• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Q&A The Pirate's Charm - READ BEFORE POSTING - The Toon Board Rules / Q&A Thread

Yokoblue

Smash Apprentice
Joined
Jun 20, 2014
Messages
165
3DS FC
0345-0592-4740
At the risk of sounding too noobish, I'm having a problem with little macs who rush across the stage usually bouncing me from one side to another, is there any advice that you all can give me to help with this?
Camp the ledge and use down smash A LOT. Its a 1 hit ko move at any percents if you are at the edge (only 1 hit of the down smash will hit). Use bomb to stop them in their track, when you dont have a bomb, use boomrang fair or grab them when they charge. Until they learn to faint charge (charge and roll back) they wont be able to punish you for grabbing.

The bomb is the key in this matchup. bomb cancel their momentum and let you start your combos. If you have a bomb in hand, they can't really approach you.
 
D

Deleted member

Guest
Camp the ledge and use down smash A LOT. Its a 1 hit ko move at any percents if you are at the edge (only 1 hit of the down smash will hit). Use bomb to stop them in their track, when you dont have a bomb, use boomrang fair or grab them when they charge. Until they learn to faint charge (charge and roll back) they wont be able to punish you for grabbing.

The bomb is the key in this matchup. bomb cancel their momentum and let you start your combos. If you have a bomb in hand, they can't really approach you.
Fishing for a dsmash like that wouldn't work on a good Little Mac. Even bad ones that blindly run right at you and straight into a dsmash will usually learn their lesson the first time, and a good Little Mac will be very careful about avoiding dsmash once they realize what you're doing. Dsmash generally isn't an easy move to land and is going to be even harder to land on characters like Little Mac since his attacks are fast enough that you'll probably get hit before the move can even start up, so if you're going to use it you should be very careful about it.
 

Yokoblue

Smash Apprentice
Joined
Jun 20, 2014
Messages
165
3DS FC
0345-0592-4740
Fishing for a dsmash like that wouldn't work on a good Little Mac. Even bad ones that blindly run right at you and straight into a dsmash will usually learn their lesson the first time, and a good Little Mac will be very careful about avoiding dsmash once they realize what you're doing. Dsmash generally isn't an easy move to land and is going to be even harder to land on characters like Little Mac since his attacks are fast enough that you'll probably get hit before the move can even start up, so if you're going to use it you should be very careful about it.
As any character, he cant just never go for ledge. I dont say fish for it like its your only move. If he refuses to go close to the ledge, he will kill you around 30-40% later. You can also stay close to the ledge since Lil Mac has to approach you since you have 3 different projectile that you can spam.
 

Noso

Hilarious words
Joined
Dec 30, 2014
Messages
133
Location
Florida
NNID
spiritenemy
Next time I play my friend(who is a little mac main) that uses the style of style i was talking about, I'll try to throw in all the tips y'all have given. Side note, I'll be saving the video, is it allowed to save it to a thread for evaluation or is there a special forum/place I can post for hints on how to counter it. Thank you btw for all the help :)
 

Retlaf

Smash Apprentice
Joined
Oct 9, 2007
Messages
140
Q: Why does toon link's ledge tether sometimes fail (and shoot out a zair instead)?

Note: I have read this thread:
http://smashboards.com/threads/ledge-availability-and-why-tether-sometimes-doesnt-work.384628/
And I have tried searching for the answer to this myself (that's not to say the answer isn't out there; I'm sorry if I missed it).

Here is a video demonstrating the failed tether. This isn't the only time I've seen it, but it's all I could find right now.

https://www.youtube.com/watch?v=QZQohLUoU3M&feature=youtu.be&t=2m27s

The most un-intuitive reason for a failed tether is probably from being fresh out of hitstun (the last point in the referenced topic), but it was a lot longer than a second since the toon link in the video got hit.

I've tried reproducing this in training on the same stage. I used the platform to judge distance to validate whether toon link was actually in tether distance and it really seems like he is. ie, I was able to make tether succeed while being farther from the ledge, both up and away, than the failed tether in the video. I was able to very, very rarely reproduce a failed tether in a similar situation though (I believe every time I was holding a bomb).

I think the best reasoning is that the tink in the video tried tethering outside of tether range, but it was borderline because of the fastfall. I wouldn't be too satisfied with this answer though, since I'm pretty sure I've both seen it fail closer, and succeed farther.
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
That was definitely an example of being outside of tether range. Too high up. You have to remember that you have to be within tether range from the moment you hit the grab button, not when the tether/zair actually comes out.
 

Noso

Hilarious words
Joined
Dec 30, 2014
Messages
133
Location
Florida
NNID
spiritenemy
I know it's not a t.link related question per say, but does anyone know if there are any more updates coming out for balances? I vaguely remember hearing that there wouldn't, but I thought I'd ask in case anything new has come up.
 

Retlaf

Smash Apprentice
Joined
Oct 9, 2007
Messages
140
That was definitely an example of being outside of tether range. Too high up.
Is it definitely out of range though? Sorry for being persistent, I'm just making sure we're not dismissing something possibly important. Here is an example that looks like it tethers from higher up:

https://www.youtube.com/watch?v=PE-wNjSO4U4&feature=youtu.be&t=2m56s

In the following image (sorry that the frame of reference is messed up), the left looks convincingly below or at platform level while the right looks near balloon level.

 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
I still think it's something to do with being out of range believe it or not. The later example you gave was much closer to the stage, and the former example did a Zair (i.e. not even a tether that failed to work). The thing is, we don't know what the shape is of the invisible area in which a tether will work, you know what I mean? It might be a sort of triangle shape, so that the closer towards stage you are, the higher up from the ledge you can be.
I'll look into this though, and if I doubt this theory at any point, I'll make sure you know.
(Also, the frame of reference is definitely off. The one on the left would have easily been above the platform. I went back and double checked. Remember, from the moment you press the grab button, the game decides whether or not it will do a Zair or a tether depending on whether or not you are in range (and then a little later, you will see the Zair or tether chain actually come out). The fact that it was all fast falled just meant that it made it look way worse because by the time the Zair came out, it was within that 'as if that didn't tether' range. So the frame of reference starts immediately after the airdodge was cancelled.)

Edit: Ok, @ Retlaf Retlaf : I've gone and tested the distances and heights at which Tether will work using a custom stage, platforms with integers etc. The 'shape' in which tether works that I was talking about is only a very minor part of what is gong on here, as the shape's role is most pronounced toward the very end (much further away from the stage). To give you an idea at what height you can be, it's ever so slightly under a FH. This is the same height as just above the smashville platform, which made me doubt whether this was really just a case of being out of range. But when I took it to smashville, I was able to recreate exactly what happened in the vid by simply using the tether too early. The Zair extended to its full length at the same height/distance from above the stage as it did in the vid. Basically, it's just a perfect example of a borderline case. We're talking about the difference of a frame or two. The fast fall did indeed just make it look really bad. (also, the balloon isn't the best point of reference as it moves along the vertical plain as well as the horizontal one when it goes across, that and it has very different flight paths each time.)
 
Last edited:
Joined
Dec 28, 2014
Messages
25
Oh I noticed that it is really easy to keep someone from really coming at you by throwing a projectile then going in for a grab when they land then rinse and repeating after that, it feels cheap but op. This worked on my friends a lot, and CPU's too
 

Cyre

Smash Apprentice
Joined
Oct 12, 2014
Messages
114
So, I've heard that some Toon Link players swear by Tether Cancelling for recovering. Does anyone here apply it to their play and if so, why?
 

Fangblade

Smash Journeyman
Joined
Jul 27, 2014
Messages
243
3DS FC
3454-0350-2864
So, I've heard that some Toon Link players swear by Tether Cancelling for recovering. Does anyone here apply it to their play and if so, why?
I don't use it much, because you fastfall whenever you tether cancel and are likely to suicide. It could be used to keep you enemy from gimping you with Dairs though. If you've got the skill!
Edit: They can also stage spike you with Bair while you're recovering w/ Uspecial. @ high level gameplay we've got to use all our AT's.

Q. Does anyone else Sh>Bomb-pull still? I can't think of any reason to do it other than steez.
 
Last edited by a moderator:

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
Q. Does anyone else Sh>Bomb-pull still? I can't think of any reason to do it other than steez.
Well it's always good to keep moving while you pull a Bomb, so obviously Jumping in general is good, but as to why you would SH instead of FH, Toon's ground speed and control is way better than when he is in the air. So you would SH Bomb Pull to regain full control earlier. That's about it, unless you had some specific example in mind.
 

Scamper52596

Smash Lord
Premium
Joined
Apr 4, 2014
Messages
1,200
Location
Florida
I could use a little help with something. What do you guys suggest is the best way to practice Zairing opponents so that I know when I should do it? I feel that I've gotten pretty good with Toon Link, but I rarely ever Zair for spacing. I see other good Toon Links do it all the time when I watch tournament videos, and I've noticed that many of you swear by it, but I never seem to get the hang of it when I attempt to use it. Sometimes I just throw it out there when I remember I have it, but I haven't got the hang of it to the point where I can feel when there's an opportune time to use it like it seems other Toon Link mains have. Not to mention that during the rare times I do try it, sometimes I'll just air dodge instead, further causing me to shy away from the move and instead just Nair to cover my landings and what not. So basically my question is what should I do to practice Zairing, and what kind of situations should I use it in? Do you guys have any examples you can share? I would definitely appreciate any advice you have to offer to help me master this tool.
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
I could use a little help with something. What do you guys suggest is the best way to practice Zairing opponents so that I know when I should do it? I feel that I've gotten pretty good with Toon Link, but I rarely ever Zair for spacing. I see other good Toon Links do it all the time when I watch tournament videos, and I've noticed that many of you swear by it, but I never seem to get the hang of it when I attempt to use it. Sometimes I just throw it out there when I remember I have it, but I haven't got the hang of it to the point where I can feel when there's an opportune time to use it like it seems other Toon Link mains have. Not to mention that during the rare times I do try it, sometimes I'll just air dodge instead, further causing me to shy away from the move and instead just Nair to cover my landings and what not. So basically my question is what should I do to practice Zairing, and what kind of situations should I use it in? Do you guys have any examples you can share? I would definitely appreciate any advice you have to offer to help me master this tool.
First of all, have a look through this thread as some of the points apply to Zair as well.
Because of the limitations on Zair that you'll find in the thread above as well as the whole 'airdodge lag is transferred over to the Zair for the duration of the Zair animation', Zair should only really be used in certain situations now. That being, following an empty SH, landing after a FH with the option of doing some very quick animation well before the Zair such as throwing a Bomb, doing a SH or FH and using any move then double jumping to break out of the animation of the move early and then using Zair on landing, using Zair to return to stage from the ledge with a DJ, and... well that's about it off the top of my head not mentioning the rarer uses such as gimping.
 
Last edited:

CURRY

Smash Journeyman
Joined
Feb 9, 2014
Messages
486
Location
Smashville, USA
How do you do a shorthop retreating boomerang?
I... I can't do it... :|
Whenever I try, my momentum always stops completely. Am I just holding in the direction of the thrown boomerang for too long?
 

Fangblade

Smash Journeyman
Joined
Jul 27, 2014
Messages
243
3DS FC
3454-0350-2864
I could use a little help with something. What do you guys suggest is the best way to practice Zairing opponents so that I know when I should do it? I feel that I've gotten pretty good with Toon Link, but I rarely ever Zair for spacing. I see other good Toon Links do it all the time when I watch tournament videos, and I've noticed that many of you swear by it, but I never seem to get the hang of it when I attempt to use it. Sometimes I just throw it out there when I remember I have it, but I haven't got the hang of it to the point where I can feel when there's an opportune time to use it like it seems other Toon Link mains have. Not to mention that during the rare times I do try it, sometimes I'll just air dodge instead, further causing me to shy away from the move and instead just Nair to cover my landings and what not. So basically my question is what should I do to practice Zairing, and what kind of situations should I use it in? Do you guys have any examples you can share? I would definitely appreciate any advice you have to offer to help me master this tool.
I've had the same issue but am very recently taking a liking to Zair. When I'm not sure what to do or need to slow things down I'll try & hit them with this. Of course spamming it randomly without purpose wont get you anywhere, as it can be punished. The first thing you should do is get use to hitting them, accurately, with the move fully extended. On FG I like to practice raining down Zair on them by Double jump>FF>Zair. Once you get that moves range down it becomes more practical. If your opponent respects your Zair you'll at least avoid combating Dash attacks while you land. I like to think of Zair as my substitute approach tool for Nair, because approaching w/ Nair doesn't work nearly as much as I'd like it to. Also, if you're not already remember to stay mobile when spacing, retreating SH'd Zairs for defence
 
Joined
Dec 28, 2014
Messages
25
I found that if you are running and turn around to use your bow it's kinda slow, but if you input the opposite direction a little while kinda keeping the analog on the middle when you dash, you turn around to use the bow immediately, is this useful? Or should I just use my boomerang instead? This is a little hard to pull off when I actually want to do it but I kind of have the hang of it now.
 
D

Deleted member

Guest
I found that if you are running and turn around to use your bow it's kinda slow, but if you input the opposite direction a little while kinda keeping the analog on the middle when you dash, you turn around to use the bow immediately, is this useful? Or should I just use my boomerang instead? This is a little hard to pull off when I actually want to do it but I kind of have the hang of it now.
That sounds like a b reverse, which is useful.
 
Joined
Dec 28, 2014
Messages
25
That sounds like a b reverse, which is useful.
Ok Thank you, but another question, would a useful way to apply it to my gameplay to be when I'm chasing to do a quick arrow shot for example? Maybe someone is charging an attack like the sonic side-b and I would use a b-reverse to quickly draw an arrow or even charge it to make the shot stronger? If not what other ways do you think I should start practicing it?
 
D

Deleted member

Guest
Is this where I go to learn how to read?
I hear Toon Link is great at reading, and this is a Q&A thread complete with a chalkboard in the second post. So yes, this is where you go to learn how to read.

Ok Thank you, but another question, would a useful way to apply it to my gameplay to be when I'm chasing to do a quick arrow shot for example? Maybe someone is charging an attack like the sonic side-b and I would use a b-reverse to quickly draw an arrow or even charge it to make the shot stronger? If not what other ways do you think I should start practicing it?
I'm not sure I understand what you're asking. But personally I use it to escape, as a mix-up, and also occasionally for recovery or to avoid an opponent's attack (which honestly though, that second one is probably a terrible use for it since dodging is a thing, but at least it looks funny). There are probably other uses for it that I'm not thinking of, but yeah.
 
Joined
Dec 28, 2014
Messages
25
I hear Toon Link is great at reading, and this is a Q&A thread complete with a chalkboard in the second post. So yes, this is where you go to learn how to read.


I'm not sure I understand what you're asking. But personally I use it to escape, as a mix-up, and also occasionally for recovery or to avoid an opponent's attack (which honestly though, that second one is probably a terrible use for it since dodging is a thing, but at least it looks funny). There are probably other uses for it that I'm not thinking of, but yeah.
Ok thanks again, I'll try to get better at it, I get it 75% of the times I try to do it on purpose
 

2MuchDog

Smash Rookie
Joined
Jan 16, 2015
Messages
9
Location
Chicago
I dont know if this is the right location, so correct me if im wrong and it should be placed in video critique thread. @Yackabean or anyone, i just watched this tourney video on youtube. (Search on youtube for OSU Feb 2015 - Yackabean (Toon Link) vs 8va (Sonic) | Smash 4 Winners Semis) Around 1:38 I noticed you did an aerial with a bomb in your hand, is that what an izac is?

Also i have a question for all toon links. Are there any "jab locking" or "arrow locking"moves besides the arrow and whats the best way to set one up?
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
I dont know if this is the right location, so correct me if im wrong and it should be placed in video critique thread. @Yackabean or anyone, i just watched this tourney video on youtube. (Search on youtube for OSU Feb 2015 - Yackabean (Toon Link) vs 8va (Sonic) | Smash 4 Winners Semis) Around 1:38 I noticed you did an aerial with a bomb in your hand, is that what an izac is?

Also i have a question for all toon links. Are there any "jab locking" or "arrow locking"moves besides the arrow and whats the best way to set one up?
Well you're asking questions, this is the Q/A thread, I'd say you're in the right place.

You can look up how to do an IZAC as well as many other fabulous AT's in the second post of the treasure charts thread.

Now as to your other question, the normal arrows and the returning custom 3 boomerang have locking properties, and technically our F-tilt, Nair and D-tilt also have locking properties but they only work on very low percents, and it's very difficult to force a situation in which a character will go into their missed tech animation when on very low percents.

As to whether we have any guaranteed or even reliable ways to set a lock up, I'd say that our best bet is by using the edge slip mechanic. Basically, if someone is standing with their back to the edge and they are forced to slide off the edge backwards, they will enter their tumble state, and if a character hits the ground very soon after being put into their tumble state, they will not be able to tech (this is why footstooling very close to the ground works). So if you take a fast falling character to Battlefield, have them stand on a platform with their back to the edge of it and hit them with an attack that makes them slide along the ground (e.g. at low percents you're looking at things like F-tilt, D-tilt, Nair, Fair etc) it should be possible to follow them and get them in a lock by hitting them with a move that has locking properties just after they hit the ground.
For example, I took a Fox to battlefield, and from 0% I was able to use a Nair (land on platform, quickly run off and FF) to Nair to F-smash 1 and 2 for a 38% inescapable combo. I'm sure that other and perhaps better stuff could be found though. (actually, I could have charged the F-smash for example and hit them as soon as the invincibility frames run out of their forced get up which would have also been inescapable)
 
Last edited:

Epicfaillord

Smash Rookie
Joined
Mar 9, 2015
Messages
3
So I'm having issues with lucario. When I'm fighting him I'm ahead, but if he knocks me offstage he sits back and begins spamming aura sphere.

Normal getup? Aurasphere'd
Stay down because he releases it as soon as you grab the ledge? Aurasphere'd
Jumping getup? Aurasphere'd before you leave the ground
Roll getup? Aurasphere'd because he is standing just behind that point.

Its so ridiculous that when I get knocked offstage and have to grab the ledge at any point I am going to die because it always hits me no matter what I do. How am I supposed to counter this? Occasionally he sits on the ledge and holds an aura sphere which makes me get caught in it everytime no matter what I do because sakurai decided that it was a good idea to make you not invincible during ledge getups.
 
Last edited:

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
So I'm having issues with lucario. When I'm fighting him I'm ahead, but if he knocks me offstage he sits back and begins spamming aura sphere.

Normal getup? Aurasphere'd
Stay down because he releases it as soon as you grab the ledge? Aurasphere'd
Jumping getup? Aurasphere'd before you leave the ground
Roll getup? Aurasphere'd because he is standing just behind that point.

Its so ridiculous that when I get knocked offstage and have to grab the ledge at any point I am going to die because it always hits me no matter what I do. How am I supposed to counter this? Occasionally he sits on the ledge and holds an aura sphere which makes me get caught in it everytime no matter what I do because sakurai decided that it was a good idea to make you not invincible during ledge getups.
It's a frustrating situation to be in I'll grant you that. The first thing I'd like to say is that you're forgetting one ledge option. It should be used sparingly because of how dangerous it can be if your opponent reads this option, but here it is anyway. You can hit away from the ledge, double jump back towards the stage and immediately airdodge through the aurasphere ('AS') and you'll be able to cancel that airdodge with a Zair once you're safe on the other side of the AS and hit him before he can shield. Now this obviously relies on you predicting that he will use the AS at roughly the exact same time every time, but from the sounds of it this shouldn't be an issue. Another thing you can do is just mix up your timing. If you wait on the ledge, it is very possible to react to the AS being shot at you (with the intention of trying to hit you once you run out of invincibility frames on the ledge) by using a ledge get-up or ledge jump at the right time to easily avoid it. (And if you're having trouble with this, all I can say is it will come with practise.) Also, if you're staying on the ledge for longer and for different amounts of time, this will mean that he'd have to actually react to your movements or hard read your timing instead of knowing exactly when you'll move and throwing out the AS with the intention of covering multiple options, which will make your normal options better.

As for dealing with a charging AS right up against the ledge (presumably with his back to the ledge), when Lucario is on high percents this can make it so your ledge snap is interrupted. But if this happens, this is actually a good thing as it will mean that you get your double jump back, so just double jump towards stage immediately after you get out and then you are free to punish or land back on stage. And besides, why aren't you throwing projectiles at him or just hitting him with an aerial or even with the Up-B as you are recovering to get him away from that position? But for argument's sake, let's say that you do find yourself in a position where there is no way to do any of these things and you've just grabbed the ledge and Lucario is on very high percent so that the charging AS is really big and is being charged directly above the ledge. Well you still have options. If you hit down to let go of the ledge immediately (it's kind of precise), you will always avoid getting hit by the charging AS, and from there you can do whatever, like double jump and hit him with an aerial or perhaps if you see him shield cancel the charge you can attempt to land on stage.
 

GeekModeOffset

Smash Rookie
Joined
Dec 30, 2012
Messages
15
NNID
Hyper2386
I seem to be having an issue with Toon Link's landing against faster opponents. I get very frustrated in matchups with Sonic, ZSS, Captain Falcon, Sheik, Fox etc. They just wait below me after a Dthrow Uair string and seem to punish me everytime I land. If I have a bomb or nair and try to use it to protect my landing I get shield grabbed. My safest bet so far has been working my way to the ledge, but that is not desirable, and really forces me to lose a lot of stage control. Anyone else having this issue with TLink? I'd feel better to know I'm not the only one suffering from this, and of course any help would be great.
 

Epicfaillord

Smash Rookie
Joined
Mar 9, 2015
Messages
3
It's a frustrating situation to be in I'll grant you that. The first thing I'd like to say is that you're forgetting one ledge option. It should be used sparingly because of how dangerous it can be if your opponent reads this option, but here it is anyway. You can hit away from the ledge, double jump back towards the stage and immediately airdodge through the aurasphere ('AS') and you'll be able to cancel that airdodge with a Zair once you're safe on the other side of the AS and hit him before he can shield. Now this obviously relies on you predicting that he will use the AS at roughly the exact same time every time, but from the sounds of it this shouldn't be an issue. Another thing you can do is just mix up your timing. If you wait on the ledge, it is very possible to react to the AS being shot at you (with the intention of trying to hit you once you run out of invincibility frames on the ledge) by using a ledge get-up or ledge jump at the right time to easily avoid it. (And if you're having trouble with this, all I can say is it will come with practise.) Also, if you're staying on the ledge for longer and for different amounts of time, this will mean that he'd have to actually react to your movements or hard read your timing instead of knowing exactly when you'll move and throwing out the AS with the intention of covering multiple options, which will make your normal options better.

As for dealing with a charging AS right up against the ledge (presumably with his back to the ledge), when Lucario is on high percents this can make it so your ledge snap is interrupted. But if this happens, this is actually a good thing as it will mean that you get your double jump back, so just double jump towards stage immediately after you get out and then you are free to punish or land back on stage. And besides, why aren't you throwing projectiles at him or just hitting him with an aerial or even with the Up-B as you are recovering to get him away from that position? But for argument's sake, let's say that you do find yourself in a position where there is no way to do any of these things and you've just grabbed the ledge and Lucario is on very high percent so that the charging AS is really big and is being charged directly above the ledge. Well you still have options. If you hit down to let go of the ledge immediately (it's kind of precise), you will always avoid getting hit by the charging AS, and from there you can do whatever, like double jump and hit him with an aerial or perhaps if you see him shield cancel the charge you can attempt to land on stage.
Thank you. He releases it as soon as I grab the ledge because he is positioned such that it always lands, but I got down instant zair recovering, so between those two options I should be able to negate the aurasphere spam. I will say that I didn't even know you could drop from the ledge >.<. But I think that most aura spheres are too large to avoid by simply timing my getup because the hitbox will still be on the area where you lose your invincibility frames for a split second before you get up.

Lucario is super spammy. Easily 90% of the stocks I got taken was from this BS aurasphere edgeguarding, because when I'm onstage I'm just demolishing him because he can't actually fight and has to fthrow me offstage at high percent to begin doing the spam thing. His entire strategy is breversing aura spheres onto me and then SH dairing. I figured out that if you roll this setup at the last second he will be easily punished by a bomb/boomerang to usmash. (Because fair doesn't work on lucario, go figure) Since he will only ever try to easybake combo you as a punish, (uthrow whatever, which doesnt even land if you DI behind lucario) If can avoid his grabs thats an easy punish too. If only bthrow killed earlier, then I could get up and sheildgrab him for a quick bthrow kill.

This will be important in your lucario matchup data, because he can literally just fire off an aura sphere every time you land on the ledge to hit people like me who don't know about the other ledge options.
 
Last edited:

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
I seem to be having an issue with Toon Link's landing against faster opponents. I get very frustrated in matchups with Sonic, ZSS, Captain Falcon, Sheik, Fox etc. They just wait below me after a Dthrow Uair string and seem to punish me everytime I land. If I have a bomb or nair and try to use it to protect my landing I get shield grabbed. My safest bet so far has been working my way to the ledge, but that is not desirable, and really forces me to lose a lot of stage control. Anyone else having this issue with TLink? I'd feel better to know I'm not the only one suffering from this, and of course any help would be great.
See this is always a difficult one. Toon had the same issues back in Brawl and now we can't even use z-drop bombs to help us land and airdodging to the ground has been made much worse. Because here's the thing, being above your opponent without a DJ is supposed to be a bad position to be in. It's supposed to be difficult to land safely. So first of all, and I know this isn't the kind of advice you were after but it has to be said nonetheless, try to avoid being in that situation in the first place. Think about saving your DJ wherever possible. But of course this situation is never going to be completely avoidable so let's take a look at our options for getting back to the ground against an opponent that wants to punish our landings. On your way down, you want to drift back and forth to try to trick the opponent into committing too far to either side. What you want to aim for is to either land behind them or land on top of them or land too far away from them. If you can land behind them this will allow you to pressure with Bombs (as it will usually involve a cross-up at some stage) and then throw out the appropriate aerial which will either hit (hopefully) or will force them to shield, and most characters struggle to punish people who land behind their shield. If you can land on top of them this allows you to pressure with bombs and it also gives you the chance to footstool them and even if it doesn't stun them it will usually allow you to get away and land safely somewhere else (people don't expect the footstool but it is amazing in these situations). If you can land too far away from them in front of them, then Zair should allow you a safe landing (assuming you're facing the right way). In order to help make them go too far to either side, you have your Bombs and you have the possibility of getting to the ledge (use bombs to turn around to face the ledge so you can airdodge to tether if need be). Throwing Bombs down at them can restrict their movement just enough to allow you to quickly choose one of the three options I mentioned before depending on which side of the Bomb they end up on and which way they're facing etc. Don't forget that using your fast fall at the right time can also help to throw their timing off; for example, mixing it up, it can be difficult to get the right timing to punish either waiting and then using a Nair at the very last moment or fast falling at the last second and then using a grounded option. In a pinch, and it should only be used sparingly, but you can fast fall and then right at the very end just before you touch the ground, you can Dair. What this does is it throws their timing off. The opponent is forced to react sooner and hit the Grab button earlier due to the fast fall so that they would have Grabbed you just as you land, only you will avoid the Grab by stalling in the air and then their hand will get hit by Dair. Now I say use this sparingly because sometimes you have to realise that you may as well just take the hit. You messed up, ok, so you get Grabbed (depending on the matchup, it might not even be that big of a deal). But if you Dair and they are expecting it, you will receive a much harder punish. There is of course the option of doing a B-reversal with an arrow but I've never found this to help in my experience, unless the opponent has committed to a very laggy (and powerful) attack in front of them and you need to land behind them (because there's super armor on that move or something).
I'm sure there's more to say on this, but that will have to do for now. If I'm forgetting anything important I'm sure someone else will fill you in.
 

ultrament2

Smash Cadet
Joined
Dec 22, 2014
Messages
52
Location
Bonneau, South Carolina
NNID
ultrament2
So I'm having issues with lucario. When I'm fighting him I'm ahead, but if he knocks me offstage he sits back and begins spamming aura sphere.
Normal getup? Aurasphere'd
Stay down because he releases it as soon as you grab the ledge? Aurasphere'd
Jumping getup? Aurasphere'd before you leave the ground
Roll getup? Aurasphere'd because he is standing just behind that point.

I seem to be having an issue with Toon Link's landing against faster opponents. I get very frustrated in matchups with Sonic, ZSS, Captain Falcon, Sheik, Fox etc. They just wait below me after a Dthrow Uair string and seem to punish me everytime I land. If I have a bomb or nair and try to use it to protect my landing I get shield grabbed. My safest bet so far has been working my way to the ledge, but that is not desirable, and really forces me to lose a lot of stage control. Anyone else having this issue with TLink? I'd feel better to know I'm not the only one suffering from this, and of course any help would be great.
I've been having this problem too where no matter how I get back on stage, if my opponent has spaced it right, ther's no option for me to return. especially against faster characters. I've been thinking of making using zair-dropping to both zair (hit someone on the ground) and let the bomb blow up me up higher. I'm in a position to make some extra time for myself to regain stage control but I haven't tested it yet to even see if it'd work.
 
Last edited:
D

Deleted member

Guest
I seem to be having an issue with Toon Link's landing against faster opponents. I get very frustrated in matchups with Sonic, ZSS, Captain Falcon, Sheik, Fox etc. They just wait below me after a Dthrow Uair string and seem to punish me everytime I land. If I have a bomb or nair and try to use it to protect my landing I get shield grabbed. My safest bet so far has been working my way to the ledge, but that is not desirable, and really forces me to lose a lot of stage control. Anyone else having this issue with TLink? I'd feel better to know I'm not the only one suffering from this, and of course any help would be great.
This issue can always be really annoying. The only thing I've been able to do is just mix up landings more, also zair is generally better for landing than nair since it has more range and less landing lag. Fair also might be better since it has more range and pushes shields back further, and only has 3 more frames of landing lag.
 
Top Bottom