250
edits
Tag: Mobile edit |
Luigi86101 (talk | contribs) (→Moveset: added translated names for moves from the japanese strategy guide) |
||
Line 99: | Line 99: | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname=Morning Slash ({{ja|けさ斬り|Kesa Giri}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Slash Up ({{ja|斬り上げ|Kiri Age}}) | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=A downward slash, followed by an outward slash, followed by an upward slash. Has slow startup for a neutral attack (frame 7), but deals above-average damage overall, has good reach, and its third hit is a [[semi-spike]] with high base knockback, making it useful for [[tech-chasing]] and forcing opponents near edges offstage. The first two hits are based on the final series of strikes that the {{iw|zeldawiki|Hero of Time}} inflicts to [[Ganon]] in ''The Legend of Zelda: Ocarina of Time''. | |neutraldesc=A downward slash, followed by an outward slash, followed by an upward slash. Has slow startup for a neutral attack (frame 7), but deals above-average damage overall, has good reach, and its third hit is a [[semi-spike]] with high base knockback, making it useful for [[tech-chasing]] and forcing opponents near edges offstage. The first two hits are based on the final series of strikes that the {{iw|zeldawiki|Hero of Time}} inflicts to [[Ganon]] in ''The Legend of Zelda: Ocarina of Time''. | ||
|ftiltname= | |ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}}) | ||
|ftiltdmg=13% | |ftiltdmg=13% | ||
|ftiltdesc=A lunging downward slash. It has noticeably slow startup for a tilt attack (frame 15), but deals high damage and knockback for one in return, while possessing long range, the ability to hit opponents above and slightly behind Link, and only average ending lag that makes it safe on shield if spaced properly. It resembles the [[zeldawiki:Targeting#Z-Targeting|Z-Targeting]] slash used by the Hero of Time. | |ftiltdesc=A lunging downward slash. It has noticeably slow startup for a tilt attack (frame 15), but deals high damage and knockback for one in return, while possessing long range, the ability to hit opponents above and slightly behind Link, and only average ending lag that makes it safe on shield if spaced properly. It resembles the [[zeldawiki:Targeting#Z-Targeting|Z-Targeting]] slash used by the Hero of Time. | ||
|utiltname= | |utiltname=Vertical Slash ({{ja|直上斬り|Chokujō Kiri}}) | ||
|utiltdmg=11% | |utiltdmg=11% | ||
|utiltdesc=An overhead arcing slash, starting from behind. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and good KO potential at high percentages for its start-up (frame 8). | |utiltdesc=An overhead arcing slash, starting from behind. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and good KO potential at high percentages for its start-up (frame 8). | ||
|dtiltname= | |dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}}) | ||
|dtiltdmg=9% | |dtiltdmg=9% | ||
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt (frame 10), but low ending lag with vertical knockback, granting it combo potential into aerials and making it safe on shield with proper spacing. | |dtiltdesc=A kneeling inward slash. Has slow startup for a tilt (frame 10), but low ending lag with vertical knockback, granting it combo potential into aerials and making it safe on shield with proper spacing. | ||
|dashname=Jump Slash | |dashname=Jump Slash ({{ja|ジャンプ斬り|Janpu Giri}}) | ||
|dashdmg=14% (tip), 13% (blade), 12% (body) | |dashdmg=14% (tip), 13% (blade), 12% (body) | ||
|dashdesc=The {{iw|zeldawiki|Jump Slash}}. It is generally the 2nd strongest dash attack in the game, KOing at around 110% from center stage when sweetspotted at the tip. However, it also has very slow startup (hitting on frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly. | |dashdesc=The {{iw|zeldawiki|Jump Slash}}. It is generally the 2nd strongest dash attack in the game, KOing at around 110% from center stage when sweetspotted at the tip. However, it also has very slow startup (hitting on frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly. | ||
|fsmashcount=2 | |fsmashcount=2 | ||
|fsmashname=Sword Slice/Double Sword Slice | |fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}) / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|7}} (blade), {{ChargedSmashDmgSSBU|14}} (tip), 5%-13% (Sword Beam) | |fsmashdmg={{ChargedSmashDmgSSBU|7}} (blade), {{ChargedSmashDmgSSBU|14}} (tip), 5%-13% (Sword Beam) | ||
|fsmash2dmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|12}} (body) | |fsmash2dmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|12}} (body) | ||
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Extremely powerful when both hits connect, being one of the strongest forward smashes in the game. If Link is at 0% damage, the first swing will launch a {{iw|zeldawiki|Sword Beam}}, an ability the Master Sword has had since the first ''The Legend of Zelda'' game. However, the Sword Beam may occasionally push opponents out of range, not allowing the second hit to connect. This depends on the weight and body size of the opponent. | |fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Extremely powerful when both hits connect, being one of the strongest forward smashes in the game. If Link is at 0% damage, the first swing will launch a {{iw|zeldawiki|Sword Beam}}, an ability the Master Sword has had since the first ''The Legend of Zelda'' game. However, the Sword Beam may occasionally push opponents out of range, not allowing the second hit to connect. This depends on the weight and body size of the opponent. | ||
|usmashname= | |usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}}/{{ChargedSmashDmgSSBU|9}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}}/{{ChargedSmashDmgSSBU|9}} (hit 3) | ||
|usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword. | |usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword. | ||
|dsmashname= | |dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|14}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|14}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}} (hit 2) | ||
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory, and can KO at around 100% uncharged with the strongest hitbox. The second hit is a semi-spike that has high base knockback, making it effective near edges, but deals less damage and overall knockback than the first hit. | |dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory, and can KO at around 100% uncharged with the strongest hitbox. The second hit is a semi-spike that has high base knockback, making it effective near edges, but deals less damage and overall knockback than the first hit. | ||
|nairname= | |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]]. 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= | |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 move 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 move 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. | ||
|bairname= | |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) | ||
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial, coming out on frame 6, and has low ending and landing lag, allowing it to combo into itself at low percents. The first hit can also set up various attacks on landing, including an up tilt, up smash, or most notably, a Spin Attack, the last two of which can serve as KO setups at high percents. | |bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial, coming out on frame 6, and has low ending and landing lag, allowing it to combo into itself at low percents. The first hit can also set up various attacks on landing, including an up tilt, up smash, or most notably, a Spin Attack, the last two of which can serve as KO setups at high percents. | ||
|uairname=Jump Thrust | |uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'') | ||
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late) | |uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late) | ||
|uairdesc=The {{iw|zeldawiki|Jump Thrust}}. It is quite powerful when clean and has a long lasting hitbox that is difficult to dodge, making it an effective KOing and juggling option. However, it has moderate startup, coming out on frame 11, can only autocancel in a full hop if done near the start, and leaves Link highly vulnerable from other positions due to its long duration. | |uairdesc=The {{iw|zeldawiki|Jump Thrust}}. It is quite powerful when clean and has a long lasting hitbox that is difficult to dodge, making it an effective KOing and juggling option. However, it has moderate startup, coming out on frame 11, can only autocancel in a full hop if done near the start, and leaves Link highly vulnerable from other positions due to its long duration. | ||
|dairname=Downward Thrust | |dairname=Downward Thrust ({{ja|下突き|Shita Tsuki}}) | ||
|dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late), {{ShortHopDmgSSBU|11}} (bounce) | |dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late), {{ShortHopDmgSSBU|11}} (bounce) | ||
|dairdesc=The {{iw|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The clean hit is a powerful [[meteor smash]] against aerial targets, while also dealing high knockback to grounded targets, KOing them at around 125%. Like up aerial, the move has very long lasting hitboxes, which along with its disjointed range make it useful for contesting attacks from below and intercepting recoveries offstage. However, due to its very long duration, high landing lag and inability to autocancel even in a full hop, it is Link's most committal aerial. | |dairdesc=The {{iw|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The clean hit is a powerful [[meteor smash]] against aerial targets, while also dealing high knockback to grounded targets, KOing them at around 125%. Like up aerial, the move has very long lasting hitboxes, which along with its disjointed range make it useful for contesting attacks from below and intercepting recoveries offstage. However, due to its very long duration, high landing lag and inability to autocancel even in a full hop, it is Link's most committal aerial. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out with one hand. A relatively fast grab, but possesses poor range, the third shortest in the game. | |grabdesc=Reaches out with one hand. A relatively fast grab, but possesses poor range, the third shortest in the game. | ||
|pummelname= | |pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel. | |pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel. | ||
|fthrowname= | |fthrowname=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}}) | ||
|fthrowdmg=3% (hit 1), 2.5% (throw) | |fthrowdmg=3% (hit 1), 2.5% (throw) | ||
|fthrowdesc=A front kick. Deals meager damage, but its very low launching angle makes it decent for setting up edge-guards, particularly into Remote Bomb. It resembles the way Link punts objects in ''Breath of the Wild''. | |fthrowdesc=A front kick. Deals meager damage, but its very low launching angle makes it decent for setting up edge-guards, particularly into Remote Bomb. It resembles the way Link punts objects in ''Breath of the Wild''. | ||
|bthrowname= | |bthrowname=Back Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}}) | ||
|bthrowdmg=3% (hit 1), 2.5% (throw) | |bthrowdmg=3% (hit 1), 2.5% (throw) | ||
|bthrowdesc=A side kick. Deals the same amount of damage as forward throw, but at a slightly higher angle, but it is otherwise identical to forward throw. | |bthrowdesc=A side kick. Deals the same amount of damage as forward throw, but at a slightly higher angle, but it is otherwise identical to forward throw. | ||
|uthrowname= | |uthrowname=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}}) | ||
|uthrowdmg=5% (hit 1, blade), 4% (hit 1, tip), 2% (throw) | |uthrowdmg=5% (hit 1, blade), 4% (hit 1, tip), 2% (throw) | ||
|uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]]. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot. | |uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]]. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot. | ||
|dthrowname= | |dthrowname=Elbow Drop ({{ja|ひじ落とし|Hiji Otoshi}}) | ||
|dthrowdmg=3% (hit 1), 3% (throw) | |dthrowdmg=3% (hit 1), 3% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. A reliable combo starter into his up tilt, up smash, neutral aerial and up aerial. | |dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. A reliable combo starter into his up tilt, up smash, neutral aerial and up aerial. |
edits