Hey guys, so I've made a list of techs for the video and separated them into categories: Easy, Medium, and Hard. Let me know what you guys think, and let me know if there's something I should add, especially to the hard section.
Easy:
Bomb drop edgeguards
Bomb setting
Bomb down-air
Air Dodge Grapple
Medium:
Chain wall jump nair
Run off up-b
Bomb/ bow from ledge
Super Jump(1.1)
Airdodge Grapple boomerang cancel(1.1)
Bomb u-air recovery
Hard:
Tripple Ariels
Moon Walking
Edge Canceled ariels
Also I'm making a young link combo video set to this song:
https://www.youtube.com/watch?v=hbprnXlXJVY . So If u have any cool combos that should be in the video, feel free to post them or send them to me. So far all the combos I've collected are from either Laijin or Axe, so feel free to post more of their combos, or other peoples! Thanks Guys.
-Bomb u-air recovery isn't really a thing.
-Bomb-aerial edgeguards are either matchup specific or just "projectile-aerial" combos.
-Platform and shield-drop u-air is very important to YL. It's probably his best "poke while running away" option on a platform.
-up-b to grab ledge should probably be "hard" and moonwalking should be "medium" (nitpicking).
-Falling grapple poke (using hookshot to poke after you've already airdodged to keep your opponent from punishing you) is something YL's should be used to.
-Sweetspotting the edge with grapple is pretty important.
-b-reverse, grapple, wall jump, double jump, up-b recovery on Fountain of Dreams is a good thing to practice. It doesn't happen that often but it makes you good at this really low recoveries.
-Bomb->dair should be "projectile->aerial". Young Link will add percent with bomb nair or bomb uair (sometimes other aerials but quite rare) and kill with bomb uair or bomb dair. I think Bomb nair is most important, personally. Young Link can, and does, use both boomerangs and fire arrows to combo into aerials.
-Up-B, held bomb explodes, be reset (possibly up-B again, other options) as a recovery move when knocked very far is important to know.
-Bomb exploding to negate momentum is useful.
-Jump out of shield, throw bomb down, run away, is a Young Link thing.
-Throw bomb ledge re-grab. Also works with wall jump reverse bomb throw ledge-regrab.
-Bomb re-grab off opponent's shield
Other Young Link players/videos:
Chu Dat plays YL
Armada, obviously
Sora
Wak or D20 for older school stuff.
www.youtube.com/watch?v=YP9Car43ZYI#t=2m55s Chu Dat has a solid recovery trick at like 2:58
www.youtube.com/watch?v=aB_zWPo3tRE#t=1m52s Sora shows a few YL tricks from 1:50-2:05
If I had to make a list of techns, easy/medium/hard, then..
Easy: Techs to give you, at least, a pocket Young Link.
-Projectile + Aerial. Include 3 examples in the video: Bomb nair which does percent, boomerang upwards into uair, and bomb-dair which kills.
YL's absolute core.
-Air-dodge grapple. As a recovery.
Fundamental recovering skills.
-Grapple sweetspotting & timing.
Recovery cont.
-Jump out-of-shield, throw bomb down, run away, to escape
. Defense.
-Held bomb exploding to aid recovery or stop momentum.
Intro to survivability, "resetting" YL, and item game.
Medium: Will make your Young Link at least semi-competitive.
-Drop or shield drop through platform into uair.
Platform defense & decent offense. Greatly improves platforming loving YL's platform game.
-Edge-cancelled aerials, particularly uair, dair, and nair.
Greatly improves his speed and offense.
-Bomb-off-shield re-grab.
Young Link is an item-based character, and this tech alone greatly improves a players' item game.
-Grapple wall-jump mix-ups (dj bair, dj nair, airdodge, dj airdodge).
Greatly improves mix-up game and recovery.
-Bair, double-jump mix-ups (bair dj bair nair pressure, bair dj run away, etc.)
Greatly improves his pressure game and gets you used to pushing buttons faster.
-Bomb setting.
Option coverage and baiting opponent. Requires thought to use right.
Hard: Will help you main Young Link, but are hard or risky.
-Runoff up-B.
Improves edgehogging, but very risky and almost only warranted when little time exists (or when being flashy).
-Bomb/arrow ledge-regrab.
Requires tight inputs, and could result in death, but makes recovering and ledge game way better.
-Boomerang reset recovery (air-dodge->tether, NTSC 1.1 or 1.0)
If you're serious about maining YL, get a 1.0 or 1.1 version of melee. This helps recovery a ton. Kinda hard to do well and could kill you if done wrong.
Explanations of techs not included:
-Moonwalking. I don't find it very useful to YL, and almost never see YL mains use it with purpose.
-Bomb/dair edgeguard. I consider this to be an advanced form of "projectile->aerial" and thus already covered. Plus, I find this particular set-up only really useful against marth/mario recoveries,
maybe DK/Bowser too.
-Up-air bomb recovery. This isn't really useful, to be honest. It doesn't really help with recovery.
-Super jump. Hard to set-up, TO might consider stalling, requires unique version, etc.
That's just my input/opinion. Take from it what you will.