Link (SSB4): Difference between revisions

1,136 bytes added ,  10 years ago
m (→‎Normal: Fixed percentages)
Line 43: Line 43:
===Ground attacks===
===Ground attacks===
====Normal====
====Normal====
*[[Neutral attack]] - Link takes three actions with his sword; he swipes his sword across his body, followed by an outward swipe, and then thrusts it in a forward stab. It is based off of a finishing move from ''Ocarina of Time''. Does 2%, 3%, and 5%.
*[[Neutral attack]] - A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. Loosely based on Link's final blow to Ganon in ''Ocarina of Time''. Is a [[natural combo]] with fast startup and little knockback. Does 2%, 3% and then 5%.
*[[Dash attack]] - Link performs a leaping downward slash - a Jump Attack - from ''Ocarina of Time''. It is capable of hitting both horizontally and vertically. 13 - 15% damage.
*[[Dash attack]] - Link performs a leaping downward slash (his "Jump Attack" from ''Ocarina of Time''). 14% when [[Tipper|tipped]] with horizontal knockback and 13% when hit close with vertical knockback.
*[[Forward tilt]] - Link performs an overhand swipe with his sword. 11 - 14% damage.
*[[Forward tilt]] - An overhand sword swing with slow startup but high knockback. 13%.
*[[Up tilt]] - Link swings his sword in an arch above his head. It is now effective for combos.8 - 9% damage.
*[[Up tilt]] - A half-moon slice above Link's head. Good for low percent juggles. 9%.
*[[Down tilt]] - Link swipes his sword across the ground. If the opponent us underneath the sword, either an a platform below or trying to grab the edge, this move will spike the opponent. 10 - 12% damage.
*[[Down tilt]] - A low sword swipe across the ground with vertical knockback. [[Meteor smash]]es opponents in contact with Link's body. 12%.
 
====Smash====
====Smash====
*[[Forward smash]] - Link forcefully swings his sword forward. If directional input is applied, he will swing again with even more power. 8%, then 13% uncharged, 10% then 20% fully charged.
*[[Forward smash]] - Link lunges forward with a wide sword swing in front of him, dealing 14% when [[Tipper|tipped]] with great knockback. The base of his sword deals 7% with extremely little knockback to [[Natural combo|naturally combo]] into an optional second hit: a sword swing that deals 13% with greater KO power (it is performed by pressing the attack button again right after the initial swing).
*[[Up smash]] - Link swipes his sword in an arc three times. 4%, 3%, 12% uncharged. 5%, 5%, 16% fully charged.
*[[Up smash]] - Three half-moon sword swings above Link's head. 4%, 3% and then 11%.
*[[Down smash]] - Link swipes his sword from front to back. 15% front, 13% back uncharged, 20% front, 17% back fully charged
*[[Down smash]] - A low slash in front and then behind Link. First hit sends opponents at a verical trajectory while having slightly increased damage and knockback the closer you are to Link (14% sword, 16% arm and 17% body). Second hit is a powerful semi-spike with slightly increased damage and knockback on his blade (12% sword and 10% arm).
 
===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]] - Link performs a [[sex kick]]. It is one of the few attacks that doesn't utilize his sword. 11% damage if clean, 6% damage if late.
*[[Neutral aerial]] - Link thrusts his leg out in front of him for an extended time. Is a [[sex kick]] with relatively fast startup and little landing lag. 11% damage in front, 9% behind Link and 6% damage if late.
*[[Forward aerial]] - Link swipes his sword twice as he swings his body 360˚. 8% damage for the first swing, 10% damage for the second.
*[[Forward aerial]] - Swings his sword twice while spinning 360˚. While the second hit has more knockback, it's inconvenient to use as you'd have to intentionally avoid opponents with the first hit. 8% first hit and 10% second hit.
*[[Back aerial]] - Link performs a two kick combo. It is one of the few attacks that doesn't utilize his sword. 3% then 5% damage.
*[[Back aerial]] - A two kick combo behind Link. 3% then 5% damage with very little landing lag.
*[[Up aerial]] - Link thrusts his sword upward with his body dangling. 15% damage.
*[[Up aerial]] - Link thrusts his sword up for a long duration. 15% at startup, 13% if late. Moderate landing lag unless used alongside a full hop.
*[[Down aerial]] - Link takes his sword into a downward thrust from ''Zelda II: The Adventures of Link''. If positioned correctly, Link will perform a powerful [[meteor smash]]. 19% damage, 15% without sweetspot, 8% second hit.
*[[Down aerial]] - Aims his sword directly below him for a long duration, based on his "Downthrust" from Zelda II: The Adventures of Link. It's possible for Link to "bounce" on opponents into a second hit. The move is a powerful [[meteor smash]] during startup . 15% meteor smash, 19% sweetspot, 15% late hit, 8% second hit.
*[[Clawshot|Grab aerial]] - Fires his Clawshot forward in the air with great range and no landing lag. Deals 2% and then 4%. Link can cancel his [[air dodge]] at any point via his tether, however it will not cancel the landing lag suffered from the dodge. Clawshot also serves as a [[tether recovery]] that auto-snaps the ledge, covering great horizontal distance.
===Throws and grabs===
===Throws and grabs===
*[[Forward throw]] - Link releases the opponent from his [[pummel]] and kicks them away. 3% then 4% damage.
*[[Forward throw]] - Link releases the opponent from his [[pummel]] and kicks them away. 3% then 4% damage.
Line 77: Line 76:
   <tr>
   <tr>
       <td style="vertical-align: top;">
       <td style="vertical-align: top;">
<strong>[[Hero's Bow]]</strong> is equipped by Link as he pulls it out. It can charge, and the longer it charges, the faster, stronger and more horizontal trajectory it has. It deals up to 4% uncharged, 12% fully charged.
<strong>[[Hero's Bow]]</strong> is equipped by Link, with the arrows serving as projectiles. Charging increases the speed, distance and damage dealt by an arrow. 4% uncharged, 12% fully charged.
       </td>
       </td>
       <td style="vertical-align: top;">
       <td style="vertical-align: top;">
<strong>[[Gale Boomerang]]</strong>, which can hit opponents when it starts moving, or drags them in towards Link when it comes back. Boomerang does 7% close up, 5% distant.
<strong>[[Gale Boomerang]]</strong>, a projectile which damages opponents as it flies away and drags opponents towards Link during its return. Can be angled up or down. A "smash throw" (similar to performing a smash attack) increases the distance the boomerang can travel. 7% close up, 5% distant.
       </td>
       </td>
       <td style="vertical-align: top;">
       <td style="vertical-align: top;">
<strong>[[Spin Attack]]</strong> allows Link to perform a quick Spin Attack when grounded, and when in air, is able to use it as his recovery. The Spin Attack is akin to most Zelda games Link has been in. It's potential as a recovery move has been significantly improved. Hits max 4 times in the air, once on the ground, 1 hit of 4% then 3 hits of 2%. Can be charged on the ground - 12% uncharged, 20% charged.
<strong>[[Spin Attack]]</strong> functions differently when grounded and airborne; an aerial Spin Attack is used as recovery which grants Link great vertical distance. Hits 5 times in the air (4%, 3 hits of 2% with a 4% finisher). A grounded Spin Attack is akin to most Zelda games, and functions similarly to a smash attack. Deals 12% uncharged, 20% charged with great knockback.
       </td>
       </td>
       <td style="vertical-align: top;">
       <td style="vertical-align: top;">
<strong>[[Bomb]]</strong> is a [[projectile]] Link can pull out, similar to all of the ''The Legend of Zelda'' games he has been in. It explodes on contact with an opponent, object or has a set fuse to explode. They deal 5% damage when thrown on an opponent, but 7% when they explode on Link. They are also used for a recovery tactic.
<strong>[[Bomb]]</strong> is an item based [[projectile]] Link pulls out, with its design from ''Twilight Princess''. An explosion deals 5% damage when in direct contact with an opponent (however, increased damage is possible via an indirect hit from a blast). Can cause 7% self-harm to Link if left idle without throwing it, which if timed correctly, can grant him an extra Spin Attack recovery.
       </td>
       </td>
   </tr>
   </tr>
65

edits