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Z A L O
Joined: Sat Oct 10, 2009 3:46 pm Posts: 1514 Location: Westchester, New York Country:
Gender: Male
MGN Username: Zalozis Zemsis
Skype: ZaloZemsis
Currently Playing: Gundam Wing: Endless Dual | Melty Blood: Actress Again Current Code | Super Smash Bros. Brawl
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I will agree with you on that. The timing to punish is off but doable. I would, however, like the ending-lag time to at least match that of the official Smash games frame-data. Because this is the shorter the move has ever been in any Smash game. That would at least in someway limit people from attempting braindead play with Link. It'll be slightly less effective to encourage more thought and innovating in play.
_________________Luigi Movement, Cancel, Tech, etc. SSF2 Google Drive". . . Emphasis . . . of players helping one-another"
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Sun Oct 19, 2014 11:48 pm |
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SoldierSunday
Joined: Wed Jul 10, 2013 3:23 pm Posts: 913 Location: Elgin, Illinois Country:
Gender: Male
MGN Username: SoldierSunday
Skype: soldiersunday
Currently Playing: Super Smash Flash 2
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(it'd be cool if we stopped talking about upb/sideb and discuss about link play)
What do you think is the best way to play link, and what are his best approach options?
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Mon Oct 20, 2014 6:03 pm |
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1smash18
Joined: Sun Aug 17, 2008 12:29 am Posts: 914 Location: Heaven Country:
Gender: Male
MGN Username: 1smash18
Currently Playing: Pokemon Games, Super Smash Flash 2, I Wanna Be The Guy!, Games in General
Waifu: None
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Always spacing so then you can get an opening. Using the Boomerang to give yourself more space. Kinda lazy on the second sentence.
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Mon Oct 20, 2014 6:16 pm |
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Z A L O
Joined: Sat Oct 10, 2009 3:46 pm Posts: 1514 Location: Westchester, New York Country:
Gender: Male
MGN Username: Zalozis Zemsis
Skype: ZaloZemsis
Currently Playing: Gundam Wing: Endless Dual | Melty Blood: Actress Again Current Code | Super Smash Bros. Brawl
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I don't think there's necessarily a best way to play Link. He's extraordinarily all-rounded. He's able to play fast rush-down, defensive space-control with projectile, or patient dominants and punishing at mid-range because of his sword attacks.
Although, I believe it's much easier to rush-down with him offline. He can't do it as aggressive with precision online. Trying to do so feels a bit risk because the windows of execution error is wider, therefore, he's more open to be punished.
_________________Luigi Movement, Cancel, Tech, etc. SSF2 Google Drive". . . Emphasis . . . of players helping one-another"
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Mon Oct 20, 2014 6:28 pm |
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TheCodeSamurai
BR Member
Joined: Sat Mar 22, 2014 2:14 pm Posts: 2075 Country:
Gender: Anime Girl
Currently Playing: SSF2, MGS 3, Melee, Project M
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I think the 'best' way to play Link (general disclaimers apply) is as a spacing character against characters that have a hard time getting in, and as a more close-up character when the other character can beat your zoning (Megaman, Chibi-Robo, etc.). As a zoning character, try to always have a Bomb out and keep the Boomerang in play, and don't forget that your z-air has one of the biggest horizontal ranges of any aerial. This creates a thin window of time for the opponent to get in, which you can hopefully cover with your melee attacks. As a close-up fighter, use his ground range and some aerials (don't go too ham: Link's aerials aren't as safe as other characters) to put pressure on the opponent and get juggles and combos.
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Mon Oct 20, 2014 7:59 pm |
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tson
Site Admin
Joined: Mon Aug 11, 2008 12:27 pm Posts: 9545 Country:
Gender: Male
MGN Username: [TSON]
Skype: thesilencepwnsu
Currently Playing: with myself
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 |  |  |  | Zalozis wrote: Just to make this clear.Frame-data of Spin-Attacks: Melee: | Animation Duration - 79 frames (in 60FPS) = 01.296 real-time seconds. | Hit-box active - frame 8-41 = 33 frames | Vulnerability - 38 frames (in 60FPS) = 00.56 real-time seconds. Project M: | Animation Duration - 80 frames (in 60FPS) = 01.333 real-time seconds. | Hit-box active - frame 8-47 = 39 frames | Vulnerability - 33 frames (in 60FPS) = 00.54 real-time seconds. Smash Flash 2: | Animation Duration - 72 (in 60FPS) = 01.200 real-time seconds. | Hit-box active - frame 10-54 = 44 frames. | Vulnerability - 20 frames (in 60FPS) = 00.33 real-time seconds. Lag Vulnerability: Melee:- - - - - - 0.560 real-time seconds. Project M:- - - - 0.540 real-time seconds. Smash Flash 2:- 0.333 real-time seconds. Not only does it have less then half the cool-down time, by the Spin itself lasts nearly 25% shorter than previous versions. This all contributes to the safety of the move and its minimal risk for great reward. [ Image ] |  |  |  |  |
fixed and 60 fps'd so we can go apples to apples yes its safer than the other two but its also weaker than in the other two, has more startup, and the hitboxes are tighter. also the spin (aka the sourspot which is punishable on hit) lasts longer than both of the other games. it's only marginally faster overall.
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Mon Oct 20, 2014 11:14 pm |
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gEmssbguy13
Joined: Fri Jul 25, 2014 6:56 pm Posts: 458 Location: In the EST Zone, somewhere eating chips Country:
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MGN Username: gEmssbguy13
Currently Playing: Smash Bros, FNaF, Undertale, GMod, Delver, Xenoblade, ect...
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Depends on which character you face. Link can outplay alot of characters like Sheik and Pikachu with his projectiles, so you can basically camp all day since you match their speed with the aforementioned projectiles and power. Plus, you can combo them in the air thanks to Link's current, disjointed air speed. Vs characters like Peach and Fox, you have to run away alot since they have more priority over you. I'd have to say those two are his worst matchups.
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Sun Oct 26, 2014 4:54 pm |
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Whaku
Joined: Mon Apr 18, 2011 9:42 pm Posts: 239 Country:
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MGN Username: Whaku
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Holy crap, Link's recovery is a-m-a-z-oing:
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Thu Oct 30, 2014 1:32 am |
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Starkiller
SSF2 Developer
Joined: Tue Dec 11, 2012 6:47 pm Posts: 2316 Location: BC Country:
Gender: Male
Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
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_________________Men that are trapped by the chains of "maybe" can never reach their dreams! The weak are washed away by the tides of fate. The strong drink it up. No matter the man, we all wear masks. Whether it be over our faces or over our hearts.Youtube: NinjaLobsterStudios Stream: twitch.tv/ninjalobster
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Thu Oct 30, 2014 2:47 am |
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Whaku
Joined: Mon Apr 18, 2011 9:42 pm Posts: 239 Country:
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MGN Username: Whaku
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Huh, why is it I can cancel Ichigo's side b with the first hit of f-smash but not the second (stupid priority). WTF, Link's arrows pierces through Ichigo's up special. It like, goes straight through (stupid priority). Also, I suggest grounded spin attack needs a nerf in terms of adding more END LAG frames (currently it's just too safe). Not more start up lag frames (or else he'll have crappy v0.9 spin attack which I never used).
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Sat Nov 01, 2014 5:16 am |
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TSF|Cookies
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Joined: Fri Sep 26, 2014 1:33 pm Posts: 2002 Country:
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MGN Username: TSF|Cookies
Currently Playing: PM, Melee, Ultimate, Hollow Knight
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Plus, I feel he could have Floating Spin Attack back... Definetly not a must anymore, but I feel this would improve his edgegaurding skills even more
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Sat Nov 01, 2014 7:35 am |
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Sachamel
Joined: Mon Dec 26, 2011 10:23 am Posts: 151 Location: Room 0 Country:
Gender: Anime Girl
MGN Username: Sachamel
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Priority is broken in the current demo, so don't worry about it too much; Devs said they will be working on it too!
IMO I don't think it's necessary to give it more ending lag (maybe just a tiny bit) but just make it so the later sourspots are even weaker.
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Sat Nov 01, 2014 11:28 am |
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tson
Site Admin
Joined: Mon Aug 11, 2008 12:27 pm Posts: 9545 Country:
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Skype: thesilencepwnsu
Currently Playing: with myself
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Unfortunately a priority fix is going to be extremely widereaching (aka tons could go wrong) so it's going to have to wait for an actual demo update so we have sufficient testing time. :\
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Sat Nov 01, 2014 9:39 pm |
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Zapperrix
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Joined: Wed Mar 20, 2013 10:37 pm Posts: 2283
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MGN Username: Zapperrix
Skype: dat_zapp
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Couldn't you just revert it back to 0.9a's priority? I remember that system working just fine.
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Sun Nov 02, 2014 12:20 am |
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tson
Site Admin
Joined: Mon Aug 11, 2008 12:27 pm Posts: 9545 Country:
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MGN Username: [TSON]
Skype: thesilencepwnsu
Currently Playing: with myself
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Pre v0.9's priority only looked like it was working basically, when in reality almost everything is ruined by port priority. We then fixed an issue that made certain moves work incorrectly on hit and now priority works the way that it is coded to work which is, unfortunately, completely wrong.
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Sun Nov 02, 2014 1:45 pm |
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