Link (SSBU): Difference between revisions

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|nairname=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|nairname=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|nairdmg={{ShortHopDmgSSBU|11}} (clean foot), {{ShortHopDmgSSBU|9}} (clean leg), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|11}} (clean foot), {{ShortHopDmgSSBU|9}} (clean leg), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A flying kick. It is a [[sex kick]] with relatively low startup (frame 7), ending and [[landing lag]]. It has gained notoriety for its sheer effectiveness in Link's arsenal, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents. Additionally, it has a rather large disjoint and can anti-air opponents reliably. As such, it is considered to be one of the best neutral aerials and sex kicks in the game.
|nairdesc=A flying kick. It is a [[sex kick]] with relatively low startup (frame 7), ending and [[landing lag]]. While it cannot autocancel in a short hop, it has gained notoriety for its sheer effectiveness in Link's arsenal, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents. Additionally, it has a rather large disjoint and can anti-air opponents reliably. As such, it is considered to be one of the best neutral aerials and sex kicks in the game.
|fairname=Spiral Slash ({{ja|螺旋斬り|Rasen Kiri}})
|fairname=Spiral Slash ({{ja|螺旋斬り|Rasen Kiri}})
|fairdmg={{ShortHopDmgSSBU|8}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|fairdmg={{ShortHopDmgSSBU|8}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|fairdesc=Two alternating, spinning outward slashes. The first hit has weak knockback in order to connect into the second hit, which deals high enough knockback to be one of Link's most reliable KO options. The move deals high damage if both hits connect, and due to its low landing lag and long range, it is also safe on shield with proper spacing and timing. However, its slow startup, high ending lag and inability to [[autocancel]] before it can be interrupted leave it easy to punish if overused.
|fairdesc=Two alternating, spinning outward slashes. The first hit has weak knockback in order to connect into the second hit, which deals high enough knockback to be one of Link's most reliable KO options. The move deals high damage if both hits connect, and due to its low landing lag and long range, it is also safe on shield with proper spacing and timing. However, its slow startup at frame 16, high ending lag and inability to [[autocancel]] before it can be interrupted leave it easy to punish if overused, as it only autocancels in a double jump.
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)