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Joined: Sat Oct 10, 2009 3:46 pm
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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.

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Sun Oct 19, 2014 11:48 pm
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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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SoldierSunday wrote:
(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?

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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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.

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Mon Oct 20, 2014 6:28 pm
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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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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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SoldierSunday wrote:
(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?


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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Holy crap, Link's recovery is a-m-a-z-oing:
YouTube Video:

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Thu Oct 30, 2014 1:32 am
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Whaku wrote:
Holy crap, Link's recovery is a-m-a-z-oing:
[ http://www.youtube.com/watch?v=ylSOyjwZg2E ]

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Thu Oct 30, 2014 2:47 am
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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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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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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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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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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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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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