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I like both link because of bomb. I think oot link has more natural movement setups and flow though.Because my Life hit a bump on the road i haven't got myself a switch yet. but now that Ultimate has been out for two months, how does eveyone feel about the new BOTW Link compared to the OOT adult Link and TP Link
how does young Link feel then. or should i go to the young link page?I like both link because of bomb. I think oot link has more natural movement setups and flow though.
He really is sluggish, but I feel like it is a reference to BotW where he is more sneaky/slow than in other games. Once I learnt to take my time with Link in this game, he clicked a lot more for me.I decided to main YL. Link feels too sluggish and I wanted a more technical character.
Compared to Tink and Yink, he is slower, that's what we mean, and as a heavy, his frame data isn't that great in general.Uh, Link is actually faster in this game. In BotW, he wasn't slower than previous Links. They all move at the same speed, but in BotW you have more options to boost your running speed.
Link's frame data is slower than SSB4 but his mobility's faster, like all characters.Compared to other two, he is absolutely slower. I was making the comparison with his Smash 4 self.
In taking a quick look at his stats, I can say that this is true. Several of his ground attacks have more startup and ending lag. Only the ending of his aerials are truly faster but then again this is something true for most of the veterans.Link's frame data is slower than SSB4 but his mobility's faster, like all characters.
I like the new Link very much, it's true that he's a bit sluggish on the ground but his projectiles and fast aerials help balance it out.Because my Life hit a bump on the road i haven't got myself a switch yet. but now that Ultimate has been out for two months, how does eveyone feel about the new BOTW Link compared to the OOT adult Link and TP Link
Steel* and something, maybe normal or fairy.A friend of mine and I got into a debate trying to classify each character in the game as a pokemon type (or dual type). We were both stumped on Link. What pokemon type do you all think Link would be?
I've been playing Toon Link recently, back throw is a good/easy to execute kill option. It kills around 150% at the ledge (roughly), it's pretty useful when you struggle to take your opponent's stock.Ylink and Tink feel great at the start of the match but I start to get a little frustrated when my opponent is at 300% and I still can't get a kill.
The big thing with TL's bombs is that the trajectory changes a lot depending on percent and how close you are when you hit someone. If you're going for bomb -> f-air, you have to be careful because you could make the knockback go backwards as you rush in to jump. Boomerang -> bomb -> up-air is fairly reliable, though.I've been playing Toon Link recently, back throw is a good/easy to execute kill option. It kills around 150% at the ledge (roughly), it's pretty useful when you struggle to take your opponent's stock.
To my knowledge, you can also combo bomb into up-air/f-air for kill confirm but it's a bit tricky. I find Young Link fire arrows way more reliable for this kind of stuff.
Speaking of YLink, Rizen made a pretty sick 'guide' here: https://smashboards.com/threads/young-link-metagame-thread.467398/ if you're looking to get better at comboing and such, i definitely recommend checking it out.
I didn't know about that, it should be very helpful, thx a lot.Boomerang -> bomb -> up-air is fairly reliable, though.
I'm just starting to use it more, it's very good indeed. Works well as an out-of-shield option so far, also pretty good tech-chase tool to catch rolls.Grounded up-B is another good kill option if you know you're going to land it. It's TL's fastest kill move in terms of start-up (frame 6).
I've only played a bit on Quickplay with YLink, so pretty casually, it's very possible that most of my opponents just 'let it happen' as you said, even if the combos weren't true. But yeah basically, i just find it easier to hit an opponent with the fire arrows*, more successful hits means more opportunities to 'fish' for a f-air/up-air (since i don't know all the specific percents, heights and momentums needed to initiate a true combo, i just shoot and try a f-air/up-air).I do find it interesting that you find fire arrows more reliable. They only true combo into things at really specific percents, heights, and momentum. A lot of people just let it happen, but they could get out of it if they buffered air-dodge. Unless I'm missing something with the execution, which is entirely possible.
Yeah, his arrows are really good, and they're probably even better online. I don't have any real online experience, so it's a little foreign to me.I've only played a bit on Quickplay with YLink, so pretty casually, it's very possible that most of my opponents just 'let it happen' as you said, even if the combos weren't true. But yeah basically, i just find it easier to hit an opponent with the fire arrows*, more successful hits means more opportunities to 'fish' for a f-air/up-air (since i don't know all the specific percents, heights and momentums needed to initiate a true combo, i just shoot and try a f-air/up-air).
*I'm always surprised how fast they come out, one of the best projectiles in the game imo.
For me, it's a combination of things (obviously) but i use fast fall Nairs a lot. Fast fall nair into grab, jab, d-tilt etc. There's a few possibilities of true combos from Nair (i don't remember all of them but there's probably a video about it in the Meta thread).How do you guys approach with Link? I'm having a terrible time in MUs where I can't force approaches due to being out-zoned like Falco and Olimar. Link's really good when playing defensive but offensively he seems to have a lot of trouble.
Nair and Boomerang are the best tools. Nair to grab or Nair to other aerials are what I try to use a lot.How do you guys approach with Link? I'm having a terrible time in MUs where I can't force approaches due to being out-zoned like Falco and Olimar. Link's really good when playing defensive but offensively he seems to have a lot of trouble.
Personally i was struggling a bit at first but it got better as i learned the matchup. The side-b (wonderwing) is really dangerous especially when using projectiles, Banjo can basically tank through anything and reach Link while he's still in endlag (plus it can kill pretty early). So yeah, using projectiles at close/mid-range is always risky against Banjo.So how's everyone holding up against the onslaught of Banjos?
Yeah Kazooie counts as a disjoint except for during the running animation.Personally i was struggling a bit at first but it got better as i learned the matchup. The side-b (wonderwing) is really dangerous especially when using projectiles, Banjo can basically tank through anything and reach Link while he's still in endlag (plus it can kill pretty early). So yeah, using projectiles at close/mid-range is always risky against Banjo.
Also, after a while, i realized that a lot of Banjo's attacks seem to have high priorities so it's better not to challenge them. I'm still wondering if it is because Kazooie is considered 'a weapon' for some attacks... (does she have a hurtbox?). Anyway, it feels like some attacks involving Kazooie are disjointed but i'm still not sure.
Yeah, Wonderwing is like a superior version of Flare Blitz - less visual signal (I think), fast, and invicible. Banjo+Kazooie hits hard and Surprisingly fast. In fact they're fairly fast and quick for a heavy it seems. I've learned a lot of Banjos seem to be a fan of trying to "surprise" us by WWing back onto stage to counter any edgeguarding we do. I just learned to shield and play safer unless they're out of gold feathers, which they like to burn through.Personally i was struggling a bit at first but it got better as i learned the matchup. The side-b (wonderwing) is really dangerous especially when using projectiles, Banjo can basically tank through anything and reach Link while he's still in endlag (plus it can kill pretty early). So yeah, using projectiles at close/mid-range is always risky against Banjo.
Also, after a while, i realized that a lot of Banjo's attacks seem to have high priorities so it's better not to challenge them. I'm still wondering if it is because Kazooie is considered 'a weapon' for some attacks... (does she have a hurtbox?). Anyway, it feels like some attacks involving Kazooie are disjointed but i'm still not sure.
I've also noticed that, makes it fairly easy to 'bait' them into using Wonderwing while recovering. Just chillin' on the ledge is usually enough of a bait.I've learned a lot of Banjos seem to be a fan of trying to "surprise" us by WWing back onto stage to counter any edgeguarding we do.
There's also the riskier option of going for the grab but yeah, the timing is pretty strict with a standard grab, it's a bit hard to pull off. A tether grab would certainly be useful in this particular matchup (making or good counterpick options against B&K imo).I just learned to shield and play safer unless they're out of gold feathers, which they like to burn through.
Actually there's enough endlag to chase them down and grab them from behind as they wind down. Shielding or jumping over them - works either way.I've also noticed that, makes it fairly easy to 'bait' them into using Wonderwing while recovering. Just chillin' on the ledge is usually enough of a bait.
There's also the riskier option of going for the grab but yeah, the timing is pretty strict with a standard grab, it's a bit hard to pull off. A tether grab would certainly be useful in this particular matchup (making or good counterpick options against B&K imo).