User blog:Plasmaster/Smash Study Hall: Link

Hey there, Smashers! Welcome to the fourth installment of the Smash Bros. guide blog series, Smash Study Hall! Plasmaster here.

In today's post we'll be looking at the Hero of Hyrule, Time, and Twilight, Link!

So, I know what you're thinking. Link mains spam projectiles all day to keep you at bay and when you finally get close, they go for a grab or a forward smash. That is basically their strategy. I want to establish now that this post will not have such strategies included in it; though effective, I believe they are a cheap way to play Smash.

Now, as long as we're on the subject of projectiles, let's cover his special moves.

His neutral special the Hero's Bow can be charged up to increase range and damage; it has incredible range at full charge. This move should be used from across the stage when the opponent is trying to recover to the stage.

Gale Boomerang is good for racking on damage but doesn't have a lot of range; the tornado that takes effect on the projectile's return trip will carry opponents back to Link, where he can go for a grab or forward smash.

Spin Attack has a decent recovery range and can kill opponents in midair at about 120% (when near the ceiling of the stage). On the ground, it is a powerful attack that will deal a good amount of damage to opponents and launch them a good distance as well. The attack can also kill quite early on the ground and is also capable of breaking shields.

Link's down special Bomb is good for continuing combos both on the ground and in the air. It may take some skill to do, but a good combo with the bomb is for Link to toss it into the air, grab the opponent to hold them under the bomb's landing point, pummel them to keep them in your grasp, and then have the falling bomb impact them and deal additional damage. You could also use up throw to launch them upwards into the bomb's path. The bomb also has recovery uses; when Link is going off stage for a deep K.O., it is a good habit to always have a bomb with Link so that he will be able to recover; use up special once; if you don't make it to the edge, the bomb will explode, hurt Link, and allow him to use up special again, getting extra height. This takes some planning ahead and timing in order to pull off.

Link's standard attacks are fantastic for getting combos and kills alike. His jab is a three hit sword combo that is good for tacking damage onto the opponent. His forward tilt is good for increasing damage on opponents and has quite a launch; it is for kills, not combos. His up tilt is good for disrupting enemy attacks from above or right up next to Link. Link's down tilt is useful for edge-guarding opponents and launching them into the air for some aerial attacks.

His dash attack is a deadly move capable of most opponents between 110 and 140%.

Link's smash attacks are all incredibly useful moves and are best used as combo finisher and kill moves. His up smash is a long-lasting hitbox, making air-dodging and spot-dodging useless. Hitting with all three hits is the best way to get the kill, but even hitting with one of those powerful hits can rack some good damage onto your opponent. Link's down smash is excellent for edge-guarding. His forward smash is a phenomenal move; the first hit deals lots of damage, and then pressing the attack button again will release a second attack with great launch power. This is the best kill move out of his smash attacks.

Link's aerials are either good for combos or good for kills. His neutral air is great for combos, as is his forward and back airs. His up air has a hit-box that lasts longer than most and is a great kill move. Link's down air is a special case. It only meteors in the first few frames of the move and shouldn't be used far off stage for a number of reasons.

1) The meteor effect is only active when Link is a certain distance to the stage; if he gets too far from the edge, the meteor effect is gone.

2) If it is used too far off stage, it will be very difficult for Link to recover.

When used for edge-guarding, use it close to the stage (just above the ledge) in order to get the meteor smash. When used on stage, it is important to remember that the move has high ending lag if Link hits the ground when using it; make sure you hit the opponent. You can fast fall to hit the opponent faster, making the move function like Toon Link's down air.

Link's grab uses the Clawshot; it has extended range and is a tether, so use it to recover horizontally. His up throw is good for pulling off combos at low percentages and kills at high percentages. His down throw is excellent for combos, his back throw is good for getting opponents off the edge, and his forward throw is good for putting on damage.

A good combo is to up throw (or down throw) and the jump up and down air (at lower percentages). At higher percentages, use the same throws but apply the up air instead.

Link in Smash is much like his games. The Legend of Zelda is all about solving puzzles and knowing what to do with what you have at your disposal. You need to know how to use his moves to their most effective methods; taking advantage of the bombs, his down air's iffy meteor, his tether, and his launching forward smash in order to play him effectively.

I hope this guide helped you to improve your Link game!

Next time for Smash Study Hall I'll be doing something a little different: edge game! Come back for my next post for all kinds of strategies to use on the edge of the stage.

If you have any questions or comments, please let me know down below! I already have Ike picked out as the next character, so this time tell me what aspect of Smash you want me to cover after edge-guarding; shields, recovery, teching? Tell me what you want to see and keep on smashing!