NaijaboyIrin
Smash Apprentice
Double post because I wasn't allowed to put both of the pics up in one post.
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All of those moves have relatively short hit durations, and so their hitboxes can and should "make sense." Those moves, while perhaps not requiring a particularly high level of finesse in terms of spacing, do require significantly higher skill to time properly. Link's Dair and Uair, contrarily, not only linger significantly, are sword attacks, which even with relatively less disjoint than the rest of his moveset, still give Link more disjoint than over 90% of the rest of the cast enjoys on any of their moves, even the most egregious ones.Why weren't the dair and uair hitboxes changed?
When you compare Link's Dair to stuff like Ganon Dair and Mario Dair, the hitboxes visually don't make sense.
Also, Uair's hitboxes still don't cover the tip of the sword. I'm just wondering why not, since Marth's Usmash hitboxes got that treatment despite being one of his least used moves.
What this guy said, also I think giving him the ability to angle his arrows 45° up or down would be pretty interesting to see especially if you add in the stuff Zane said.I think one of the best ways to improve Link's arrow game is giving him the ability to jump when on ground (or double jump), Let him move when charging on ground, and let him shield cancel them to add mind games/mix-up or make the move safer in general. I like the aerial movement with The arrows currently, so why not the ground + jumping options
In much the same way as pit can shoot forward or upward (minus arrow control)also I think giving him the ability to angle his arrows 45° up or down would be pretty interesting to see especially if you add in the stuff Zane said.
It'd be cool (hah), but I feel like that would turn Link into a really campy character. The dude has some excellent approach and attack options with the Boomerang, and can set up traps with the bombs to an extent, but I feel as if the arrows having some sort of elemental effect and trap utility could turn it into a Din's Fire of sorts. Not that it's not cool, but I don't think that would fit his playstyle.On the subject of the arrows I feel they just need more utility overall. So far they are only good for edgeguarding and pressure filler in zoning. Realistically as a stand alone projectile they are very 'meh' and outclassed by both the bombs and the boomerang for zoning and overall utility. My personal take would be to make them the Ice Arrows. Whenever they hit the ground they could drop a PK Freeze snowflake or some other ice particle in the game, no larger than the average character width, to mark where it landed for 3-4 seconds tops. If an opponent touches it the particle detonates and freezes them for a very few frames, just long enough that if Link is nearby he can follow up. Link would only be able to place up to 2-3 of these on stage and after the duration expires, the particles simultaneously detonate. This would add to Link's indirect pressure game, zoning, stage control, and it would make the arrows more synergistic with the rest of his projectiles. It would also allow the arrows to become a much better stand alone projectile.
Just my opinion.
Again the problem is, why would anyone bother using the bow in the first place when the boomerang and bombs virtually outclass it in the majority of situations? I never said it would be a hyper utility tool, it would merely have an additional effect that would merit using the bow more. The idea was for it to improve Link's pressure game, stage control, and add more to his general zoning, not to be a catch all card. The way you're reacting to just the idea of it is similar to how many Link players received the 2.6 boomerang, rejecting it because it was different and not a minor tweak.Having more options from Bow would be great, like Jump-cancelling it, or Shield-cancelling it, but it doesn't need to be another multi-tool in Link's already-expansive toolbelt. Not every attack has to have a purpose for every situation. Take Sheik's chain, for example. It's a derpy little attack that I'm sure has some applications outside of chain-jacketing.
Considering they've given Lucario SF style magic series, making a projectile function similar to another character's from a different game is far from out of the question. People compare two different types of fighting games all the time, it makes it easier to describe traits and situations. Several terms and strategies used in Smash are translated from classic 2D fighters so the point your trying to make on the inappropriateness of comparing two different fighters is moot because everyone does it.Making the comparison to another game, in my opinion, isn't a very appropriate thing to do. BlazBlue and Smash Bros are two entirely different games, to say the very least. I mean, I know that I wouldn't want Ike's counter to function like Haku-Men's, that's for sure.
The problem with dud moves is that in a game like Project M, they are trying to give function to and remove the 'dud' from the moves. And with a character like Link who has been historically bad, saying it's ok to have a mostly outclassed tool is not productive to improving a character. There are several possibilities for improving the bow, but I believe the first course of action is to give more reason to use it first.The only thing I can think of that would improve the Bow outright (not that it needs to be, again, Sheik's chain is an excellent example of the dud move), would be to give Link a simple option such as Shield, Jump, or even Grab out of an arrow being charged. Link's pretty much helpless while charging the thing, immobile and whatnot. But, then again, he, like any character, shouldn't have an option for every situation.
Prick much?Edit: Haku-Men > Rachel, and you know it. It's simply a matter of considering JUSTICE, JUSTICE, JUSTICE. COLD STEEL, WHITE VOID, ET CETERA.
Again the problem is, why would anyone bother using the bow in the first place when the boomerang and bombs virtually outclass it in the majority of situations? I never said it would be a hyper utility tool, it would merely have an additional effect that would merit using the bow more. The idea was for it to improve Link's pressure game, stage control, and add more to his general zoning, not to be a catch all card. The way you're reacting to just the idea of it is similar to how many Link players received the 2.6 boomerang, rejecting it because it was different and not a minor tweak.
Considering they've given Lucario SF style magic series, making a projectile function similar to another character's from a different game is far from out of the question. People compare two different types of fighting games all the time, it makes it easier to describe traits and situations. Several terms and strategies used in Smash are translated from classic 2D fighters so the point your trying to make on the inappropriateness of comparing two different fighters is moot because everyone does it.
The problem with dud moves is that in a game like Project M, they are trying to give function to and remove the 'dud' from the moves. And with a character like Link who has been historically bad, saying it's ok to have a mostly outclassed tool is not productive to improving a character. There are several possibilities for improving the bow, but I believe the first course of action is to give more reason to use it first.
Link is strictly a mid tier character for a reason atm. He is versatile but compared to characters who are in the higher tiers his kit doesn't give him any overwhelming advantages against the majority of the cast.
...and I was just trying to lighten it up with the Haku-MenxRachel quip (even though I prefer H-Man). Hey, at least your LA Remix theme is better than mine. Ugh, I still hear "Tha name is HAKU-MEN" in my nightmares.Prick much?
Sorry it just came off a prickish to me. I main Litchi in BB anyway, Weak Executioner all the way....and I was just trying to lighten it up with the Haku-MenxRachel quip (even though I prefer H-Man). Hey, at least your LA Remix theme is better than mine. Ugh, I still hear "Tha name is HAKU-MEN" in my nightmares.
Those Lichi/Love bubble feels... Can't wait for BBCP.Sorry it just came off a prickish to me. I main Litchi in BB anyway, Weak Executioner all the way.
On Link though basically my issue is that he feels like a heavily buffed 64 Link, with a great boomerang and bombs while the bow is just... there. I agree that a useless normal or two isn't bad but a special, when each character only gets four, is a lot in Smash.
At least we can agree to disagree on some things. I was only bringing up the ice arrows as a possibility for improvement, it's by no means the best answer.
I'm glad the boob jokes for me playing Litchi have died down with some of my friends. If Samus gained longer combos with similar execution requirements to Litchi I would die happy. I plan on getting CP as well; lately I've been practicing her BnB combos which are incredibly tricky.Those Lichi/Love bubble feels... Can't wait for BBCP.
Yeah, I see what you mean with the Bow just being... there. Maybe it could have a faster startup and less endlag? I'd love to send somebody reeling with a Fair from on high, only to fall to the ground dropping two or three really fast arrows to push them down farther. I feel like elemental arrows are just Toon/Young Link's thing, but that's just me.
Hah, speaking of his special arrows. Picture this. A light arrow for a fully-charged arrow. Stuns for a very, very short time. Just picture the gimps. Or, and hear me out on this: bomb arrows, ala Link's Awakening. Just shoot a bomb out of the air and, well, who knows.
And X-Matic is totally my jam.
Oh, I meant Arakune when I said "love bubble", because, well, he's just a swell dude. And Thin RED Line is damn HEROIC in Chronophantasma. I haven't touched BB:CS in a while, but I got pretty okay with Relius and Haku-Men.I'm glad the boob jokes for me playing Litchi have died down with some of my friends. If Samus gained longer combos with similar execution requirements to Litchi I would die happy. I plan on getting CP as well; lately I've been practicing her BnB combos which are incredibly tricky.
I was thinking Bomb Arrows a la TP a few months ago actually haha, just never posted about it.
I can see your point on the magic arrows being a TL thing, if anything I would've argued for him to get a fiery version with different effects. I feel like the Zelda players would get miffed if Link had the light arrow lol.
If this comes off as catty I apologize but this just came to me and I feel I need to address this.Not every attack has to have a purpose for every situation. Take Sheik's chain, for example. It's a derpy little attack that I'm sure has some applications outside of chain-jacketing..
All of that stuff is well and good but honestly they just need to fix his hit bubbles... I have discussed this before and don't care to reiterate soooo... Behold.
This is just one hilarious example... This is why every utilt in the game goes through this move. I would encourage everyone in this thread to visit the link hitbubbles and frame data thread on the main PM Link section.
I kind of thought this, too. Aren't articles one of the tougher things to mess with in regards to characters?I don't believe it's possible to have link angle his arrow in different directions.
That's what I'm saying, Link's arrows are fine. There's nothing he needs to have done with them. With the kind of improvements they've had, they do their job extremely well. There's nothing really outside-the-box I can think of when it comes to Link, and what could be improved on with him besides changes in hitboxes and attack speeds. He's a solid character who does what he needs to.I think his arrows are quite useful and you guys need to just think more outside the box.