Project M

Link (PM)

Revision as of 18:21, June 24, 2015 by PeanutReaper486 (talk | contribs) (Added 3.6b changes.)
Link
in Project M and Project+
Link SSBB.jpg
ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Moveset inspiration Link (SSBM)
Alternate costume Melee Link
Link (SSBB)

Link is a playable character in the Brawl mod Project M. He was remade to be closer to his Melee version.

Attributes

Link is, in general, a well-ranged fighter. With three projectiles and long disjointed hitboxes in his sword attacks, Link has the ability to zone opponents out, heckle them from far away, and start combos from a distance before moving in. Both his Bombs and Boomerang can be used to create openings, which allow Link to start a combo or get in a finishing hit. Link's is also packed with a stellar defensive game, as his Hylian Shield can block projectiles when standing still, crouching (which aids his crouch cancel), and even while walking. His Spin Attack is also one of the most potent out of shield options in the game. The latter attack is also highly effective for edge guarding onstage, as it will semi-spike any opponent who fails to sweet spot the edge, sending them away towards the blast lines. Link also has a good aerial game; his up and down aerials are very powerful and stay active for a long time, serving as combo finishers, and his Bombs can be used efficiently for glide tossing. His other three aerials have low lag and decent range, serving as both combo and approach tools. His tilts are generally fast, especially his forward tilt, which can be quite devastating on those not expecting it; it is also a potent edge-guarding tool. His up tilt can combo into itself and/or juggle opponents, and his down tilt is also good at edge-guarding and can lead into combos at moderate percentages.

Link's smash attacks are of an above average speed, as well as being of the most powerful. His forward and up smashes are both effective at KOing and pressuring shields, with both leading into combos at low percentages to rack up damage quickly. Finally, his down smash is useful to KO any opponent at higher percentages. His up and down smashes both have incredibly fast startup, whilst the latter has somewhat moderate end lag.

Link's throws are of decent usage, as he is capable of using them rather quickly. His up and down throws can be utilized as combo starters, whilst the prior has immense knockback that could send the opponent into a possible KO at medium-high percentages. His forward and back throws, while sub-par to most, still have decent range at moderate to high percentages. When counting his now-fast grab, his throws are more dangerous than ever.

While Link's recovery is difficult to edge guard, it does not give much distance. However, with Link's glide tossing ability, Link's recovery has become one of the best in the game, as he can throw Bombs upward and use Spin Attack on them to receive knockback, allowing him to consistently repeat the process. Link has also an alternate recovery option with his zair, the Hookshot, which can also be used after shifting towards the stage with an air dodge.

Link is not a character without weaknesses, however. Link's large size, weight and somewhat high falling speed make him an easy victim for combos, allowing enemies to rack up damage on him with little effort. His aerials, though possessing high KO potential, have overall long ending lag, save his F-air, B-air and N-air, causing Link to become easily countered by opponents that excel at midair combat, such as Jigglypuff or Peach. Also, while his recovery is overall difficult to edgeguard, his Spin Attack's hitbox only extends above him, leaving Link vulnerable against edgeguarding attacks with good horizontal reach, such as Marth's down tilt or Charizard's back aerial. His bomb recovery also damages him in the process.

Changes from Melee to PM

 
Link's alternate costume in Project M.

Aesthetics

  •   Side taunt changed to his Melee taunt.
  •   On-screen appearance changed to coming down from a teleporting light, akin to Smash 64 and inspired by the end-of-dungeon teleporters in Ocarina of Time.
  •   Link now has a side Smash Taunt: Navi flies around him, similar to in his side taunt from Brawl, but Navi additionally says "Hey, listen!", taken directly from Ocarina of Time.
  •   Link now has a down Smash Taunt: he pulls out the Ocarina of Time and stands in place while using it. While he holds the Ocarina of Time up, the player can press the A button and D-pad to play songs on it.

Attributes

  •   Link's dashing speed has increased slightly.
  •   Range of his sword attacks is reminiscent of Brawl's (if not larger), increasing it. As an added benefit, his attacks stick out more.
  •   Link's hurtbox is somewhat smaller.
  •   Link's walking animation has changed to resemble his Smash 64's animation. Link also has the added benefit of being able to shield projectiles while walking, aiding his defense.
  •   Link's air speed is faster, while his falling speed is slower.

Ground Attacks

  •   Most of Link's normal attacks have slight speed and power increases. For example, Link's dash attack and down smash both have earlier IASA frames so that they can be acted out of sooner and are generally safer to use on shielding opponents.
  •   Link's forward tilt is now faster, like Young Link's version, making it more useful than before, now because of his extend range, it also gives Link even better edge-guarding capabilities.
  •   The two hits in his back aerial now connect better.
  •   The up smash is now quicker, and all three slashes can link better into other.

Aerial Attacks

  •   Zair does more damage.

Grabs and Throws

  •   Standing grab has less ending lag, and dash grab gives Link more distance.

Special Moves

  •   Hero's Bow charge speed has increased slightly, has more knockback, and its knockback angle changed to send opponents at a more horizontal angle. It also retains Brawl's trajectory and Quickdraw technique.
  •   Boomerang has more varied angles, making it a more reliable projectile, and using the move with the boomerang throw already, additionally produces a weak "slap" hitbox on Link's hand.
  •   Using the Spin Attack in the air grants more horizontal momentum. The grounded Spin Attack's range has increased slightly.
  •   Link can perform the aerial glide toss. This techique increases his options for movement and combos on stage, and gives him new recovery options.
  •   Link can now bomb jump consistently for recovery. By inputting a glide toss while airborne, Link can toss the bomb up the right distance to Spin Attack into it, allowing him to Spin Attack and repeat the process over again. Project M's improved tether recovery managements also give him a better alternate option in his zair.
  •   Can no longer perform Boomerang superjump nor Bomb dash.
  •   Boomerang designed with a light-blue trail to resemble its Smash 64 incarnation.
  •   Spin Attack's color trail resembles the Smash 64 version, in both his grounded and aerial versions, and also uses the soundbyte from this game.

Revisions

v2.1

  •   Link's up smash has fixed timers.
  •   Link's Hylian shield now works properly when standing, walking, and crouching.
  •   Link's pummel now connects properly against opponents grabbed on slopes.
  •   Link's forward roll no longer falls off edges.

v2.5b

  •   Link's down throw's knockback growth has been increased.
  •   Link's down throw hitbox reworked so that it now connects properly on any character.
  •   Link's Boomerang close range strong hit duration lasts slightly longer.
  •   Link's Spin Attack can properly grab edges at the peak and off of platforms.
  •   Link's up tilt animation has been adjusted to better match Melee's.
  •   Link's grab-box in his hand is larger like a normal grab's, but ends when the Clawshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab.
  •   Link's Arrow hitbox size matched to Melee.
  •   Link's Boomerang knockback and angles adjusted more towards those of Smash 64 and Melee on the way out, rather than straight up, and uses a knockback strength similar to that of Smash 64 on the return hitbox.
  •   Link can pull up to 3 Bombs.

v2.6b

  •   Dash and run speed slightly increased.
  •   Down tilt is slightly faster, and knockback is slightly increased.
  •   Forward and back throws end sooner.
  •   Up throw's damage was increased, its launch point and knockback were adjusted to have more utility, its animation was improved, and is interruptible sooner.
  •   Aerial Clawshot has a flub hitbox that links into the sweetspot, similar to the Brawl version.
  •   Using Boomerang produces a very weak "slap" hitbox on Link's hand when done with the Boomerang already out.
  •   Dash attack's interruptibility occurs slightly slower.
  •   Down throw has more ending lag.
  •   Spin Attack's horizontal momentum very slightly lowered.
  •   Dash attack animation remade, now much more similar to Melee's.
  •   Hitboxes on up tilt, second hit of forward smash and last hit of up smash and were matched better matched to their respective animations.
  •   Neutral aerial's duration matched to the animation.
  •   Aerial Clawshot sweetspot now sends opponents up and slightly towards Link.
  •   Boomerang was adjusted to have a shorter distance but be thrown faster. The Boomerang also got a new model.
  •   Boomerang catch animation only occurs when Link is in his waiting animation.

v3.0

  •   All sword attacks are now correctly clankable.
  •   Up smash's last swing inner hit does 1% more damage (10% instead of 9%).
  •   Back aerial's IASA frames come two frames earlier.
  •   Link can now correctly angle his Boomerang downward on the ground.
  •   Up tilt's base knockback slightly lowered on all hitboxes.
  •   Up smash's IASA frames come slightly later.
  •   Down smash's first hit outer hitboxes dropped from 17% to 16% damage (sweetspot is now on elbow).
  •   Shrank hitbox size on Boomerang's "flub slap".
  •   Forward tilt does slightly more damage at the base of the sword, and slightly less on Link's shoulder.
  •   Up tilt's knockback growth changes slightly based on where one hits on the sword as per Melee/Brawl.
  •   Dash attack's hitbox is active one additional frame, but gets IASA frames slightly later. On the closest hitboxes, the damage increases while the angle becomes lower.
  •   Down smash's second hit has a 17% damage sweetspot added to the inside hitbox, but slightly dropped knockback growth on all others.
  •   Back aerial second kick's angle slightly lowered.
  •   Down aerial's hitboxes moved to better match Melee and cover Link's sword.

v3.5

  •   Sweetspoted neutral aerial does less damage if hitbox connects on the hip or back leg. (9% hip, 8% back leg)
  •   First hit of forward aerial does 14% damage.
  •   Sweetspot for boomerang now does 11% damage and does 3% damage when returning.
  •   Link now has a second smash taunt, by tapping Down Taunt link will pull out his ocarina and players can play it by using the attack and directional function and quit using the B button
  •   Link now has Melee sword swing sounds

v3.6b

  •   Forward tilt base knockback increased. Deals 1% less.
  •   Forward smash damage increased by 1%.
  •   Neutral air sweetspot deals 1% more.
  •   Back air hitboxes are two frames faster, new knockback method.
  •   Link's friction reduced by .01, giving him a better wavedash.
  •   Link's run speed has been increased to 1.4, from 1.35.
  •   Up throw endlag increased, but has more base knockback.
  •   Boomerang now releases on frame 27 from 23, IASA frames increased to 43, from 38.
  •   Several animations smoothed out/improved.
  •   Upsmash SDI multipliers normalized to 1.0.

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack 5% (hit 1), 3% (hit 2), 6% (hit 3), 1-2% (hit 3 loop) Link performs two horizontal slashes followed up by either a thrust attack or an infinite combo. The second hit can cancel out and lead into other attacks, giving Link more options for combos or finishers. The infinite links together much better than Melee, but has some end lag.
Forward tilt 13% (body), 14% (arm/sword tip), 15% (sword) Link performs a swing that covers him from above and in front. It is much faster, having little start and end lag, making it more dangerous. The attack can edge-guard against opponents.
Up tilt 9% Link attacks above his body in an arc. Low start and end lag, and can juggle opponents at low percentages and it's great for linking together into combos.
Down tilt 11% Link swipes the sword low. The attack can lead into combos, and has low start and end lag. It can also meteor smash opponents (however, range is inconclusive), making it a viable edge-guard tool.
Dash attack 14% (body), 13% (arm), 12%/10% (sword/tip) Link dashes and attacks the opponent. Low start and moderate end lag, is much faster, and sends opponents at a more vertical angle, making the attack good for combos and dash dancing. It has earlier IASA frames, making it even more dangerous if done correctly, and can be safer to use on shielding opponents.
Forward smash 15%/14% (hit 1/tip), 20%/18% (hit 2/tip) A double crescent attack. Low start lag with moderate end lag, and almost nonexistent between-attack lag. The first attack has moderate knockback, sending opponents at more horizontal angles, but the second attack has great knockback, which can KO at somewhat lower percentages and has more vertical knockback; the second can lead into combos at lower percentages.
Up smash 4% (hit 1), 3% (hit 2), 9%/10% (hit 3 body/sword) A triple swing that arcs above Link. The attack has somewhat low start lag and moderate end lag. It is much faster and can link together better, making the attack more viable for combos. Can be dash cancelled, making it a great DACUS move.
Down smash 13%/16%/17% (hit 1 tip/body(sword)/arm), 11%/16%/17% (hit 2 tip/body(sword)/arm) Two powerful low swipes that go to both sides of Link. Has very low start lag (4 frames) but somewhat high end lag, however, it does have earlier IASA frames so Link can end it earlier. It is also powerful, so it can link up to combos at low percentages and KO as low as 50%-90% damage depending on the character.
Neutral aerial 11%/9%/8% (clean foot/hip/back leg), 7% (late) A piston kick (or sex kick) that has low start lag and low landing lag.
Forward aerial 14% (hit 1), 10% (hit 2) An aerial swing that spins around in 180 degrees. Low start lag, high end lag, and low landing lag. There are two different hitboxes, one initial and one later, both giving decent knockback.
Back aerial 7% (both hits) (14% total) Two backward piston kicks. Low start lag, with moderate end lag and low landing lag. The first one is a weaker attack which links to the second, more powerful attack. Has considerable knockback.
Up aerial 16% (clean), 12% (late) An upward sword thrust, which is based off of the attack in Zelda 2: The Adventure of Link. Moderate start lag, with high end and landing lag. Its initial hitbox is quite powerful, and can KO at lower percentages.
Down aerial 20%/22% (clean/tip), 19% (late), 8% (after bounce) A downward sword thrust, which is based off of the attack in Zelda 2, but acts like it does in Twilight Princess. Has somewhat high start lag, with high end lag and very high landing lag. It is quite powerful, capable of KOs as low as 60%-75%, depending on weight.
Grab aerial 4% (hit 1), 9% (hit 2) (13% total) Fires his Clawshot forward, scoring two hits. Second hit has a weak vertical knockback. Has a low landing lag. Can be used after an air dodge or as a tether recovery. Very useful for spacing and stopping approaches against taller characters. It is also useful for setting up combos or chain into itself at low percentage and a KO move at high percentage against fast fallers. Link's zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover with a Bomb.
Grab Link grabs the opponent to lead up into throws. Its start-up and ending lag have been sped up; the dashing version is also much faster than his normal grab.
Pummel 3% Link pummels the opponent with the hilt of the Master Sword.
Forward throw 3% (hit), 4% (throw) (7% total) Link kicks high to send the opponent flying. Very low knockback at lower percentages.
Back throw 3% (hit), 4% (throw) (7% total) Link kicks moderately high backwards to send opponents away. Low knockback at lower percentages.
Up throw 4% (hit), 8% (throw) (12% total) Link throws the opponent upwards and then slashes them upwards.
Down throw 2% (hit), 4% (throw) (6% total) Link slams the opponent down and slams his elbow down on them. Combos well into utilt and usmash.
Floor attack (front) 6% Does 2 slashes front and back.
Floor attack (back) 6% Does 2 slashes front and back.
Floor attack (trip) 5% Does 2 slashes back and front.
Edge attack (fast) 8% Link performs a climbing somersault with his shield hand and attacks in an arc. Very low start and end lag, with low moderate knockback.
Edge attack (slow) 10% Link climbs up weakly and stabs the opponent before getting back up. High start up lag with moderate end lag, but the invincibility frames make up for this. The knockback is very low.
Neutral special Hero's Bow 5-15% Link charges up the Hero's Bow. The longer the special button is held, the faster and farther the arrow travels. The charge speed is quite fast, as well as the arrow speed. Has moderate knockback, leaning more towards a horizontal angle.
Side special Boomerang 11% (close), 6% (far), 3% (return) Link throws his trademark Boomerang, covered with a celestial light. Has decent power with some knockback, but is best used when Link is close to the opponent. The boomerang has a wide trajectory, but doesn't go far. When used again while the Boomerang is out, it produces a very weak slapping hitbox.
Up special Spin Attack Ground: 15% (clean), 5% (late) Air: 4% (hit 1), 2% (hits 2-4), 6% (hit 5) (16% total) Link spins in place with a shout, slashing with his sword. Has low start lag, with high end lag. It has a powerful initial/close hitbox which is great for sending opponents flying, acting as one of the best out of shield options. It can also semi-spike at the tip of Link's sword, alongside better length, making it an even better edge-guard move. In air, it uses multiple attacks and finishes with a powerful ending blow. As a recovery, it has high vertical and horizontal momentum, needing little momentum for Link to recover. He can link the recovery move with his bombs, making for a consistent, amazing recovery.
Down special Bomb 9% (regular throw), 11% (smash throw) Link pulls out a bomb. He can throw it at the opponent, but they may have a chance to grab it. Has decent power, but little knockback. The explosion can hurt Link, inflicting half the damage to him, which when combined with Spin Attack can be exploited for a great recovery.
Final Smash Triforce Slash 5% (trapping), 4% (hits 1-15), 18% (hit 16) (78% total) A Triforce protrudes out of Link's hand and traps the opponent. He then consistently attacks the opponent leading up to a powerful finisher. Has great power and knockback, and can KO at almost any percentage.

In competitive play

Notable players

Alternate costumes

Link now has an alternate costume that resembles his appearance in Melee and Smash 64, which itself was based off his appearance in The Legend of Zelda: Ocarina of Time.

It received recolors that were present in Melee. Additionally, the Master Sword was also changed to resemble its appearance from Ocarina of Time.

 
Link's alternate costumes in PM
           
       

External Links