Post by ensane on Jul 30, 2011 0:05:28 GMT -5
Just some things I've observed while playing as Link in the past 3 days. XD
Do:
-Zair. Probably Link's best move. Massive disjoint, autocancels, low start/end time, clanks with projectiles. Does around 4-8 damage depending on how many times it hits. Easily the best way to approach.
- Jab. Jab is probably his best GTFO move for when someone gets too close don't hesitate to jab the crap out of them. It's not too safe on shield, but hey, at least you tried not to get hit.
-Utilt. It covers a lot of area. Shuts down many aerial approaches and clanks with some projectiles (haven't tested which). Punishable at the end, so don't overuse it.
-Bomb. Make sure to use bombs wisely. (har har). Only pull a bomb a considerable distance away from you. With some characters, you aren't even safe pulling them while they're onstage at all.
-Fastfall. Nothing gets you juggled and punished more than not fastfalling after you get hit into the air. Fastfall to airdodge is your best bet unless you almost got star KO'd. Then you might consider pulling a bomb first. Don't even think about dair.
-Short hop. Link isn't bad in the air, but he isn't the best either. You want to be in the air just long enough to pull off your less laggy attacks. Best options are , in order, zair, nair, and bair. Even better if you have a bomb handy.
-Uthrow. Combos into utilt at low percent. NOT usmash.
Don't:
-Ftilt. Ever. There's no reason to pick this over jab. Ftilt has more range than jab, but it doesn't help if you eat a smash to the face while doing it.
-Dtilt. See above. Only redeeming quality is that you can edgeguard with it. And that's only if you don't have time for an arrow or bomb.
-Dsmash. Again jab just does everything you need.
-Usmash. I've rarely seen a move less able to do what it's supposed to do. If you miss, you're asking to be punished. If you hit, the attacks are so far apart that they can pop out and still punish you. I'm not a big fan of using moves that get you punished for doing it right.
-Fsmash. Not a never use like the last two. The only reason to use this is to punish, and even then jab is usually better. If nothing you do works, though, feel free.
-Uspecial on the ground. Obviously your only hope of recovery. But using it as a GTFO move is not wise. If it gets blocked, you're in for a world of hurt. Link likes to be fancy at the end while he eats a fsmash from Krystal.
-Fair. I can't figure it out. It might not be bad, but from what I can tell, it's useless. It takes a full jump to maybe get out the whole thing. The hitbox is vague and does little knockback. I just don't see a use for it.
-Dair. Yeah, it's just too punishable. Even when it hits.
-Side special. Yeah, I can feel the flames coming. The reflector is fine if you're having trouble with projectiles. Unfortunately it's in one direction, which cuts it's usefulness a little. The attacks, however are all bad. Every one of them will get you smashed if you miss or if they block. You can set it up with the reflector part, but that's punishable, too. Not to mention you can't even use that part in the air for some reason. The reward just isn't worth the risk. An utilt can get you almost the same damage.
-Dash attack. Unless you space perfectly, you'll get punished. Even you do space perfectly, you might just get punished while he's rolling. Not a good move.
Character specific:
Against MK: You out range him. You don't out-maneuver him. You risk death everytime you go off stage. He's faster than you. Yeah, not the best matchup, but you can be prepared. To start, do not do the short hopping strategy unless you're medium distance away. If you do it up close, you'll get punished. When you're far enough away to chuck stuff at him, don't. Instead prepare the short hopping strategy. He knows you want to chuck stuff, so he'll close in before you can. Worst case scenario is you get punished. Best case scenario, you both take damage from a bomb you couldn't throw. If he's too close for comfort, jab. You can beat his ftilt on the first two hits of jab. The third hit of jab clanks with the third hit of his ftilt. If it clanks, keep jabbing or run (not roll) away. Utilt if he tries to jump in. Don't be baited though.
Against Sonic: Like most characters, you out range him. Again, you can't do the short hopping thing because he's waay too fast. If he's spamming spin dash, you can jab/grab him out of it with good timing. Egdeguarding is probably a waste of time, but just throw stuff to try to get him in a bad position. Utilt isn't as useful unless it's punishing a shielded homing attack. Just play very carefully, or you get comboed all day.
Against Bomberman. He has bombs. You have bombs. Ironically, they are all practically worthless. If you try to throw a bomb, you'll just get hit by one of his. You're put in a worse position by being hit than he is. So you'll have to approach here. Short hopped zairs will cancel both his bomb throw and his ice bomb. Utilt cancels bomb throw and ice bomb. Nothing he has can counter zair. If you're close, nothing he has can counter jab. Shouldn't be too hard if you keep the pressure on. Keep in mind that the timing for canceling with zair is different for the bomb throw and the ice bomb. Practice doing it consistently just by seeing his pose. Edgeguarding is child's play. One of the only matchups where you can afford to go offstage to edgeguard.
Things not tested to any real extent:
-Arrows: Just didn't have enough time.
-Throws that aren't uthrow: Time.
-Everything else: Same reason.
Again, this is just 3 days of observation. Feel free to add or correct; I'll keep it updated after 0.7 comes. Remember, it isn't a character or matchup guide. More of a quick cheat sheet.
Wow this is longer than I thought it'd be.
Daw15 Says:
As for the Up Smash/Tilt thing, It's better if you use it in a Combo,instead of starting a combo whit it.So,If you don't hit Up Smash correctly , you will be attacked.I use it pretty often and effective.. Maybe,because i'm a good Link player...?
For the Down Air, Use it only if:
1)Your opponent have high percentage.Then you have more chance for a KO
2)When your opponent is in the Air.
Forward Smash is pretty efective if you use it wisely.Example is when a opponent is far to you.If you get a good/perfect precision , you can either Hit or punish/doing pressure on the CPU/opponent.
Yes.It's defenetly a "Do's".Use it mostly for Edgeguarding,or when you have to attack whit them,first Jump,then use the arrows. Don't get hit!
Back Air is a Do's Too.
Do:
-Zair. Probably Link's best move. Massive disjoint, autocancels, low start/end time, clanks with projectiles. Does around 4-8 damage depending on how many times it hits. Easily the best way to approach.
- Jab. Jab is probably his best GTFO move for when someone gets too close don't hesitate to jab the crap out of them. It's not too safe on shield, but hey, at least you tried not to get hit.
-Utilt. It covers a lot of area. Shuts down many aerial approaches and clanks with some projectiles (haven't tested which). Punishable at the end, so don't overuse it.
-Bomb. Make sure to use bombs wisely. (har har). Only pull a bomb a considerable distance away from you. With some characters, you aren't even safe pulling them while they're onstage at all.
-Fastfall. Nothing gets you juggled and punished more than not fastfalling after you get hit into the air. Fastfall to airdodge is your best bet unless you almost got star KO'd. Then you might consider pulling a bomb first. Don't even think about dair.
-Short hop. Link isn't bad in the air, but he isn't the best either. You want to be in the air just long enough to pull off your less laggy attacks. Best options are , in order, zair, nair, and bair. Even better if you have a bomb handy.
-Uthrow. Combos into utilt at low percent. NOT usmash.
Don't:
-Ftilt. Ever. There's no reason to pick this over jab. Ftilt has more range than jab, but it doesn't help if you eat a smash to the face while doing it.
-Dtilt. See above. Only redeeming quality is that you can edgeguard with it. And that's only if you don't have time for an arrow or bomb.
-Dsmash. Again jab just does everything you need.
-Usmash. I've rarely seen a move less able to do what it's supposed to do. If you miss, you're asking to be punished. If you hit, the attacks are so far apart that they can pop out and still punish you. I'm not a big fan of using moves that get you punished for doing it right.
-Fsmash. Not a never use like the last two. The only reason to use this is to punish, and even then jab is usually better. If nothing you do works, though, feel free.
-Uspecial on the ground. Obviously your only hope of recovery. But using it as a GTFO move is not wise. If it gets blocked, you're in for a world of hurt. Link likes to be fancy at the end while he eats a fsmash from Krystal.
-Fair. I can't figure it out. It might not be bad, but from what I can tell, it's useless. It takes a full jump to maybe get out the whole thing. The hitbox is vague and does little knockback. I just don't see a use for it.
-Dair. Yeah, it's just too punishable. Even when it hits.
-Side special. Yeah, I can feel the flames coming. The reflector is fine if you're having trouble with projectiles. Unfortunately it's in one direction, which cuts it's usefulness a little. The attacks, however are all bad. Every one of them will get you smashed if you miss or if they block. You can set it up with the reflector part, but that's punishable, too. Not to mention you can't even use that part in the air for some reason. The reward just isn't worth the risk. An utilt can get you almost the same damage.
-Dash attack. Unless you space perfectly, you'll get punished. Even you do space perfectly, you might just get punished while he's rolling. Not a good move.
Character specific:
Against MK: You out range him. You don't out-maneuver him. You risk death everytime you go off stage. He's faster than you. Yeah, not the best matchup, but you can be prepared. To start, do not do the short hopping strategy unless you're medium distance away. If you do it up close, you'll get punished. When you're far enough away to chuck stuff at him, don't. Instead prepare the short hopping strategy. He knows you want to chuck stuff, so he'll close in before you can. Worst case scenario is you get punished. Best case scenario, you both take damage from a bomb you couldn't throw. If he's too close for comfort, jab. You can beat his ftilt on the first two hits of jab. The third hit of jab clanks with the third hit of his ftilt. If it clanks, keep jabbing or run (not roll) away. Utilt if he tries to jump in. Don't be baited though.
Against Sonic: Like most characters, you out range him. Again, you can't do the short hopping thing because he's waay too fast. If he's spamming spin dash, you can jab/grab him out of it with good timing. Egdeguarding is probably a waste of time, but just throw stuff to try to get him in a bad position. Utilt isn't as useful unless it's punishing a shielded homing attack. Just play very carefully, or you get comboed all day.
Against Bomberman. He has bombs. You have bombs. Ironically, they are all practically worthless. If you try to throw a bomb, you'll just get hit by one of his. You're put in a worse position by being hit than he is. So you'll have to approach here. Short hopped zairs will cancel both his bomb throw and his ice bomb. Utilt cancels bomb throw and ice bomb. Nothing he has can counter zair. If you're close, nothing he has can counter jab. Shouldn't be too hard if you keep the pressure on. Keep in mind that the timing for canceling with zair is different for the bomb throw and the ice bomb. Practice doing it consistently just by seeing his pose. Edgeguarding is child's play. One of the only matchups where you can afford to go offstage to edgeguard.
Things not tested to any real extent:
-Arrows: Just didn't have enough time.
-Throws that aren't uthrow: Time.
-Everything else: Same reason.
Again, this is just 3 days of observation. Feel free to add or correct; I'll keep it updated after 0.7 comes. Remember, it isn't a character or matchup guide. More of a quick cheat sheet.
Wow this is longer than I thought it'd be.
Daw15 Says:
I use Down Smash pretty often.But,as I mentoined,Down Smash/Tilt is good for Edgeguarding.
As for the Up Smash/Tilt thing, It's better if you use it in a Combo,instead of starting a combo whit it.So,If you don't hit Up Smash correctly , you will be attacked.I use it pretty often and effective.. Maybe,because i'm a good Link player...?
For the Down Air, Use it only if:
1)Your opponent have high percentage.Then you have more chance for a KO
2)When your opponent is in the Air.
Forward Smash is pretty efective if you use it wisely.Example is when a opponent is far to you.If you get a good/perfect precision , you can either Hit or punish/doing pressure on the CPU/opponent.
Also do you have any good uses for arrows?
Yes.It's defenetly a "Do's".Use it mostly for Edgeguarding,or when you have to attack whit them,first Jump,then use the arrows. Don't get hit!
Back Air is a Do's Too.