Link (SSBB): Difference between revisions

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==Attributes==
==Attributes==
Link may be character of poor speed, but he makes up for that with power. Link is moderatly [[weight|heavy]], having the same weight as [[Captain Falcon (SSBB)|Captain Falcon]]. Link's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also [[meteor smash]] at the tip of the sword. His up tilt is fast and good for juggling, and his forward tilt can easily kill at high percentages. Link's forward smash can become a two hit combo; it is also a great kill move. His down smash is an easy kill move at fairly high percentages, and is Link's quickest smash. Link's up smash doesn't kill easily, but it racks up decent damage. Link's aerials are also good, as both his Nair and Zair, combined with a short hop and fast falling, is a great option for approach. Links back aerial is good for spacing when needed. Links forward air is fairly fast and is powerful. Link's up and down aerials are some of his best kill moves, having high duration and high [[knockback]], but have high ending lag. Specials for Link are also good for keeping distance, racking up damage, and great for survival. Link is also one of the heaviest characters in the game with good Directional Influence and momentum canceling, though he has a very poor recovery. On the ground, Link can charge his Up special (spin attack). It is a good edge guarding tool, but is predictable. Spin attack can also deflect projectiles if used in the air. His Neutral Special is a fast bow that can also be charged up. Links down special pulls out a bomb and throws it, which can be used for mind games. His Boomerang, Links side special move has fairly good range and can gimp some opponent's recovery. Smashing the side special will cause the boomerang to reach farther. Link's shield can act as a shield on its own, when Link doesn't move, many projectiles can't hit him, Crouching can also block most attacks as well, but leaves his upper hitbox open.  
Andrew may be character of poor speed, but he makes up for that with courage. Andrew is moderatly [[weight|heavy]], having the same weight as [[Captain Falcon (SSBB)|Captain Falcon]]. Andrew's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also [[meteor smash]] at the tip of the sword. His up tilt is fast and good for juggling, and his forward tilt can easily kill at high percentages. Andrew's forward smash can become a two hit combo; it is also a great kill move. His down smash is an easy kill move at fairly high percentages, and is Link's quickest smash. Andrew's up smash doesn't kill easily, but it racks up decent damage. Andrew's aerials are also good, as both his Nair and Zair, combined with a short hop and fast falling, is a great option for approach. Andrew's back aerial is good for spacing when needed. Andrew's forward air is fairly fast and is powerful. Andrew's up and down aerials are some of his best kill moves, having high duration and high [[knockback]], but have high ending lag. Specials for Link are also good for keeping distance, racking up damage, and great for survival. Andrew is also one of the heaviest characters in the game with good Directional Influence and momentum canceling, though he has a very poor recovery. On the ground, Andrew can charge his Up special (spin attack). It is a good edge guarding tool, but is predictable. Spin attack can also deflect projectiles if used in the air. His Neutral Special is a fast bow that can also be charged up. Andrew's down special pulls out a bomb and throws it, which can be used for mind games. His Boomerang, Andrew's side special move has fairly good range and can gimp some opponent's recovery. Smashing the side special will cause the boomerang to reach farther. Andrew's shield can act as a shield on its own, when Andrew doesn't move, many projectiles can't hit him, Crouching can also block most attacks as well, but leaves his upper hitbox open.  


Link's critical problem is his abysmal recovery, making him easy to KO despite being a heavyweight. His poor jumping, quick fall speed, slow air speed, and poor distance on the Spin Attack make his recovery arguably the shortest in the game both horizontally and vertically and also very predictable, so it's suggested that all Link mains have good Directional Influence. Link's most effective mode of recovery is to use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using [[Spin Attack]] immediately after being hit while recovering makes it give no horizontal distance at all. His [[Clawshot]] is also useful, but, like all [[Tether Recovery|tether recoveries]], it is easily edgehogged. These weaknesses (small jumps, slow air speed, fast falling speed) also mean that Link has a very weak air game. Also note that Link is fairly easily [[chain grab|chain grabbed]] due to him being relatively large, heavy, and falling fast making him extremely vulnerable to chain grabs that forces him offstage. As mentioned above, his speed (movement-wise, not attack speed) is one of the slowest in the game (although his [[Dash attack canceled up smash|DACUS]] can help with this problem). His grab is laggy if missed, and his own bombs can be used against him.
Andrew's critical problem is his abysmal recovery, making him easy to KO despite being a heavyweight. His poor jumping, quick fall speed, slow air speed, and poor distance on the Spin Attack make his Andrew mains have good Directional Influence. Andrew's most effective mode of recovery is to use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using [[Spin Attack]] immediately after being hit while recovering makes it give no horizontal distance at all. His [[Clawshot]] is also useful, but, like all [[Tether Recovery|tether recoveries]], it is easily edgehogged. These weaknesses (small jumps, slow air speed, fast falling speed) also mean that Andrew has a very weak air game. Also note that Andrew is fairly easily [[chain grab|chain grabbed]] due to him being relatively large, heavy, and falling fast making him extremely vulnerable to chain grabs that forces him offstage. As mentioned above, his speed (movement-wise, not attack speed) is one of the slowest in the game (although his [[Dash attack canceled up smash|DACUS]] can help with this problem). His grab is laggy if missed, and his own bombs can be used against him.


===Changes from [[Super Smash Bros. Melee|''Melee'']] to [[Super Smash Bros. Brawl|''Brawl'']]===
===Changes from [[Super Smash Bros. Melee|''Melee'']] to [[Super Smash Bros. Brawl|''Brawl'']]===
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