Template:SSB4 to SSBU changelist/Young Link: Difference between revisions
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the game's graphical improvements, Young Link's design is drastically more detailed, particularly in his hair. His colors are more subdued than they were in ''Melee'', while his eye color is more vibrant.}} | *{{change|Due to the game's graphical improvements, Young Link's design is drastically more detailed, particularly in his hair. His colors are more subdued than they were in ''Melee'', while his eye color is more vibrant.}} | ||
* {{change|As Link is now based of Breath Of The Wild, Young Link now stands out more and is no longer the same person as the main playable Link.}} | |||
*{{change|The {{s|zeldawiki|Kokiri Sword}} now has a bronze hilt, and leaves behind a white trail with blue accents, as opposed to a pure white trail in ''Melee''.}} | *{{change|The {{s|zeldawiki|Kokiri Sword}} now has a bronze hilt, and leaves behind a white trail with blue accents, as opposed to a pure white trail in ''Melee''.}} | ||
**{{change|Additionally, Link's yellow and blue [[Spin Attack]] sword trail from ''SSB4'' is recycled for Young Link, as Link now has a unique sword trail.}} | **{{change|Additionally, Link's yellow and blue [[Spin Attack]] sword trail from ''SSB4'' is recycled for Young Link, as Link now has a unique sword trail.}} |
Revision as of 17:08, January 26, 2021
Aesthetics
- Due to the game's graphical improvements, Young Link's design is drastically more detailed, particularly in his hair. His colors are more subdued than they were in Melee, while his eye color is more vibrant.
- As Link is now based of Breath Of The Wild, Young Link now stands out more and is no longer the same person as the main playable Link.
- The Kokiri Sword now has a bronze hilt, and leaves behind a white trail with blue accents, as opposed to a pure white trail in Melee.
- Additionally, Link's yellow and blue Spin Attack sword trail from SSB4 is recycled for Young Link, as Link now has a unique sword trail.
- Young Link is much more expressive. He appears angry while attacking, and smiles in his taunts and one of his victory poses.
- Young Link has been updated with universal features introduced in Brawl and SSB4.
- Young Link now has an on-screen appearance, a Boxing Ring title, a Palutena's Guidance conversation, and two new taunts. His taunt from Melee has been moved to his down taunt, and executes significantly faster.
- Young Link has gained three additional alternate costumes, bringing his total up to the standard eight. His Dark Link costume now has the same color scheme as Link and Toon Link's corresponding counterparts, making the costume appear virtually almost identical to Dark Young Link in Hyrule Warriors: Definitive Edition, albeit with gray hair.
- Young Link uses various voice clips for any move between the third hit of his neutral attack, any tilt attack, his dash attack, and any aerial attack (except grab aerial), and always uses specific clips for each of his smash attacks.
- Young Link has new voice clips for taking medium and heavy knockback, when Star KO'd, when waking out of sleep status when not suffering any knockback, and a second KO voice clip.
- Young Link also has a voice clip when emerging from underwater, although it now uses the voice clip previousy used for his taunt in Melee, which now uses a new voice clip.
- All sword attacks make a standard slash sound effect on hit, instead of a punch/kick sound effect like in Melee.
- Young Link's victory pose where he adjusts his belt is slightly different. After adjusting his belt, he holds the Kokiri Sword and flicks his nose with his thumb.
Attributes
- Young Link is relatively bigger than in Melee. This increases his range, but also increases his hurtbox.
- Like all characters, Young Link's jumpsquat animation takes 3 frames to complete (down from 4).
- Young Link walks faster (1.2 → 1.26).
- Young Link runs faster (1.6 → 1.749).
- His initial dash speed is much faster (1.72 → 2.09).
- Young Link's air speed is slower (1 → 0.966), one of the few exceptions to returning veterans. It has gone from the 6th highest air speed to only the 60th highest.
- Young Link's falling speed has been reduced (2.13 → 1.8), but is now faster relative to the roster.
- Young Link's midair jump is significantly higher. This improves his ability to recover back to the stage.
- Young Link's fast falling speed is much more in line with the rest of the roster (2.2 → 2.88), in comparison to his almost unnoticeable fast fall in Melee. This greatly increases the versatility of his air game, and allows him to use various mixups like other characters.
- Young Link's Deku Shield now protects him from projectiles while walking, similar to the shields of all other Link incarnations.
- Young Link is slightly heavier (85 → 88), improving his survivability, while still being less susceptible to combos than in Melee due to the changes to hitstun and his decreased falling speed.
- The removal of meteor canceling harms Young Link more than any other returning veteran, as he no longer has access to any meteor smashes of his own, whereas his endurance is significantly hindered against opponents' meteor smashes.
- Both rolls have noticeably less ending lag (FAF 38 → 29 (forward), 34 (back)), making them safer to use for repositioning and escaping pressure.
- Both rolls grant less intangibility (frames 4-19 → 4-14 (forward), 4-15 (back)).
- Spot dodge has more startup (frame 2 → 3) and ending lag (FAF 23 → 25).
- Air dodge has less startup (frame 4 → 2), making it better for escaping combos. Due to its altered mechanics, it also no longer causes helplessness, and allows Young Link to sweetspot edges with directional air dodges.
- Air dodge grants less intangibility (frames 4-29 → 2-26 (neutral), 2-19 (directional)), and due to the altered mechanics, directional air dodges have more landing lag (10 frames → 11-19) and are significantly less effective for wavedashing. Young Link can also no longer use his grab aerial out of an air dodge, hindering his recovery.
Ground attacks
- The increased shieldstun for ground attacks makes Young Link's slightly to moderately safer on shield, especially his tilt attacks (although not his smash attacks due to their increased ending lag).
- Neutral attack:
- The first and second hits deal less knockback (10 base/60 scaling → 25/20 base/25/15 scaling), and launch opponents towards Young Link with the farthest hitboxes (361° → 180°), akin to other neutral attacks. This allows them to connect more reliably.
- The first hit transitions faster into the second hit (frame 10 → 9), which transitions faster into the third hit (frame 11 → 9).
- All hits have less startup (frame 6 (first hit)/frame 7 (second & third) → 4/6), with the first and second's total duration decreased as well (FAF 20/18 → 18/17).
- The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like Link's (361° → 30°), increasing its safety on hit at low percents and allowing it to set up tech-chases.
- Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.
- Neutral infinite has faster startup (frame 10 → 6), a shorter gap between hits (7 frames → 2), and deals less knockback (10 base/40/50/60 scaling → 8/15) while gaining a hitstun modifier of 2 on each hit, allowing it to connect much more reliably. Like all neutral infinites since Smash 4, it has also gained a finisher in the form of an ascending slash, making it significantly safer.
- Neutral infinite has gained a lower hitlag multiplier (0.5×) and SDI multiplier (0.4×), which alongside the changes to DI and SDI from Melee to Ultimate make it much harder to escape from, increasing its reliability for racking up damage.
- Neutral attack deals less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2), 5% → 3.5% (hit 3), 1% → 0.3% (infinite)).
- The first three hits have shorter durations (frames 6-8 (hit 1), 7-9 (hit 2), 7-11 (hit 3) → 6-7 (all)).
- The third hit has more ending lag (FAF 33 → 36), and decreased knockback scaling (100 → 70), causing it to KO later from center stage despite its higher base knockback.
- Like most neutral attacks from Brawl onward, the full sequence of hits can be unleashed by simply holding the attack button instead of pressing it multiple times. Likewise, the neutral infinite can be looped by holding the button instead of having to mash it.
- The second hit can transition into the neutral infinite if the attack button is pressed three times in quick succession, with the third hit now being activated by holding it or pressing it at a slower rate. In Melee, it would only transition into the infinite if the button was pressed more than three times.
- The infinite has gained a shieldstun multiplier of 6×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Young Link more easily if they shield 10 hits or more.
- Forward tilt:
- Forward tilt has less startup lag (frame 11 → 10).
- It has more vertical range.
- It has higher base knockback (5/2 → 30/25), although with its knockback scaling reduced to compensate (100 → 85). This increases its safety on hit at low percents, while keeping its KO ability at high percents.
- The weaker sourspots have been replaced by sweetspots (12%/11%/10%/10% → 12%/11%/12%), making the move's power more consistent.
- The sweetspot has a higher hitlag multiplier (1.2×).
- Up tilt:
- Up tilt has a shorter duration (frames 9-15 → 9-14) and more ending lag (FAF 30 → 32), hindering its combo potential.
- It has an altered animation, with Young Link slashing in a faster and heavier arc, akin to Link in Brawl and Smash 4.
- Down tilt:
- Down tilt has much faster startup (frame 14 → 8), with its total duration reduced as well (FAF 32 → 26). This makes it safer and more reliable as a combo starter.
- It has considerably reduced knockback scaling (50 → 25), allowing it to combo for longer.
- It has a shorter hitbox duration (frames 14-16 → 8-9), and less vertical range.
- It launches at a consistent angle (280°/70° → 80°). While this slightly improves its combo potential, it most notably removes its ability to meteor smash.
- Dash attack:
- Dash attack has less ending lag (FAF 40 → 35).
- It has significantly higher base knockback (10 → 70), increasing its safety on hit at lower percents.
- It has less sourspots (11%/10%/10%/10% → 11%/10%/11%), making its power more consistent.
- It has more startup lag with a shorter duration (frames 7-12 → 8-10).
- It has lower knockback scaling (100 → 70), reducing its KO ability.
- It launches at higher angles (361° → 45°/50°/55°).
- The sweetspot has a higher hitlag multiplier (1.2×).
- Forward smash:
- The first hit has less ending lag (FAF 50 → 48).
- The second hit's damage output is properly affected by charging.
- Due to the changes to jostle mechanics, the second hit of forward smash no longer misses when Young Link is extremely close to the opponent, improving its reliability.
- Both hits have a shorter duration (frames 15-17 → 15-16 (hit 1), 10-13 → 10-11 (hit 2)).
- The first hit deals less damage (10% → 6%), and no longer has set knockback (40 set/100 scaling → 35/40 base/15 scaling), hindering its reliability at higher percents.
- The second hit has more startup (frame 10 → 11) and ending lag (FAF 40 → 50).
- The second hit launches at a higher angle (361° → 48°) with more base knockback (30 → 43), but less knockback scaling (120 → 115), hindering its KO potential if not used near the edge.
- The first hit has different angles (75° → 65°/50°).
- The second hit has a higher hitlag multiplier (1.5×).
- The second hit's two previous sourspots have been merged into one, with its damage being the average of both (11%/9% → 10%).
- Up smash:
- Up smash's first two hits have lower hitlag (0.6×) and SDI multipliers (0.5×), and use weight-independent knockback, which alongside the changes to DI and SDI allows them to connect much more reliably.
- The first two hits have less startup lag and longer durations (frames 11-14/26-28 → 10-14/25-29).
- The second hit deals more damage (2% → 3%), which alongside the changes to stale-move negation increases the move's total damage (12.1%/11.19% → 14%/13%).
- The third hit deals much more knockback (70 base/70 scaling → 75/108), allowing it to KO at realistic percents.
- Up smash has significantly more ending lag (FAF 52 → 70), removing its combo potential.
- The third hit has more startup lag (frame 40 → 41).
- The third hit no longer has a late hit that deals more damage (8%/9% → 7%/8%) and is a semi-spike (30° → 100°), removing its edgeguarding potential.
- Down smash:
- Down smash's sourspots deal more damage (7% → 10% (hit 1), 6% → 9% (hit 2)), and thus have increased knockback.
- The first hit no longer has hitboxes that launch opponents vertically (30°/70°/70°/30° → 30°), improving its consistency in edgeguarding and KOing.
- It has more ending lag (FAF 42 → 50).
- Both hits have a shorter duration (frames 9-12 → 9-10 (hit 1), 21-23 → 21-22 (hit 2)).
- The second hit no longer has a hitbox on Young Link's foot, preventing it from hitting opponents in front of him.
Aerial attacks
- All aerials have significantly less landing lag (15 frames → 6 (neutral, forward, back), 30 → 14 (up), 50 → 17 (down)) having even less than when L-canceled in Melee.
- The decreased shieldstun for aerial attacks makes Young Link's slightly to moderately less safe on shield compared to their L-canceled versions in Melee, despite their reduced landing lag.
- Neutral aerial:
- Neutral aerial deals less damage (12% → 10% (clean), 8% → 5% (late)), with knockback not fully compensated on the clean hit (15 base/100 scaling → 20/108), slightly hindering its KO potential.
- However, this allows the late hit to combo for longer.
- Neutral aerial deals less damage (12% → 10% (clean), 8% → 5% (late)), with knockback not fully compensated on the clean hit (15 base/100 scaling → 20/108), slightly hindering its KO potential.
- Forward aerial:
- Forward aerial is no longer a single degrading hit, and instead hits twice like Link's. It deals more damage if both hits connect (12%/11%/9% (clean), 8%/7%/5% (late) → 6% (hit 1), 8%/7% (hit 2); 14%/13% total), and has increased knockback on the second hit (5 base/100 scaling → 45/125), improving its KO potential.
- It has less ending lag (FAF 47 → 41).
- It always launches opponents in the direction Young Link is facing, even if they are hit from behind, making it more reliable for edgeguarding.
- The first hit can lead into combos if Young Link lands before the second hit comes out, which gives him more options to rack up damage or secure a KO.
- Forward aerial has a much shorter hitbox duration (frames 14-32 → 14-15 (hit 1), 24-25 (hit 2)).
- It launches at a consistent angle (361° (clean), 76° (late) → 48°).
- The second hit has a higher hitlag multiplier (1.2×).
- Back aerial:
- Back aerial's first hit has set knockback (0 base/100 scaling → 50/20 set/100 scaling) and launches at higher angles (361° → 75°/72°/70°), allowing it to connect more reliably into the second hit.
- It always launches opponents opposite the direction Young Link is facing, even if hit from the front, making it more reliable for edgeguarding.
- Both hits have shorter durations (frames 6-9 → 6-8 (hit 1), 18-23 → 18-20 (hit 2)).
- The first hit deals less damage (7% → 5%).
- The second hit deals much more knockback (15 base/100 scaling → 40/102), improving its KO potential, but hindering its combo potential.
- The second hit has a higher hitlag multiplier (1.2×).
- Up aerial:
- Up aerial has lower knockback scaling (85 → 82), slightly hindering its KO potential.
- It has smaller hitboxes (4.8u/2.4u → 3.4u/2.6u). Combined with the changes to jostle mechanics, landing an up aerial on a grounded opponent is much more difficult than before.
- Down aerial:
- Down aerial's early hit deals more damage (14%/16% → 18%).
- It no longer has a flame hitbox near Young Link's head that deals more damage and is a meteor smash, removing its extreme edgeguarding potential against opponents hit from below.
- The late hit deals less damage (17%/21% → 15%).
- The move deals less knockback (40/70 base/100 scaling → 30/83), especially with the late hit due to its decreased damage, significantly hindering its KO potential.
- It has a higher hitlag multiplier (1.2×).
- Grab aerial:
- Grab aerial has less startup with a longer hitbox duration (frames 11-15 → 9-16).
- It has significantly less landing lag (30 frames → 8) and no longer causes helplessness, making it much more useful offensively.
- It launches at a higher angle (361° → 60°) and has gained a hitstun modifier of 4, which alongside its reduced landing lag grants it combo potential even up to high percents.
- It deals less damage (5% → 4%).
- However, it deals additional shield damage to compensate (0 → 1).
- It causes the Hookshot to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
- It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.
- It has a lower hitlag multiplier (0.8×).
- It is now affected by stale-move negation, reducing its damage output with consecutive uses, but allowing it to refresh other moves.
- Due to universal changes, grab aerial functions like a tether recovery rather than a wall grapple.
- This allows it to be shot much faster to ledges if used close enough to them, leaving opponents with a shorter window to edgeguard Young Link.
- However, this removes its ability to grapple to any wall, reducing its versatility.
Throws and other attacks
- Grabs:
- Standing and dash grabs have significantly less ending lag (FAF 85 → 53 (standing), FAF 95 → 61 (dash)), leaving them much less punishable if they miss.
- Both grabs have longer durations (4 frames → 7), and the hitbox on the Hookshot's end now affects aerial opponents.
- Standing grab has one frame more startup lag (frame 11 → 12).
- Pummel:
- Pummel deals more hitlag (4 frames → 13), but has significantly less startup (frame 10 → 1) and ending lag (FAF 26 → 7), shortening its duration.
- It deals much less damage (3% → 1%).
- Forward and back throw release the opponent faster (frame 16 → 13), although with their total duration unchanged, and the former's first hit is faster (frame 12 → 11). This reduces the time for the opponent to DI them properly, but increases their ending lag.
- Forward throw:
- Forward throw launches at a slightly lower angle (55° → 52°), and deals much more knockback (25 base/110 scaling → 48/184), allowing it to KO under 170% at the edge.
- Back throw:
- Back throw deals much more knockback (24 base/110 scaling → 45/140), allowing it to KO under 200% at the edge.
- Up throw:
- Up throw releases the opponent slower (frame 27 → 29) with its total duration unchanged, increasing its combo potential at low percents.
- It has more base knockback (18 → 30), but less knockback scaling (230 → 210). This further improves its combo potential at low percents (due to its previously lacking hit advantage), but hinders its KO potential at high percents.
- Young Link jumps a bit higher during up throw.
- Down throw:
- Down throw deals much more knockback (60 base/50 scaling → 70/115), drastically hindering its combo potential beyond mid percents. Most notably, it no longer has a guaranteed KO confirm into an up aerial at high percents.
- Its speed is no longer weight-dependent, further diminishing its combo ability on lightweights, while still being worse on heavyweights due to its increased knockback.
- Its damage values have been redistributed (2% → 3% (hit 1), 4% → 3% (throw)).
- It launches opponents at a slightly more horizontal angle (90° → 86°).
- Floor attacks:
- Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
- Their angles have been altered (361° → 48°).
- Edge attack:
- Edge attack deals more damage (8% → 9%) and no longer has set knockback (90 set/100 scaling → 90 base/20 scaling).
Special moves
- Due to the changes to Perfect Shielding, Young Link's projectiles can no longer be reflected back at him by any character.
- The decreased shieldstun for projectiles hinders their safety at close distances.
- Fire Arrow:
- Fire Bow has been renamed to Fire Arrow.
- Fire Arrow has one frame less ending lag (FAF 39 → 38).
- It can be B-reversed.
- Arrows fly much further, especially when uncharged. This greatly increases Fire Arrow's zoning and pressing ability, making it a more essential part of Young Link's toolkit.
- Arrows have more knockback scaling (30 → 70), increasing their combo potential despite launching at a slightly lower angle (80° → 78°).
- They stay active for a shorter period of time.
- They deal less damage (8%-15% → 4%-12%), and have received negative shield damage (0 → -2.5).
- The move can no longer be held indefinitely upon reaching full charge, instead firing the arrow automatically if held for more than three seconds.
- Fire Arrows are ablaze when being charged and fired, compared to Melee where the arrow does not light up at all.
- Fire Arrows have been redesigned to more closely resemble the artwork found in the manual for Ocarina of Time.
- Ghost Arrow glitch has been removed.
- Boomerang:
- Boomerang is bigger, and Young Link throws it vertically instead of horizontally, increasing its coverage immensely.
- It can be B-reversed.
- It deals much less damage at point-blank range (16% → 11% (normal), 19% → 13.2% (smash input)), and has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.
- However, its knockback has not been compensated, improving its combo potential.
- Boomerang cannot be angled as sharply as in Melee; however, this makes its more useful angles easier to use.
- Young Link has a new throwing animation for the boomerang.
- The boomerang superjump and chain dance glitches have been removed.
- Spin Attack (grounded):
- Grounded Spin Attack has less ending lag (FAF 80 → 71), while its last hit is slower (frame 44 → 49), allowing it to combo reliably into aerial attacks even up to high percents.
- Its linking hits have set, weight-independent knockback (80/60 base/40 scaling → 55/10 set/100 scaling), and lower hitlag (0.4×) and SDI multipliers (0.5×), which combined with the weakening of SDI allows them to connect much more reliably.
- The last hit has higher base knockback (60 → 71), but lower knockback scaling (100 → 85), and launches at a higher angle (80° → 84°), further improving its combo potential.
- It can be charged to increase its damage and knockback, as with the other incarnations of Link.
- Grounded Spin Attack has one frame more startup (frame 8 → 9), and its linking hits have a slightly longer duration (frames 8-43 → 9-45), but a slower rehit rate (3 → 4). As a result, it deals a total of 11 hits instead of 13, reducing its total damage when uncharged despite the changes to stale-move negation (13.74% → 13%).
- The last hit has a higher hitlag multiplier (1.8×).
- Spin Attack (aerial):
- Aerial Spin Attack has increased vertical distance, preserves much more momentum after being used, and Young Link can drift more in the air during its animation.
- Like most recovery moves from Brawl onward, it sweetspots the edge much earlier, making it safer to recover with.
- The multi-hits have a lower SDI multiplier (0.3×), weight-independent knockback, and use the autolink angle (367°), which alongside the changes to DI and SDI allows them to connect much more reliably.
- It deals more total damage due to the changes to stale-move negation (11.19% → 12%).
- The last hit has a higher hitlag multiplier (2×).
- Bomb:
- Like with Link's Bombs in Smash 4, the explosions from Young Link's bombs do not damage him if they hit an opponent.
- The bombs travel further when thrown.
- Their multi-hits accumulate much faster, making their damage more consistent.
- Similarly to Link in Smash 4, Young Link can "soft-toss" his Bombs, which lets him lay them on the floor with a throw without having them explode. This allows Young Link to set traps on the floor to hinder his opponent, and also allows for mindgame potential. Additionally, Young Link can Z-drop Bombs without them exploding much easier than in Melee.
- Bomb's damage output is lower, even with all hits connecting (13% → 8%).
- The bomb dash glitch has been removed.
- Young Link now has a Final Smash, that being Triforce Slash. Visually, it resembles Link's version from Smash 4, but it has completely unique animations for attacks, including a shield bash, kicks, and a different finisher in an outward slash.