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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}}) | |neutralname=Slash ({{ja|なぎ払い|Nagiharai}}, ''Mow-Down'')<br>Counter Slash ({{ja|返し|Kaeshi}}, ''Return'')<br>Stab ({{ja|突き|Tsuki}})<br>Illusion Thrust ({{ja|幻影突き|Gen'ei Tsuki}}, ''Phantom Stab'') | ||
|neutral1dmg=5% | |neutral1dmg=5% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
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|ftiltdmg=17% (hilt), 18% (blade) | |ftiltdmg=17% (hilt), 18% (blade) | ||
|ftiltdesc=A delayed downward swing. Somewhat slow but above average damage and knockback for a forward tilt. | |ftiltdesc=A delayed downward swing. Somewhat slow but above average damage and knockback for a forward tilt. | ||
|utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu | |utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu Giri}}) | ||
|utiltdmg=10%, 15% (NTSC-J) | |utiltdmg=10%, 15% (NTSC-J) | ||
|utiltdesc=Quickly swings the Master Sword in a small arc above him. Can be chained together and good for leading into combos, usually forward tilt or neutral aerial. The attack's trajectory is based on where they are positioned on hit; when facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. Changes heavily in Japanese version of Smash 64, doing 15% damage and being able to [[shield break]] and a better angle for combos. | |utiltdesc=Quickly swings the Master Sword in a small arc above him. Can be chained together and good for leading into combos, usually forward tilt or neutral aerial. The attack's trajectory is based on where they are positioned on hit; when facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. Changes heavily in Japanese version of Smash 64, doing 15% damage and being able to [[shield break]] and a better angle for combos. | ||
|dtiltname=Grasscutter ({{ja|草薙ぎ|Kusanagi}}) | |dtiltname=Grasscutter ({{ja|草薙ぎ|Kusanagi}}, ''Grass Mower'') | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=A ground-level slash. Usually knocks foes upwards. At lower percentages, this can be followed by a forward smash, a forward tilt, or even a grab. At high percents, it loses combo potential due to sending opponents too far for a follow-up. | |dtiltdesc=A ground-level slash. Usually knocks foes upwards. At lower percentages, this can be followed by a forward smash, a forward tilt, or even a grab. At high percents, it loses combo potential due to sending opponents too far for a follow-up. | ||
|dashname=Dash Thrust ({{ja|ダッシュ突き|Dasshu Tsuki}}) | |dashname=Dash Thrust ({{ja|ダッシュ突き|Dasshu Tsuki}}, ''Dash Stab'') | ||
|dashdmg=16% (clean body), 11% (late body), 14% (clean blade), 10% (late blade) | |dashdmg=16% (clean body), 11% (late body), 14% (clean blade), 10% (late blade) | ||
|dashdesc=Comes to a stop mid-dash, stabbing in front of himself. Good range and speed, and can KO usually around 150%. Great for combo finishers. Moderate ending lag. | |dashdesc=Comes to a stop mid-dash, stabbing in front of himself. Good range and speed, and can KO usually around 150%. Great for combo finishers. Moderate ending lag. | ||
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash | |fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Cutter'') | ||
|fsmashdmg=20% (clean), 12% (late), 24% (EUR clean), 14% (EUR late) | |fsmashdmg=20% (clean), 12% (late), 24% (EUR clean), 14% (EUR late) | ||
|fsmashdesc=Twirls his sword twice in hand, then slashes downward in a similar fashion to his forward tilt, but with more power and lag. Much stronger if hit with the main blade, with very good knockback, being the most powerful forward smash in the game (knockback wise). | |fsmashdesc=Twirls his sword twice in hand, then slashes downward in a similar fashion to his forward tilt, but with more power and lag. Much stronger if hit with the main blade, with very good knockback, being the most powerful forward smash in the game (knockback wise). | ||
|usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}}) | |usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}}, ''Three-Stage Cutter'') | ||
|usmashdmg=7% (hit 1), 3% (hit 2), 12% (hit 3), 22% (total), 8% (NTSC-J hit 1), 4% (NTSC-J hit 2), 24% (NTSC-J total) | |usmashdmg=7% (hit 1), 3% (hit 2), 12% (hit 3), 22% (total), 8% (NTSC-J hit 1), 4% (NTSC-J hit 2), 24% (NTSC-J total) | ||
|usmashdesc=Three quick, narrow slashes while looking upwards. Lacks range but good for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KOing, but at lower percentages it can lead into itself, an aerial, or [[Spin Attack]]. In most other cases, an up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended. | |usmashdesc=Three quick, narrow slashes while looking upwards. Lacks range but good for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KOing, but at lower percentages it can lead into itself, an aerial, or [[Spin Attack]]. In most other cases, an up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended. | ||
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}}) | |dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}}, ''Front and Back Underfoot Cutter'') | ||
|dsmashdmg=16% | |dsmashdmg=16% | ||
|dsmashdesc=Swiftly slashes in front of himself, then behind. A good close-range defensive move but also effective for KOing. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming Link is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on. | |dsmashdesc=Swiftly slashes in front of himself, then behind. A good close-range defensive move but also effective for KOing. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming Link is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on. | ||
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|nairdmg=10% (clean), 8% (late) | |nairdmg=10% (clean), 8% (late) | ||
|nairdesc=An aerial [[sex kick]]. Best used as a defensive move due to its speed and lack of KO power. Moderately good combo move, and effective for [[edge-guarding]]. | |nairdesc=An aerial [[sex kick]]. Best used as a defensive move due to its speed and lack of KO power. Moderately good combo move, and effective for [[edge-guarding]]. | ||
|fairname=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}}) | |fairname=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}}, ''Rotating Mow-Down'') | ||
|fairdmg=20% (clean), 12% (late) | |fairdmg=20% (clean), 12% (late) | ||
|fairdesc=Does a swirling slash in a complete circle. Has two hitboxes: the early hit does 20% damage with a good amount of knockback, while a late hit deals less damage, but keeps its decent strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos due to its knockback. | |fairdesc=Does a swirling slash in a complete circle. Has two hitboxes: the early hit does 20% damage with a good amount of knockback, while a late hit deals less damage, but keeps its decent strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos due to its knockback. | ||
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}}) | |bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}}, ''Two-Stage Kick'') | ||
|bairdmg=10% (hits 1-2), 20% (total) | |bairdmg=10% (hits 1-2), 20% (total) | ||
|bairdesc=Two kicks behind himself. They combo into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky to use this move near a ledge due to the length of this move, as Link's recovery may not always be good enough to make it back to the stage. Very useful for combos. | |bairdesc=Two kicks behind himself. They combo into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky to use this move near a ledge due to the length of this move, as Link's recovery may not always be good enough to make it back to the stage. Very useful for combos. | ||
|uairname=Up Thrust ({{ja|上突き|Ue Tsuki}}) | |uairname=Up Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Stab'') | ||
|uairdmg=16% | |uairdmg=16% | ||
|uairdesc=Stabs upward, similarly to his {{iw|zeldawiki|Up Thrust}} from ''Zelda II: The Adventure of Link''. Decent KO power, can also juggle. Link's blade carries the move's hitbox. Useful on platforms to extend combos. | |uairdesc=Stabs upward, similarly to his {{iw|zeldawiki|Up Thrust}} from ''Zelda II: The Adventure of Link''. Decent KO power, can also juggle. Link's blade carries the move's hitbox. Useful on platforms to extend combos. | ||
|dairname=Downward Thrust ({{ja|下突き|Shita | |dairname=Downward Thrust ({{ja|下突き|Shita Zuki}}, ''Down Stab'') | ||
|dairdmg=16%, 18% (NTSC-J) | |dairdmg=16%, 18% (NTSC-J) | ||
|dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. This has great horizontal knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Has substantial landing lag when the player lands on the ground while using the move if not [[Z-cancel]]led. Usually considered to be Link's best aerial for shield pressure when Z-cancelled. Used competitively to end combos due to its knockback. Along with [[Pikachu]]'s, this is the only down aerial in SSB to lack a [[meteor smash]] hitbox. | |dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. This has great horizontal knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Has substantial landing lag when the player lands on the ground while using the move if not [[Z-cancel]]led. Usually considered to be Link's best aerial for shield pressure when Z-cancelled. Used competitively to end combos due to its knockback. Along with [[Pikachu]]'s, this is the only down aerial in SSB to lack a [[meteor smash]] hitbox. | ||
|grabname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}}) | |grabname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}}) | ||
|grabdesc=Uses the Hookshot while standing. Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to Link's high grab range. | |grabdesc=Uses the Hookshot while standing. Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to Link's high grab range. | ||
|fthrowname=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}}) | |fthrowname=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}}, ''Kick Fly-Off'') | ||
|fthrowdmg=14% (throw), 8% (collateral) | |fthrowdmg=14% (throw), 8% (collateral) | ||
|fthrowdesc=Kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials. | |fthrowdesc=Kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials. | ||
|bthrowname=Reverse Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}}, ''Backward Kick'') | |bthrowname=Reverse Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}}, ''Backward Kick Fly-Off'') | ||
|bthrowdmg=16% (throw), 8% (collateral) | |bthrowdmg=16% (throw), 8% (collateral) | ||
|bthrowdesc=Takes the foe and kicks them directly behind him. Somewhat better KO power than his forward throw. | |bthrowdesc=Takes the foe and kicks them directly behind him. Somewhat better KO power than his forward throw. | ||
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==In Single-player== | ==In Single-player== | ||
*In the game's single-player mode, Link is the first character the player battles; he is faced on [[Hyrule Castle]]. | *In the game's single-player mode, Link is the first character the player battles; he is faced on [[Hyrule Castle]]. | ||
*If the player is against Link in Single Player Mode on | *If the player is against Link in Single Player Mode on Normal or below, he will not attack or move until the player makes the first few strikes or after a period of time. | ||
==Techniques== | ==Techniques== |
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