Link (SSB): Difference between revisions

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Link is currently ranked 11th on the [[tier list]], the second lowest ranked character, outranking only {{SSB|Luigi}}, and is his worst placement in the series. Link is known in high level competitive play as a very defensive character, relying on {{b|bomb|Link}}s and [[Boomerang]]s to prevent gimps and using his up tilt and up and back aerials for combos, while using his forward and down smash, down aerial, and [[projectile]]s for [[edgeguarding]]. Having many disjointed melee attacks and his aforementioned two projectiles, Link can be a hassle to [[approach]], while also having an average approach himself courtesy of his extremely high traction.
Link is currently ranked 11th on the [[tier list]], the second lowest ranked character, outranking only {{SSB|Luigi}}, and is his worst placement in the series. Link is known in high level competitive play as a very defensive character, relying on {{b|bomb|Link}}s and [[Boomerang]]s to prevent gimps and using his up tilt and up and back aerials for combos, while using his forward and down smash, down aerial, and [[projectile]]s for [[edgeguarding]]. Having many disjointed melee attacks and his aforementioned two projectiles, Link can be a hassle to [[approach]], while also having an average approach himself courtesy of his extremely high traction.


However, his lack of speed and maneuverability cause problems for Link in approaching the opponent. In fact, much of Link's strategy consists of standing back, throwing [[projectile]]s, and waiting for an opening. Due to his slow ground movement and attacks, it is imperative for Link players to be able to not only [[short hop]] but be able to input an attack immediately afterward. Link's [[recovery]] is awful and widely considered to be one of the worst recoveries in the series, making offstage play very risky. He is also very easy to combo due to his weight and being a fast faller. Link's recovery and combo vulnerability make many of his matchups difficult. Link is slightly better in the [[PAL]] version due to having faster [[air speed]] (improving his recovery and some of his combo ability), and his forward smash dealing 4% more damage, and much better in the Japanese version where he is ranked 9th on the tier list, due to Link's up tilt having more reliable combo ability and sending opponents on a more favorable angle to combo, as well as his bombs being much easier to use in combos. Regardless, he has poor matchups on the NTSC-U version, and poor results due to his low playerbase.
However, his lack of speed and maneuverability cause problems for Link in approaching the opponent. In fact, much of Link's strategy consists of standing back, throwing [[projectile]]s, and waiting for an opening. Due to his slow ground movement and attacks, it is imperative for Link players to be able to not only [[short hop]] but be able to input an attack immediately afterward. Link's [[recovery]] is awful, and widely considered to be one of the worst recoveries in the series, making offstage play very risky. He is also very easy to combo due to his weight and being a fast faller. Link's recovery and combo vulnerability make many of his matchups difficult. Link is slightly better in the [[PAL]] version due to having faster [[air speed]] (improving his recovery and some of his combo ability), and his forward smash dealing 4% more damage, and much better in the Japanese version where he is ranked 9th on the tier list, due to Link's up tilt having more reliable combo ability and sending opponents on a more favorable angle to combo, as well as his bombs being much easier to use in combos. Regardless, he has poor matchups on the NTSC-U version, and poor results due to his low playerbase.


==Attributes==
==Attributes==