Sup guys, it's Kien da Champ. I'm makin dis thred to show off and keep trak of my mad Link skillz.
In this thread you will find complex combos and other knowledge about Link that you may or may not have heard of. I name my combos as well so don't mind those. To keep things orderly I'll organize the combos by complexity.
Minus Complex
1. Divine Finisher = The Divine Finisher consists of exploiting a bug in Link's coding for Ending Blow. In order to do this you Start a finishing blow using any of the inputs, and immediately after you pull out a bomb. This sends Link upward a little above his jump height and gives him forward momentum. Once airborne you can move to either side as normal and even perform a midair jump. However, hitting side B will cause Link to quickly fall to the earth to finish the ending blow he started. This can be extended further by fast falling into a footstool, throwing the bomb downward, and then going into the thrust.
Damage Output- between 20% & 43%. (extended will deal between 33% & 38%)
Button Input
Smash stick in direction, press A and rapid tap down + B, then press side + B.
Or
Smash stick in direction, press A and rapid tap down + B, Smash tap stick down, tap up on D-pad, smash stick down + A, then press side + B or Down+A.
A Little Complex
1. Bomb Bash = Bomb bashing won't come in handy all the time. However, if you are ever accidentally caught in close quarters pulling out a bomb, Link can perform his shield bash almost immediately afterwards.
Damage Output- 16%. Allows aerial follow-ups of any kind depending on percent.
Button Input
While pulling out a bomb on the ground, keep B held down and tap a trigger + forward to shield bash. If this connects it can be followed up by a jumping bomb throw which can then lead into many other attacks depending on the opponent's percent.
2. Risk and Reward = This isn't so complex but it does require great precision and perfect timing to execute safely, otherwise you only hurt yourself. Throwing a bomb upward just before you grab someone won't do much on its own. However, if Link pummels his opponent twice and throws them up as quickly as he can, the bomb will hit them just as he flings them away.
Damage Output- 37%. Allows for aerial follow-ups ranging from a nair to an aerial Spin Attack.
Button Input
While holding a bomb, tilt toss it upward (don't smash throw) Press Grab, A, A, tap stick up.
3. Reversing Deku Destroyer = Another very situational technique involving Link's Ending Blow cancel. If during your Bomb Pull Link spawns a Deku Nut, you can perform a midair jump to drop the nut to the ground. Landing beside your opponent will allow for a Mortal Draw follow up if you are quick enough.
Damage Output- 60%. This will always kill if it lands on a stage with no walls.
Button Input
Smash stick in direction, press A and rapid tap down + B, then press jump and Z to drop the Deku Nut. After landing, press Up on the d-pad, hold A, and release when Link enters his stance.
Not Really Complex
1. Item Zair = This is relatively simple. Link can still use his zair with an item so long as he air dodges immediately before trying to use Zair.
Button Input
While airborne, hold a trigger to dodge, and during the dodge press either Z or A.
2. Hylian Storm: Two up tilts followed by two leaping Nairs, a short hop clawshot double hit, and advancing up smash.
Button Input
Tilt up and press A, A, jump A, A, tap jump, press Z while holding forward, upon landing smash tap the stick forward to run and Smash up on the stick +A.
Damage Output- 86%. Only useable on low percent opponents.
Simple Enough to need no Button Input
1. Hylian Double Double: Gale = One of Link's more simple combos. Two up tilts followed by two leaping Nairs. Upon landing throw the Gale boomerang to follow up on your opponent.
Damage Output- 56%. Only useable on low percent opponents.
In this thread you will find complex combos and other knowledge about Link that you may or may not have heard of. I name my combos as well so don't mind those. To keep things orderly I'll organize the combos by complexity.
Minus Complex
1. Divine Finisher = The Divine Finisher consists of exploiting a bug in Link's coding for Ending Blow. In order to do this you Start a finishing blow using any of the inputs, and immediately after you pull out a bomb. This sends Link upward a little above his jump height and gives him forward momentum. Once airborne you can move to either side as normal and even perform a midair jump. However, hitting side B will cause Link to quickly fall to the earth to finish the ending blow he started. This can be extended further by fast falling into a footstool, throwing the bomb downward, and then going into the thrust.
Damage Output- between 20% & 43%. (extended will deal between 33% & 38%)
Button Input
Smash stick in direction, press A and rapid tap down + B, then press side + B.
Or
Smash stick in direction, press A and rapid tap down + B, Smash tap stick down, tap up on D-pad, smash stick down + A, then press side + B or Down+A.
A Little Complex
1. Bomb Bash = Bomb bashing won't come in handy all the time. However, if you are ever accidentally caught in close quarters pulling out a bomb, Link can perform his shield bash almost immediately afterwards.
Damage Output- 16%. Allows aerial follow-ups of any kind depending on percent.
Button Input
While pulling out a bomb on the ground, keep B held down and tap a trigger + forward to shield bash. If this connects it can be followed up by a jumping bomb throw which can then lead into many other attacks depending on the opponent's percent.
2. Risk and Reward = This isn't so complex but it does require great precision and perfect timing to execute safely, otherwise you only hurt yourself. Throwing a bomb upward just before you grab someone won't do much on its own. However, if Link pummels his opponent twice and throws them up as quickly as he can, the bomb will hit them just as he flings them away.
Damage Output- 37%. Allows for aerial follow-ups ranging from a nair to an aerial Spin Attack.
Button Input
While holding a bomb, tilt toss it upward (don't smash throw) Press Grab, A, A, tap stick up.
3. Reversing Deku Destroyer = Another very situational technique involving Link's Ending Blow cancel. If during your Bomb Pull Link spawns a Deku Nut, you can perform a midair jump to drop the nut to the ground. Landing beside your opponent will allow for a Mortal Draw follow up if you are quick enough.
Damage Output- 60%. This will always kill if it lands on a stage with no walls.
Button Input
Smash stick in direction, press A and rapid tap down + B, then press jump and Z to drop the Deku Nut. After landing, press Up on the d-pad, hold A, and release when Link enters his stance.
Not Really Complex
1. Item Zair = This is relatively simple. Link can still use his zair with an item so long as he air dodges immediately before trying to use Zair.
Button Input
While airborne, hold a trigger to dodge, and during the dodge press either Z or A.
2. Hylian Storm: Two up tilts followed by two leaping Nairs, a short hop clawshot double hit, and advancing up smash.
Button Input
Tilt up and press A, A, jump A, A, tap jump, press Z while holding forward, upon landing smash tap the stick forward to run and Smash up on the stick +A.
Damage Output- 86%. Only useable on low percent opponents.
Simple Enough to need no Button Input
1. Hylian Double Double: Gale = One of Link's more simple combos. Two up tilts followed by two leaping Nairs. Upon landing throw the Gale boomerang to follow up on your opponent.
Damage Output- 56%. Only useable on low percent opponents.
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