link, each possessing the Spirit of the Hero, with some of them being blood related as well. They are chosen by the
Goddesses to protect the land from evil whenever deemed necessary. In the majority of
Zelda games, their adventures take place within
Hyrule, traveling through the land, collecting important items, and defeating a wide variety of enemies while trying to save both
Princess Zelda and her kingdom from the clutches of
Ganon,
Vaati, or other villains.
Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters,
click here. Link can only be hit by a jab, which is good for resetting the situation. Furthermore, it's possible to follow up a roll away (if predicted) with a Wizard's Foot or Dash attack, while it's also possible to punish a roll behind with a down air. If Link does a Get Up Attack or just remains still on the ground, a pivot angled down forward smash will connect as well.
How to Deal with Projectiles: Link's specials are all projectiles, sans the Spin Attack. He has a great deal of midrange tools, ranging from boomerang and arrows to keeping you away, bombs to disrupt your momentum and to use in combos, and tethers to also start combos. One piece of advice would be to ban Battlefield, as Link will be unable to camp under platforms and attack you safely with up smash. Similarly, if you can also ban Final Destination, Link will be unable to camp you with arrows and boomerangs. Perfect shielding goes a long way, as you don't receive any pushback or eat any shield damage.
Understanding the Matchup:
Link's neutral game is a zoning-type game. He wants to keep you out with his projectiles and pressure you into approaching when he's prepared to punish you. Your goal as Ganon is to get in without being punished and be able to get out safely, or potentially kill Link.You have the tools to do this.
The problem Link suffers is the same most characters suffer; it's that he's not that good when he's above a character. Whereas Link is great at combo-ing, the same could be said for Ganon against Link. Link's weight and fall speed make it simple for Ganon to use simpler combos at lower percents (down throw-> wizard's foot) without fearing retaliation, and still end up close enough to attack again. At low-mid percents, Ganon can also down-throw up air Link, which puts him in a precarious position and Ganon is a position to tech chase Link if he would fall onto the stage.
Ganondorf is great at tech-chasing. He has a lot of options, especially out of flame choke. If Link fails to tech, Ganondorf can jab Link in order to send him away and prepare for another attack (Wizard's Foot or dash attack being extremely viable). Similarly, he can punish Link's rolling options with a Wizkick if Link tech rolls or just rolls away, grab if he techs in place, a forward smash or stomp if Link rolls behind.
Grabs: Link's throws do not kill at a reasonable percent other than up-throw which still kills later than ideal. What you want to do is be careful about his grab range. Being grabbed and being unable to mash out spells a down throw at low percents which will rack up your damage counter very quickly, not unlike Mario's throw combos.
Edgeguarding: Link's up-B can hit before he snaps on the ledge so trumping Link may be a bit difficult. It's easier to hit Link from below or at horizontal, as Spin Attack doesn't cover that. Similarly, aerial Wizard's Foot will clash, and if it hits the meteor hitbox, Link will be spiked downwards with tremendous force.
Customs to consider:
Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.
Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air.
Wizard's DropKick: First things first, it mitigates Ganondorf's below average recovery. Also, it's weaker than Wizkick but could avoid some projectiles and knock Link into an unfavorable position, especially if off-stage.
Stages to consider:
Smashville: Though you're also victim to being juggled by aerials, Ganondorf can also do the same to Link. He doesn't get the safety of platforms to hide under from Battlefield, nor can he afford to camp Ganondorf with projectiles, given such a small stage.
Short Summary of Matchup:
Link saw a giant buff to the point where getting too close can get us grabbed, which can lead to up tilt juggles and potentially death. So don't be surprised if you recklessly rush in and find yourself 60% from a combo.
Be careful about Link's tilts as they have the potential to go through or clash with Ganon's if timed correctly. However, sans down tilt, they are unsafe on shield, meaning shielding and punishing is ideal.
The key to this matchup is staying midrange and avoiding Link's projectile attacks, and catch him making a mistake. It's also possible to grab his bomb and throw it back at him and close in the distance safely that way. Be sure to not overextend yourself and back out when Link has the opportunity to retaliate or you may find yourself going from 0 to 60.
CM Ratio of the Matchup: 45-55 SLIGHT DISADVANTAGE
Ratio of the Matchup: 45-55 SLIGHT DISADVANTAGE
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FOR NEXT WEEK, WE WILL BE DISCUSSING ZELDA!