Toon Link (SSB4): Difference between revisions

custom move additions
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(custom move additions)
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|nsc1name=Fire Arrow
|nsc1name=Fire Arrow
|nsc1dmg=2% (uncharged), 6% (charged), 6% (blaze)
|nsc1dmg=2% (uncharged), 6% (charged), 6% (blaze)
|nsc1desc=Fires a {{s|zeldawiki|Fire Arrow}}. The Fire Arrow charges, flies and falls much faster than Hero's Bow's arrow, with its aerial version covering more distance than its grounded version. Once it hits the ground, it creates a smokey blaze that lingers at the point where it landed. The blaze can be used to hinder approaches, or even function as a set-up. However, the Fire Arrow itself deals minimal damage, covers much less distance, and is essentially unusable for spacing because of its virtually nonexistent knockback. It is comparable to {{SSBM|Young Link}}'s {{H2|Hero's Bow|Fire Bow}}.
|nsc1desc=Fires a {{s|zeldawiki|Fire Arrow}}. The Fire Arrow charges, flies and falls much faster than Hero's Bow's arrow, with its aerial version covering more distance than its grounded version. Once it hits the ground, it creates a smokey blaze that lingers at the point where it landed. If an opponent is near the arrow when it hits the ground, it will inflict a small amount of knockback. The blaze can be used to hinder approaches, or even function as a set-up. However, the Fire Arrow itself deals minimal damage, covers much less distance, and is essentially unusable for spacing because of its virtually nonexistent knockback. It is comparable to {{SSBM|Young Link}}'s {{H2|Hero's Bow|Fire Bow}}.
|nsc2name=Piercing Arrow
|nsc2name=Piercing Arrow
|nsc2dmg=1% (uncharged), 6% (charged)
|nsc2dmg=1% (uncharged), 6% (charged)
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|usc1name=Sliding Spin Attack
|usc1name=Sliding Spin Attack
|usc1dmg=11% (uncharged), 12%-16% (partially charged), 17% (fully charged clean), 16% (fully charged late), 2% (aerial hit 1), 1% (aerial hits 2-4), 5% (aerial hit 5)
|usc1dmg=11% (uncharged), 12%-16% (partially charged), 17% (fully charged clean), 16% (fully charged late), 2% (aerial hit 1), 1% (aerial hits 2-4), 5% (aerial hit 5)
|usc1desc=Charges forward while performing the Spin Attack. The grounded version hits once, comparatively like Link's Spin Attack. When coupled with its decent knockback, its fully charged clean hit KOs middleweights at 91% while near the edge of Final Destination in the ''3DS'' version. It also moves Toon Link forward, which can allow him to use it for punishing when it is spaced properly. However, it has noticeably more start-up, even when minimally charged, and takes slightly longer to charge. The aerial version covers much more horizontal distance, but minimal vertical distance, which make it function similarly to [[Spinning Kong]]. It is based on the [[zeldawiki:Spin Attack#Great Spin Attack|Hurricane Spin]].
|usc1desc=Charges forward while performing the Spin Attack. The grounded version hits once, comparatively like Link's Spin Attack. When coupled with its decent knockback, its fully charged clean hit KOs middleweights at 91% while near the edge of Final Destination in the ''3DS'' version. It also moves Toon Link forward, which can allow him to use it for punishing when it is spaced properly. However, it has noticeably more start-up, even when minimally charged, and takes slightly longer to charge. The aerial version covers much more horizontal distance, but minimal vertical distance, which make it function similarly to [[Spinning Kong]]. If Toon Link is still suffering knockback when he uses the move, its distance is reduced, potentially to the point of travelling almost no distance at all. It is based on the [[zeldawiki:Spin Attack#Great Spin Attack|Hurricane Spin]].
|usc2name=Flying Spin Attack
|usc2name=Flying Spin Attack
|usc2dmg=1% (uncharged hits 1-6), 3% (uncharged hit 7), 4% (uncharged hit 8), 1%-2% (charged hits 1-6), 4% (charged hit 7), 6% (charged hit 8), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5)
|usc2dmg=1% (uncharged hits 1-6), 3% (uncharged hit 7), 4% (uncharged hit 8), 1%-2% (charged hits 1-6), 4% (charged hit 7), 6% (charged hit 8), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5)
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