*fifth entry*
link: chosen defender of hyrule and bearer of the "triforce of courage" . "ah good 'ol link of hyrule. funny how i only remember this guy from the legend of zelda (nes) and skipped all future releases of his games; both past and present (metroid had a huge factor in this). anyways, i began using link in melee as an insult to a good friend of mine who though his link was the "absolute truth". somehow i ended up "breaking" him too the more i used him and learned he's an all around mid-tier character to use....not too difficult yet not too easy either.
the hero of hyrule is given a "twilight" look along with variations to his arsenal of weapons and attacks....but rest assured that this is still the same 'ol link; and there's nothing wrong with that."
*specials*hero's bow (neutral+special):
link dons his always useful hero's bow & arrows. the longer the charge the further the arrow traverses. this can also be done while airborn and is aways useful in any situation.
gale boomerang (foward+special):
the boomerang receives an upgrade in this installment. not only will you deal damage with this item but you can also push back certain projectiles or foes and even pull foes towards or away from you. a necessity in link's arsenal and should be used as much as possible for any setups and/or annoyances. link can also throw this while airborn and direct its trajectory either on ground or in air. use the diagonal directions during link's initial throwing stance for diretion.
spin attack/slash (up+special):
link throws all of his weight into one massive spin slash. a new addition to brrawl, link can now "charge" this move for more knockback potential (while grounded only). also useful for anticipated offence, airial followups or standard stage recovery.
bomb (down+special):
link digs into his sash for a good 'ol bomb. these are quite useful for his "range" game, can be thrown in a 4-directional arc (up, down, left or right) or either while airborn. be wary though as these will detonate regardless of having been thrown or not after a few seconds, so link may end up on the receiving end of his pre-emptive offense.
*ground attacks*master three-slash (neutral+attack):
link slashes his foes with a three-hit sword attack. one of his best standard moves as it gives knockback, stops virtually any offensive attacks & trading attacks, and can be spammed at will. whenever the going gets tough, abuse this move for insurance.
running slash (foward-tilt+attack while running):
link advances towards his foes to deliver a running slash. it has decent speed and can be used for closing the gap on certain opponents. use sparangly though as link can be punished if blocked or "whiffed".
standard slash (foward-tilt+attack):
link gives a standard sword slash. a bit better than his running slash yet not by much. the same rules apply here as with his running slash, so use wisely and sparangly.
master arc (up-tilt+attack):
slash with his sword in a 180 arc upward. this has decent speed execution and is useful in both airial counterattack or to punish "rollers".
master sweep slash (down-tilt+attack):
link gives a slash attack at his opponents ankles. this has decent priority against all standard offense, but use wisely as link can be punished from either whiff or from recovery on block.
*air attacks*arial master slash (foward-tilt+attack):
link gives one good slash strike from the air. not recommended as he has a very small "hit box" window of opportunity followed by recovery issues. if at all possible, refrain from using this attack.
hylian kick (neutral+attack):
link delivers a kick to his opponents. his only good "short jumping" move that executes fast and allows for quick decent afterwards (hold down after execution). if you've good rhythim, this can combo into itself depending on range and height of opponent/s and gives link some much needed recovery afterwards for any followups.
hylian double roundhouse (back-tilt+attack from back face only):
a double roundhouse kick that delivers the goods as promised. another useful air attack and/or followup for link. once again this attack gets better properties from short jumping and good rhythim as it deals dmg. x2 on hit. combine this with "gale boomerang" for some great opponent punishment & spacing.
master stab (down+attack):
link gives the deserved gg "stab". very useful for instant ko, opponent chasing or air followup while launched by an opponent. be very cautious on this decent on whiff; link is extremely punishable from whiffing or ko'd by accidental stage chasing. also his ability to shorten his "recovery time" (l-canceling in melee) has been removed, so use wisely and whenever you KNOW this will connect.
master airial stab (up+attack):
once again link delivers the stab goods. similar to his master stab, link can ko opponents at high % with virtual ease. also he's able to recover much quicker unlike the famous master stab whether it connects or not. a great substitute for his mildly useful "air spin slash" and is recomended to use whenever the opportunity presents itself.
*!smash attacks!*master STRIKE! (foward+attack):
i gave caps for a reason. this is a HIGHLY useful, spammable, quick and ranged move to perform at any given opportunity. this one move can compete against characters such as snake's "knee-hammeblow" two hit, ike's three-peice combo or even marth's very own foward smash! link's been given "deceptive" range that topples marth's "tip of the blade" strike. powerful, a damn good punisher, has ko potential to boot......need i say more?
master STRIKE-SLASH! (attack after performing master STRIKE!):
link's followup to his STRIKE! sadly this move can no longer be smash-delayed like in melee, but standard delay is still available. its only real purpose here is for a counterattack on block (if an opponent tries to get "cute" on you). you should mainly use this to trick your opponents from rushing in on block soley, but it's entirely up to you.
double master sweep (down+attack):
link gives a one-two sword strike while crouching. this attack can be charged for more knock-up (serves as a useful ko move upward) or knockback from the second hit.
master three arc-upper (up+attack):
link delivers a three-hit upward slash attack. also a highly useful move wtih ko potential at either high % or in "low ceiling" areas. this attack can be charged for more dmg. and is good as a countermeasure for airial counters and "roller/dodging" punishment.
*!!final smash!!*triforce slash (self explanatory):
this is the strongest final smash ingame (0 - 70% when finished) as link delivers multi-slashes while opponents lie encased within his triforce. in low ceiling areas or near the arena sides, chances are this baby will ko immediately.
*grabs*link is one of the small handfull of characers that has a long (yet shortend) ranged grab. he has four options afterwards in:
upper slash (up)
body slam (down)
punt kick (foward)
mule kick (back)
link's one of the few where all his grab directions have a useful followup to. his punt kick or mule kick can follow either bombs, arrows or his boomerang and his body slam or upper slash makes way for either a master three arc-upper, bombs, airial spin slash or his master airial stab.
*others*clawshot:
in addition to grabbing with, this also serves as another "stage recovery" tool. its drawback lies in range though as oddly enough it's been shortend in brawl. regardless of whatever prefered method of use, you must remember its shortend range and to not even bother attempting it if you know it won't connect.
*personal notes*"link is still an overall good character. "gale boomerang, master three-slash and master STRIKE!" are wonderful "buff" additions to his already impressive roster of close and long range attacks. link's also a bit on the heavy side too (just a tad) which works well in ko prevention. however his "stage recovery" options are not like they once were in melee, and he suffers serverly if more than a foot away from the arena. if possible, keep the pressue on adversaries despite his "moderately slow" handicap from a handful of his moves and by any means.....keep our hero grounded and onstage as best as possible for he has no benefits from stage recovery."
up next: sheik: the enigmatic assasin (and zelda's alter-ego)