Ok So I was thinking of picking up Tink because I think
I need a character who is projectile happy, but also somewhat speedy,with decent mobility.
I main Kirby, Peach, Zelda and Villager while im learning Mario(maybe Ness) And after a few weeks/months
sheik maybe?(thats very unlikely though)
Anyways, I dont have any experience with him, but the one time I played him(despite getting owned by possibly the best Peach I fought online)
I at least learned how to drop his bombs, and Zair, the timing is strict, but I managed it during practice before the match.
I mostly want to know some tips about him.
1) His recovery, how can i make myself not so easy to edge guard? I know he has the habit of getting easily spiked or something, so what should I do during recovery? Always pull a bomb just incase I need much more vertical distance?
2)How can I reliably set-up Kill moves? Which ones are generally the ones I should go for when my opponent is at high percents, I would like to know if there are ways to lead into them?
3)Should I frequently auto-cancel ariels and such? Do all of his ariels have a lot of landing lag and are highly unsafe on shield? Which is the most safe for spacing and racking up damage?
4)How should I use his projectiles?Which would be best for set-ups? Which is the least useful and what situations would each one be best in and against certain characters?
Sorry for so many questions, I just want to hopefully start maining and getting use to him, and I hope you guys wont mind and help a guy out, I loved Wind Waker and Phantom hourglass :D
It's k, I like wasting my time on this site and it's summer.
You honestly probably aren't going to use zdrop very much, unfortunately. It's a nice thing to learn, but it's near useless in the neutral game.
Do you know what an IZAC is though? A lot of Toon mains are just too lazy to learn it since it requires an ability to consistently z-drop (and recatch your bomb, goddamn), but it's a nice thing that gives you extra options.
1)
His recovery, how can i make myself not so easy to edge guard? I know he has the habit of getting easily spiked or something, so what should I do during recovery? Always pull a bomb just incase I need much more vertical distance?
Always pull bomb? Yeah, it's a nice thing to do offstage. There's a large possibility that you'll get hit during recoveryand that extra up-B may save you.
Save your double jump if you can. Recover low if necessary.
Of course, if you need to spend your double jump to break your momentum to survive, use it and perform a rising bomb pull by immediately pulling a bomb afterwards. If you get sent at an angle that's closer to the horizontal (PRACTICE GOOD DI), you can do a bomb pull while falling since you don't have to worry about recovering horizontally as much (bomb pull kinda kills your aerial momentum unless you use a double jump). In this game, anything you do in the air will stop your fastfall so you don't have to worry about killing yourself (or spending your precious double jump) with a fastfalled bomb pull unlike in the previous games.
Keep in mind that you will lose your double jump after you use your up-B even if you explode yourself with a bomb. So use your double jump before that happens.
Bombs are nice offstage because you can use it to quickly change the direction your are facing, you can use it offensively if someone tries to go out to gimp you (Boomerang can be angled and lingers for a long time, so it is a good tool to use to defend yourself when recovering), and of course, the extra up-B. Also, if it doesn't explode, you have a bomb in your hand when you come onstage! yay!
Tether is a good, fast recovery option that's hard to punish. You can airdodge -> tether with a bomb to keep a bomb in your hand while tethering/zairing which lets you retain your bomb when you come onstage.
You MAY want to swing under the stage before pulling up to the ledge if your opponent starts trying to attack you when you snap back. It's not as much of a problem in Smash 4 though, but I still see good players doing in just in case.
2)
How can I reliably set-up Kill moves? Which ones are generally the ones I should go for when my opponent is at high percents, I would like to know if there are ways to lead into them?
Usmash. Jump-cancelled usmash out of a dash makes you slide further than a normal dash -> usmash, I think. Make a nice read or use it as a mixup.
Fsmash, although our most powerful kill move, is unsafe and shouldn't be used too often. It's a nice crossup though, and if it hits your opponent's shield, RUN AWAY. First hit of fsmash is usually pretty safe on shield just because your opponent is often too scared to drop shield after the first hit. Second hit of fsmash is even laggier than the first and you're bound to get punished.
Uair is a move with good range, priority and kill power that lingers around for a long time. If someone likes to spam a stall-and-fall (e.g. Yoshi Bomb, Bowser Bomb, Toon dair, Sheik dair), a perfect time to use uair is after baiting their stall-and-fall. You'll most likely be untouched since uair has such good range and priority. Double jump uair on the ledge can stab through stages with thin sides (e.g. Smashville, Battlefield) if your opponent is pressuring you a lot. Be aware that you're not going to have invincibility frames when you regrab the ledge, so don't get baited to do this.
Jump-cancelled (sliding) bomb throw to fullhop fair often works as a kill setup, which is nice because jump-cancelled bomb has relatively low commitment.
FH bair -> fastfall is pretty safe move that hits a grounded opponent and keeps you mobile. FH fair -> fastfall can be used for a person who jumps around a lot. You can nair before the FH fastfall ends to land without the fair landing lag, but the better option is often just to fastfall a little later so you don't get the fair lag.
Bthrow at the ledge kills at like, 160% on average. Don't try to bthrow from center stage, you're not Ness. That's going to kill at like, 190%. You don't want to stale your bthrow.
3) Should I frequently auto-cancel ariels and such? Do all of his ariels have a lot of landing lag and are highly unsafe on shield? Which is the most safe for spacing and racking up damage?
Don't even try to attack shields with aerials, lol. Fullhop nair is safe ish, but it doesn't hit a lot of the shorter cast when they're standing.
Fullhop fastfall bair can be kinda safe. Sh fair (remember to cancel with nair or dj) is kinda safe because it has more range than others and has good shield pushback, I think.
Rack up damage with projectiles and traps. Make walls that people need to get through, limit their options, make a read based on what they do to get past your projectiles. Up-angled boomerangs are amazing even if your opponent isn't in the air since most people like to jump a lot. And returning boomerang can catch them sometimes.
Arrows shouldn't be used very much.
You know what? Go watch some videos. Jash and Zan are some players that I think are really good. Maybe there are some really good Toon Links on SHI-G (Japanese YT channel) but I don't really watch their videos despite the fact that I'm subbed to them, lol.
4) How should I use his projectiles?Which would be best for set-ups? Which is the least useful and what situations would each one be best in and against certain characters?
Welp. I kinda covered that a bit earlier.
Bombs are super versatile, you can throw them in four directions, they can help you escape grabs sometimes (more often Boomerang will come save you), they have like, tiny endlag so you can follow up with them. Learn how to play with items. Bombs are really, really fun.
Again, I think the best way to learn about using projectiles is by watching videos. I'm really tired now, I had a flight and ****. There's probably a guide on how to use his projectiles and stuff, but I can't find it right now.