Playing with other people besides my boyfriend is a good thing too because there will be variety and it will be less repetitive.
And thanks for helping me with the fabulous
! My boyfriend mains Marth too but he's more proficient with Fox and Ness. (I play a lot of Ness too so I can at least have bf help me with him). You can give me Marth advice either here or on Skype. Skype is preferred since I can't get on this computer freely.
Thanks, I'd love to play with you guys. In the past I have been so afraid because I would be embarrassed by how bad I am but that's how I improve is by playing against others. And I'm confident this social is a judge free zone.
I do have one question actually. How often should I be using his projectiles? Because I know he tends to get a bad reputation by overusing them. I feel like I don't use them enough.
Link's projectiles are integral to his game no matter how much you hear the stereotype of "Special Moves Only" Links.
To that end you should not be throwing out his projectiles without thought, they can cover a lot of space and disrupt a lot of things but in order to make the most effective use of them you should be consciously be thinking of what you want a projectile to be doing, usually this will simply come down to applying consistent pressure at mid range, but depending on spacing and percent the projectile use can lead into setups, traps and confirms.
It's also important that you maintain some mobility while using his projectiles, too often a bad Link player will just sit still which doesn't really do anything productive.
A lot of Link's CQC options have good damage output, but are relatively slow, so Link can't perform ideally at CQC like a rushdown like Mario can.
IMO Link is at his best controlling space with his projectiles in mid-range spacing to build gradual projectile chip damage, and then up close using them for setups mixed with smart use of his tilts and occasional SH aerials, taking advantage of Link's solid disjointed range on the ground to add percent and potentially kill in CQC.
IMO the projectile list goes like this:
Bombs >>>>>>>>>>>>>>>>>> Boomerang >>>> Hero's Bow.
Bombs can be used for so many things and don't have to deal with any sort of damage staling, bomb jumping when coming from offstage is a lifeline for Link.
The Boomerang (Gale Boomerang in particular) is good for poking at mid-range because it has a deceptively long-lasting hitbox (all the way until it stops moving forwards) and the windbox can push or drag opponents into certain setups if they're not paying attention. At point blank and at lower percent it has enough hitstun to setup into aerials as well.
The Hero's Bow has the longest range but is the heaviest commitment of the three so it's quite situational, I'll usually use it for pokes at mid-range with SH Uncharged or partially charged arrows to supplement my other projectiles and a fully charged arrow is usually good for free damage to cover landings from long range as well as free damage on missed techs, that is when the opponent is doing some sort of get-up after missing a tech. I'll also use it for poking opponents off-stage in an effort to "steal their second jump" and get a gimp.
The Zair is also a good tool that you may not be using enough, although it can be easy to fall into using it too much, the fact that it causes Link to drop a bomb if he's holding one increases the options and setups you have with bombs. For instance, OoS SH Z-Drop covers rolls in really well and sets up into a lot of stuff at low percent. You can also Z-Drop just before hitting the ground and because of the low landing lag of non-air-dodge-cancelled Zair you'll be able to act quickly while the dropped bomb will actually have an active hitbox, which can help to cover your landing since Link has poor aerial mobility and can easily be pursued from below by most of the cast.