Wow! Amazingly detailed moveset! I think you're right that we don't want WW Link to be over powered (scratch off my iron boots idea). I just thought of a possible replacement to arrows. Instead WW Link could have the deku leaf, but instead of using it to float, he would shoot gusts of air, of varying strengths (they probably would keep the arrows, but it is an idea)! Also, Johnknight1, thanks for the compliment! =] I'm glad I'm not the only person who wavedashes to school.
When I get bored, I get creative, and apparently I do and can create good movesets, lol! It isn't the iron boots being overpowered, it's stat enhancing attacks haven't existed in Smash yet, and I doubt they will in Brawl so I don't think the iron boots as a option as a attack. As for the deku leaf, I think that the gusts should be a ground attack also, like some special dB pressing thing or something, kinda like how Roy and Marth's s<B> was special, but not really, if you get what I mean. Like you could jump up or do the gust shot.
Wait, i have a idea! How about you hold it down and release dB to charge more damage, stun, and impact (It could gain double the damage=18, a bit more stun, and great impact for comboability, especially in teams by charging for the 3 second max), and quickly press dB to jump. The deku leaf overhead gust attack would have about 20 frame lag (1/3rd a second), and would do 8 damage minimum (18 max for 3 second charge max), good impact (woulld barely KO a opponent at 300%, and would be perfect for combos), and would do a well above average amount of stun (that only increases the longer you charge).
Also like Samus' nB, you can charge it and save it for later to pwn people with!
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And you can also charge it midair, or hold it X amount of frames (10) to unleash it mid air, even charged like Samus' nB fully charged blast!
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I think that would work, any thoughts=???
Also, who doesn't wavedash to school=??? I don't need a car, since I can wavedash. All I do is look forward, press X or Y lightly (short hop), the controll stick sideways-down, and push L or R occassionally, and there you have it.
The downside is I sometimes press Z and randomly grab people. Like this one time I pressed Z while walking to school, and grabbed a cop, shot my laser and threw him up, and destroyed him with Fox's dair. Then he shot at me, I reflected the blasts, and Abackair him, then dAtitled him for the KO. Then I ran!
Also, Alphican good moveset, but i don't think a counter fits for WW Link, but intresting nontheless. IDK, I just don't feel like it fits, but it is a fine and useful move in some situations. Also welcome to the Wind Waker Link for Brawl thread, we could always use more Wind Waker Link support and supporters!
Here, I'll make part of a A moveset:
A: slash downward 3%
AA:sdown slash, rising slash 5% (3%, 2%)
AAA:down slash, rising slash, horizontile (side up) slash 9% (3%, 2%, 4%)
A hold (previously A repeatiately push): same as AAA, but then crazy slashes liuke MK, going in the same order as AAA, but then the opposite side horizontile slash (side down), then the same thing but the other angle of horizontle slashes, then a sideways slash one way, and then another the opposite way, and then repeat.
running A: WW Link does a quick jump slash forward, most oftenly hitting the opponent's head or upper body (the A counter used against the Darknuts in WW). 7% Decent damage, small impact, and well above aveerage stun for rA attacks.
<A> smash: Jump Slash: Link does a jumping slash, and does good damage. It's basically A forward while in lock-on mode in all the 3D zeldas. In fact, it is exactly like that. 16%-24%. Very comboable, does good impact (good for combos, not KOs), and a bit above average stun.
dAtilt: Link does a quick and ever powerful slash down. This does 12% damage, and does good damage, good impact, but only about 5 frames stun max. Good for racking damage, and is sorta like Fox's dAtilt in Melee, though isn't as good for KO'ing opponents.
dAsmash: Same as in Melee, a slash forward and back, but this time with more damaging swings. Each do 15%-23% damage, and does considerably good damage, good impact just enough to move away or to oponents, not really for Koing except in the 200%'s), and little stun.
uAtilt: WW Link swings upward in a sideways upswing, doing small damage, but can be pressed (maybe held like the nA attacks now) for repeatided use. Does 3% damage, but can be repeated as a combo, and has average stun, some impact. After about 15%-20% they can break free (they can also break free before then), but this combo really only works when they are in the 0%-40% percentiles, or 50% for heavier characters. This move requires timing in the first slash, and knowing when to use it, when to stop using it, and how to combo after finishing using it. Perfect for WW Link IMO
uAsmash: This is where I begin to get more crafty! WW Link angles his body up, swings up in the air, 3 times in a stabbing motion, much like the dAair or uAair of Link's and YLink's. This can do anyhwere from 16% if all 3 are hit to 28% (4%-6%, 6%-10%, 6%-12%).
The first hit is the most comboable, and does just enough impact to make the opponent mid air or on ground to rise for the next slash, and stunned enough for the next slash. The 2nd slash is the weakness: it does more damage, does some impact, but barely enough stun to keep the enemy stunned for the final slash. Most the time the final slash will be slashed, and it does good damage, barely any stun outside of the character being hit up hard, and very KOable in terms of impact. If your opponent is at 170% it is basically a guarenteed a KO even with the heaviest of characters, at the lowest charged full uAsmash combo.
nAair: WW Link does a swift stab, doing minimal damage (7%), little impact, and great stun. If you do this while shorthopping you can go combo-crazy into a sAtilt or sAsmash. A perfect air to land combo move, or land to air to land combo as well!
<A>air: WW Link slashes forward hard, doing a frongflip while still slashing. A good damage racker (does 14%), has little lag (5 frames), barely any stun (njk), great impact (very KOable in the 150%'s). Perfect for doing a one hit damage racker, KOing your opponent, or for just hitting your opponent to kill them while they try recoverying via air!
Also, it is great for distancing yourself from your opponent, and allowing you time to spam with your B moves! Can be used in many offensive and defensive ways! Think of it as a useful move in many fields, but keep in mind 5 frames can be the game, and timing is everything with this attack!
dAair: I have two ideas on this! Here they are, ino orders of the one i like most to the one I like least (I liked both ideas, it's just idea #1>idea #2.):
1.Swordplant: WW Link downthrusts his sword, into the ever famous swordplant formation/positioning! (how to kill Ganondorf: Stab him in the F***** head when he;s 10 times your size=this moment is screwattack.com's #1 in their top ten ways to die! XD) WW Link's stab normally does (17%) good damage, great stun, and some impact (especially if you do it 3 times). Here is where it gets intrstesting, in that this move can be comboed again and again, and again.
The 2nd time it does 14% damage (a tad bit above average), more (good) stun, and more (decent) impact, and the 3rd (and most often final), it does 13% damage (average), good stun, and barely any impact. Landing three is hard, and more than not you'll only get one, but you can land three every few matches. Also, continuing the swordplant isn't the only combo for this anymore. You can go and press A to cancel the swordplant fast, and combo/damage your opponent while their stunned.
This has just decent stun, and can be pretty intresting. You can attack and customize this attack in multiple ways and from multiple angles, a lot more so than YLink's or Link's in Melee or SSB64. It has noticeably less lag, and more comboability. Also, the DI control really kicks in. Holding down on the control stick makes you go down faster, and you can add 1%-3% more damage doing so, as well as very KOable impact (in the 140%'s the full down DI is basically a instant KO, though against good smashers you will never hit them this way).
If you click sideways on the control stick or more upwards, you can also cancel this attack, as well as with the A and Z buttons. This move is very useful, but not one to pull out. Also, the end lag (where you're sword is in the ground) is virtually 90% less, and allows you more time to move. Plus the DI and swordplany cancelling kicks in, for more help for WW Link from being a lag machine!
2.WW Link slashes down hard, which does okay damage (8%), GREAT impact (often makes opponents in the 40%'s up hit the ground and bounce back up to you), and good stun. But here is where I get intresting with this. The opponent bounces up to you, and you can use your nAair or <A>air to hurt them. This is the best air to air combo attack, and could be tricky to work (it has 10 frames lag) with the lag, but if you get past that you can get some pretty intresting combos.
uAair: Upplant or Upstab: Wind Waker Link stabs straight upwards with a very damaging stab. It does great damage (17%), below average stun, and only some impact. Great for being used when short hopping and your opponent is on a platform above you, jumped above you, you hit them up (whether they're stunned or not), or they simply jumped or are above you. Has only 6 frames pre-attack lag, and 2 frames post-attack lag.
If done correctly with shorthopping you could get three hits in, though unlikely. Good for individual damage, and some combos. A very all-around move to say the least that is good in air vs. ground (you) type of situations, whether it is done offensively or defnesively! Great for basically anything, though it should only be pulled out maybe 6 to 10 times per match preferably, but you never know what type of situation you'll be in, so it is kinda hard to judge how and when to use this attack IMO to be honest!
grabs:
Grabbing opponent: Hookshot: Wind Waker Link shoots out his hookshot, and grabs opponent. If missed there are 6 frames of vulnerability, and 2 frames of pre-attack lag. If grab is successful, there are anyhwere from 2-10 frames of lag to pull them in. Know your distancing from them in this in FFA's or teams (epsecially teams), because you don't want to be vulnerable to other opponents.
Basic grab hits: Link holds his enemy with his hookshot, while he slashes up to down horizontily, down to up horizontily, and then the opposite of on each sides. 2% and 3%. (15-20 frames lag inbetween each hit)
Up throw: Wind Waker Link grabbing them with his hookshot pulls them in, aims them up, and stabs them. Does massive damage for a grab throw (10%), does well below average impact (just enough to escape), and barely any stun (3 frames=just enough to escape). More of a one hit move than comboable, but does good damage for racking up damage on enemies in the 50%-90% percentile ranges. (4 frames post-attack lag)
Down Throw: Wind Waker Link kciks them into the floor. Does well below average damage (5%), GREAT impact, decent stun, and best of all makes your opponent slam into the ground, and then slide off 6 or so feet. Intesting and origianal, and if you're quick you can use your dAair on them, and maybe pull off a combo if timed right, but that is something only the better players cna pull off, unless you're lucky!
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(3 frames post-attack lag)
Side Forward Throw: Wind Waker Link lets go of his opponent with his hookshot, and barely pushes them forward (doing no damage). Then he quickly slashes, and they get hit and fly back. Does above average damage (7%), does good impact for most grabs, and has little stun. It is more of a spacing, defensive, and spam attack preperation grab then anything else. More of a setup then a way to rack damage or combo your enemies! More of a situation grab than a use regulary grab, you gotta know/feel when to use this one!
Side Back Throw: This one is intresting, I have a good idea. Wind Waker Link kicks them back (0% damage) while holding them, and he does a backfilp, and as he releases them, he slashes forward and hits them good. Does average damage (7%), barely any impact (other than they hit the ground and bounce back up), and exellent stun. The perfect grab throw for conbos and insane customibility, for sure.
Sdie Up Throw: Wind Waker Link throws his opponent up in a sideways angle, and throws his boomerang at them. Does below average damage (5%), barely any impact (you won't even see it), and GREAT stun (though they are often too high up to combo). If you know how to work this, you can enter spam mode, then combo off that, and do good damage. A move that isn't useful unless you know how to be creative, unorthodox, and highly original!
Z air: Link pulls out the grapple hook, and swings and smacks his opponent with it. Has lag (8 frames pre-attack, 4 frames post-attack), does very good damage (12%), does great stun, and does just barely any impact. Requires good timing, and if done short hoping or just above ground it's super comboable. However, in high air combat it isn't really comboable. But in air to land situations this move is perfect if you can time and deal with the lag. Something to work with, and get crazy and unorthodox with.
Also, like the Hookshot in Melee, the grapple hook can grab onto platforms and stages, but with less lag (8 frames to pull yourself in). It also has about 20% more range than Link's hookshot, a lot less lag, and just better all around. Great as a optional jump!
Here is my previously posted B moveset for Wind Waker Link. With these two combined I have a complete moveset for Wind Waker Link, hope you enjoyed!
nB: Bow: Since I think Link's will be upgraded, WW Link should keep the old one. It should be the fire arrow still, and it should be able have less lag to pull out, for super spamming.
<B>: Boomerang: With Link getting the Gale Boomerang, and it probably is more of a damage racker than stun or impact move, I say WW Link's boomerang should be a good stunner, doing 20% less damage than Link's boomerang. It's stun is perfect for combos, and doing a full on spam charage against your enemy (simliar to Falco's laser, little damage, good impact for high comboability).
uB: Spin Attack: Spin Attack, Spin Attack, Spin Attack. We love the spin attack, it is a good move (though many overuse it, Link's is great for defensive positioning). It should stay similar to YLink's, being a damage racker, but it should do more damage, and at the end it does a good impact hit, with good stun. With that siad, it wouldn't be a KOable move, unless you get your opponent way up in the 700 percentile area!
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It can rack up to 17% or 18% damage.
Also, it would be neat is you could hold uB, you do the hurrican spin, with a insane amount of damage racking ability, but little impact and great stun to combo the hell out of your opponents. However, it takes 3 seconds to charge, and it can do up to 40% damage. The final spin slice does good impact and extremely godo stun, hitting your opponent far. However, if you miss the final slash, you'll be vulnerable (dizzy) for 3 seconds. You're vulnerable for 3 seconds even if you hit the final slash on the super spin attack, but the impact is good enough to keep your opponent trying to recover for over 3 seconds.
It is KOable on the light characters around 150%, and for the heaviest of characters around 190%. Hard to work, and it doesn't stop, unless you press B again. It's max time is 6 seconds (it goes insanley fast like MK's nA continual), and for 2 every second you do it, when you press B you're vulnerable (dizzy) for 1 second (2 frames=1 frame vulerable). If your opponent does any non-smash or strong/long range special attack on you and your sword hits it, you run through them.
Also, if your oppnent does a long range attack and hits your blade, you stop doing the spin attack 5 spins (1 spin=2%, and you do 4 spins per second), and then contiunes unless cancelled (in which you won't be vulnerable!
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. If your opponent does a smash attack or strong melee B attack, then WW Link does 3 less slashes, and you are vulnerable (though you can press Z to cancel). you can control which way you go doing this attack, and can jump (it's like a short hop) while doing this (you'll continue swinging), and it is controlled with the controll stick. Really in depth, lol!
dB: The way I see it, it will go 3 was. I list them in order from ones I like the most, to the least.
Option 1: Bombs: The bombs returning would make WW Link the ultimate spam artillary character! With nB as the fast and chargeable decent damage and some shorter combos, <B> being the stunner and impact for all sorts of combos, the bombs should be the damage racker one. It would be diffrent from bombs in the past, doing 9% damage this time, and taking about 30% the time to pull out (I hate the lag). It does barely any impact (it couldn't even Ko someone at 999% damage most the time0, but it does good stun, and good damage.
Great for long range spamming, and this time WW Link can throw it farther on ground by a good margin over YLink, but just barely further than Y Link in terms of throwing it midair. This is my fav, giving WW Link the most spam attacks in the game, and that gives him so many options of approaching the opponent! Also, combined with WW Link's wavedashing (or wavelanding) (which is decent, about Fox's, if no a tad bit longer) and his shorthopping, he can do a good spam combo, like Falco's shorthop (with or without Wavedashing). Plus, the time to pull out the bombs can be done during wavedashing=options=YES!
Option 2: Skull Hammer: Link pulls out the skull hammer and quickly swings. 15 frame lag, and does around 15% damage. It can be done in air like Kirby, but instead Link does a full mid air flip attack, and it does up to around 15% like it does on land, but with 12 frames lag. Good for randomness, and not good to use constantly or a lot=more for mindgames and randomness!
Option 3: Deku Leaf: Link pulls out the Deku Leaf, exactly like Peach's uB (Parasola). You get smacked either by the leaf or WW Link, and can do up to 9% damage, with exellent stun, and only a small amout of impact. Also, it can be floated with exactly like Peach's uB, and randomly boosts up like that too, but not as high. In other words, it doesn't instantly go up as high (Link does a random jump midair, or a hard push off the ground while on the ground), but it doesn't fall as fast.
Good for recovery, but I feel it is kinda unneccissary, since WW Link would already have the spin attack, and his hookshot and/or grapple hook. But hey, it would work, and you never know, but overall I think it would overpower WW Link, and we want the tiers as balanced as possible, so I'll hold back!
Well, I was going to create like 5 moves for WW Link, but I made a entire moveset!
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Add my moveset above a few posts, and that's my idea! Hope you enjoy, and any thoughts or comments are well appreciated!
-Johnknight1!