9,073
edits
m (Text replacement - "(\[\[:?[Cc]ategory: ?[^\|\]\n]+) professionals" to "$1 players") |
(→Moveset: Added Japanese names) |
||
Line 227: | Line 227: | ||
|dashdesc=A lunging outward slash. Its tip deals slightly more damage than its base, but its 38 frames of ending lag make it very punishable. | |dashdesc=A lunging outward slash. Its tip deals slightly more damage than its base, but its 38 frames of ending lag make it very punishable. | ||
|fsmashcount=2 | |fsmashcount=2 | ||
|fsmashname= | |fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') | ||
|fsmashdmg={{ChargedSmashDmgSSB4|10}} | |fsmashdmg={{ChargedSmashDmgSSB4|10}} | ||
|fsmash2dmg={{ChargedSmashDmgSSB4|11}} | |fsmash2dmg={{ChargedSmashDmgSSB4|11}} | ||
Line 250: | Line 250: | ||
|uairdmg=14% (clean), 11% (late) | |uairdmg=14% (clean), 11% (late) | ||
|uairdesc=The {{s|zeldawiki|Up Thrust}}. Its clean hitbox's respectable damage output and high knockback growth make it one of Toon Link's most viable KOing options. It KOs middleweights at 98%/89% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. Its late hitbox deals less damage, which makes it unsuited for KOing in spite of it having the same knockback values as its clean hitbox. When coupled with its much longer duration, however, it is nevertheless useful for juggling. | |uairdesc=The {{s|zeldawiki|Up Thrust}}. Its clean hitbox's respectable damage output and high knockback growth make it one of Toon Link's most viable KOing options. It KOs middleweights at 98%/89% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. Its late hitbox deals less damage, which makes it unsuited for KOing in spite of it having the same knockback values as its clean hitbox. When coupled with its much longer duration, however, it is nevertheless useful for juggling. | ||
|dairname=Sword Plant | |dairname=Sword Plant ({{ja|下突き急降下|Shita Tsuki Kyūkōka}}, ''Down Thrust Dive'') | ||
|dairdmg=16% (clean), 12% (late), 5% (landing) | |dairdmg=16% (clean), 12% (late), 5% (landing) | ||
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Unlike Link's Down Thrust, Toon Link's version is a [[stall-then-fall]], which makes it very risky to use off-stage. Unlike in ''Brawl'', it now pierces an opponent, which makes it a useful edge-guarding option when performed on edges because of its clean hitbox being a [[meteor smash]]. Its landing hit also has a [[windbox]] that pushes away nearby opponents. Due to it hitting on frame 17, however, it has the highest amount of start-up lag out of Toon Link's aerials. When coupled with its 75 frames of ending lag and 40 frames of landing lag, it is his most punishable attack. | |dairdesc=The {{s|zeldawiki|Down Thrust}}. Unlike Link's Down Thrust, Toon Link's version is a [[stall-then-fall]], which makes it very risky to use off-stage. Unlike in ''Brawl'', it now pierces an opponent, which makes it a useful edge-guarding option when performed on edges because of its clean hitbox being a [[meteor smash]]. Its landing hit also has a [[windbox]] that pushes away nearby opponents. Due to it hitting on frame 17, however, it has the highest amount of start-up lag out of Toon Link's aerials. When coupled with its 75 frames of ending lag and 40 frames of landing lag, it is his most punishable attack. | ||
|zairname=[[Hookshot]] | |zairname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}}) | ||
|zairdmg=4% | |zairdmg=4% | ||
|zairdesc=Fires his {{s|zeldawiki|Hookshot}} forward. The Hookshot deals damage, and has both great range and very minimal landing lag. All of these traits make it useful for spacing, starting combos, or functioning as a [[tether recovery]]. Although Toon Link can cancel his [[air dodge]] at any point via his tether recovery, it will not cancel the landing lag gained from the dodge. | |zairdesc=Fires his {{s|zeldawiki|Hookshot}} forward. The Hookshot deals damage, and has both great range and very minimal landing lag. All of these traits make it useful for spacing, starting combos, or functioning as a [[tether recovery]]. Although Toon Link can cancel his [[air dodge]] at any point via his tether recovery, it will not cancel the landing lag gained from the dodge. | ||
|grabname=Hookshot | |grabname=Hookshot ({{ja|フックショット|Fukkushotto}}) | ||
|grabdesc=Fires his Hookshot forward. The Hookshot functions as a [[tether grab]]. Unlike in ''Brawl'', it is no longer the shortest ranged tether grab in the game, and is capable of grabbing aerial opponents. | |grabdesc=Fires his Hookshot forward. The Hookshot functions as a [[tether grab]]. Unlike in ''Brawl'', it is no longer the shortest ranged tether grab in the game, and is capable of grabbing aerial opponents. | ||
|pummelname= | |pummelname= |
edits