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View Full Version : What to watch out for while playing TL -- Disadvatages don exits?


UnderWing
08-22-2008, 07:19 AM
Ok, "Jew and Magoo" posted a thread posing the question "Why is TL not higher tier, when he has no/few disadvantages?" (paraphrased)

Sorry, hate to break it to everyone here, but -- TL has disadvantages. TL, I'd daresay, has a lot of disadvantages. Some obvious, some not-so-obvious. I actually wrote the majority of this post as a reply to the aforementioned thread, but I thought it would be more appropriate as a stand-alone discussion. So, this thread is to discuss TL's disadvantages and how to counteract them with your playstyle.

Really quickly, before I state my observations, to get it out of the way -- the following stuff is what I've observed as a TL player, and watching other TL players -- I've seen what works, I've seen what doesn't work. I don't really have any up-to-date videos online, right now, and I'm obviously not a very well known player in this section of the community -- I read here frequently, post in spurts (mainly 'cause of how long my posts end up being). I'm no "pro", and I have no misconceptions of being one -- I have, however, been playing TL as my main since Brawl launched, and I got into the tourney scene here in SoCal as early as it started. I've stayed active, and participated in what probably averages out to about 2 tournaments a month, 3 since summer started. My placing hasn't been high, but not low either. So I've been able to observe a lot of play, in person, and I've been able to test what works and what doesn't in the tournament scene. I don't play online, so all of the following observations have been from in-person experimentation and observation. Here we go:

Toon Link's obvious weaknesses are that a) he's light, which leads to early deaths when you get hit, and b) he's tricky to kill with, since you need to use techniques and combos just to open kill opportunities. These two result in a lower-than-average "death zone", or % where you're a hit away from death, and a higher-than-average "kill zone", since (even though his moves kill at fairly decent percentages) he has trouble setting up kills. This means they're living longer than they maybe "should", and you're dying earlier than you maybe "should". Now, his maneuverability (proper spacing) and recovery can counter both of these points to an extent, as you can prevent taking the damage/hits in the first place by evading the attacks, and you can put yourself in the kill position by tricking your enemies and setting up combos. The ability to do these things is something that's vital to playing TL, and effectiveness in this area is the one of the major differences between a good TL and a great one.

But that's the surface of the issue. Another of TL's weaknesses is that most of his killing relies on one of two things -- gimping a recovery, or killing vertically (there's a huge vertical element to most of TL's kill moves). There are easy counters to either of these, and they can be combined to make a hard matchup for TL. For one, gimping is harder in Brawl, and the simple counter is one of the "floaters", or multi-jump characters. TL has a lot of strength off the ledge, and it's what lets him set up so many gimps oftentimes -- if you send a character out far enough, they have to follow a certain general path of recovery, and that predictability lets TL show his off-ledge strength. But in Brawl, there's enough strong characters who have more recovery than they could ever need -- MK and Pit can easily go under a level, or fly high enough where TL can't touch them. MK up-B makes it tricky to take advantage of him being off the ledge (even if he's limited in jumps). So many characters with strong recoveries makes gimping an unreliable kill method at best -- sure you'll do well against your friend who plays DK or something, but in tournament you'll end up facing someone who you just won't be able to gimp... and you're SOL at that point.

The verticality of his moveset also presents a problem -- you could play a tournament match in a stage with a high ceiling, and every kill could require up to 20-30% more damage racked up. The vertical knockback also makes those moves easy to recover from, since the enemy ends up off the ledge but high enough to DI back and simply focus on air-dodging your attacks. There are counters to this, but each one can in turn be canceled out by a smart player most of the time... so they aren't reliable. This high-altitude position simply gives the opponent too many options to reliably lead to a kill.

Another aspect of Brawl that's almost out to get TL is the diminishing returns -- they have to be played intelligently and carefully, since they could easily end up elongating an opponent's life. I have seen many matches where a TL goes for a kill with a FAir, or a USmash, or even a DSmash, but the opponent survives because the move is stale. TL's great kill moves are also some of his great overall moves, and using them early in the fight is a temptation that's often too much to resist. A good TL will actually use his entire moveset, but be smart about how and when -- if an enemy is in the perfect position for an up-smash, an up-tilt is likely to work just as well -- and if they're within 20% of being killed, the u-smash might be a little too diminished already -- the utilt will push it down in the queue, and potentially make it better rather than worse -- so, when another opportunity arises, the u-smash will be stronger. The opposite's also possible, and it's something I've used before to my advantage. If I notice somebody falls into my usmashes a lot, I let it happen. It's good damage and knockback, so if the hit will work (and they're not within kill range of another move I could land, or I could have a for-sure hit with my usmash but not with another move) I'll just keep using it. Then, I rack up a little extra damage, and surprise them with my utilt -- if it's fresh, it kills a lot of light characters at lower percentages than most people expect, and it's a wonderful surprise to have for late-game play (both players on their last stock, with both char's at 100+%) -- I've won a lot of matches by simply lulling them into thinking an up-smash is coming, and nailing them with an earlier up-tilt instead -- added bonus, of course, being that the up-tilt can be harder to punish.

In the end, TL is a character who has to be played very technically -- if your spacing fails, you're screwed. If your timing fails, you're screwed. If you don't play smart with your projectile game (something I haven't even really gotten into here, since its mainly a strength), you're screwed. If you don't pay attention to the many aspects of the game and what's happening with the flow of the battle, you can *easily* get screwed over for it. There's plenty of ways for TL to die early, and kill late, and these are exactly what you have to watch for -- the causes of this should be the focus of your growth as a player.

So, with this laundry list of disadvantages, why play TL? The reason I do it is that for every disadvantage, there are things you can do to counter it -- and the process of learning to not show these weaknesses actually makes you stronger in other areas. A smart opponent will try to exploit the disadvantageous elements of your character... if you're ready, you can overcome this targeted attack and dynamically modify your style to play smart and turn the situation to your advantage. It's an intellectual challenge, in the end, to overcome these aspects of the character. But that's what makes it interesting, and that's what makes TL a fun character to play.

--UnderWing

<please excuse my verbosity>

vanderzant
08-22-2008, 07:46 AM
I agree with everything you said here. Especially about not spamming kill moves.

And you even suggested as a solution to the Toon Links who love to rack up damage with Usmash (especially a Hyphen Smash) that you should save your Utilt as a kill move at high percents.

Good job.

TLMarth
08-22-2008, 07:58 AM
The problem is that it's easier to run up and hyphen smash than u tilt. Also I like to use fair a lot in combat because I haven't got used to rar and zair. Though I suppose I could use nair. Should I get into the habit of nairing instead of fairing, until the kill?
I never really noticed how strong u tilt is for killing, I'll try it out.
Projetile spam for gimping?
U smash really has to be saved up...

Ryos4
08-22-2008, 08:08 AM
Toon links actually my secondary. But i have to disagree with some parts to ur thing. I kill more horizontally then vertically. Vertically maybe easier with his up air lasting so long or a quick up tilt to finish them off. But if they are really defensive there is almost no chance for you to do that. I find that i play really aggressive in a heavy combo style, so my opponents will always end up play defensive and backing away alot using the hit and run style. This making ur projectiles my main attack since chasing and opponent down and having them spot dodge on u is so stupid. Which leads to one of my main killing combos.

Bomb or Boomerang to fair kill, fair should be pretty fresh for me since im constantly chasing them down with projectiles. Its not too difficult to time and bomb or boomerang can provide a good amount of stun.

Main weakness i find for toon link would be his short ranged sword, i sometimes find myself having my spacing turned against me, against opponents with long range. That or his grabs just cant kill. lol. Though his fsmash is kind of a double edge sword too. While it punishes spot dodgers, really hard to hit light characters with a double fsmash. If u swing to fast ull miss kirby completely on the second swing, if u swing to slow they could easily shield grab u.

QUIVO
08-22-2008, 08:15 AM
Toon Link being lighter is also kind of a good thing. At like mid percent TL can be hard to combo, and he can just SDI out of things.

I almost always try to save my kill moves, hyphen smash for damage is never really an option for me. What I usually do is just do bair into utilts into more bairs, or airdodge utilt into bairs.

TLMarth, you should really start using nair. It's so good.
- Nair out of shield, it's so fast and it hits both sides... so if you expect someone to roll or something you can probably hit them.
- It's decent at gimping, just run off and hit them with nair. It'll knock them horizontally and characters with bad recoveries can be screwed by this.
- You can zair > nair, zair > bombthrow > nair, projectile > nair since it's so fast. It's a great follow up move. I also fast fall autocancel it to speed to TL up.
- You can incorporate it's tripping properties (i have yet to do this)

A great combo for kills if you save your fair is:
Zair > bombthrow > fsmash. I used it the other day a lot and it was awesome. I kinda ended up spamming it so the move was a bit weak, but it was so cool.

TLMarth
08-22-2008, 08:20 AM
Remember zair-bombthrow-upsmash?
So... nair... ok...
Yeah Santi's zair-nair-dsmash

QUIVO
08-22-2008, 08:24 AM
Honestly, I don't like zair > bombthrow >usmash. I mean it's a good combo for the beginning of a match, but I'd rather just spam the rest of my attacks. I personally have no need to use my usmash.

vanderzant
08-22-2008, 08:34 AM
Yeah saving your killing moves for killing is essential with Toon Link. The only smash of his that I use to rack up damage/punish at low percents is Dsmash.

And TLMarth, if you like comboing with zair > bomb > Usmash (or other variations) then remember to replace with Utilt when going in for the kill! It also works vice versa. Personally I find it's probably better to use Utilt for combos (jab cancel anyone?) and as a general set up for bair.

But that's the good thing about the TL, in contrast to all his weaknesses, he is so **** versatile!

QUIVO
08-22-2008, 09:00 AM
Yea, utilt can be pretty good for killing.. but usmash is so much better and faster. I sometimes have enough of a hard time landing usmash on good players, I can't imagine how tough it would be with utilt.

sasukebowser
08-22-2008, 09:22 AM
I've been starting to ftilt insted of Hypen after zair lately.
It's not the same. D=
But meh oh well.

"laundry list of disadvantages"
Daaaaamn

TL has a lot of disadvantages.
We just try to hide them. >_>

UnderWing
08-22-2008, 09:44 AM
There's obviously a lot of different styles of play for TL... I was trying to make that clear in my two opposite methodologies regarding u-smash/u-tilt. I recognize that you can't utilt in the same situations as you can usmash, a lot of the time -- hyphen smashing is one situation, and places where you might want to push someone away who's shielding is another that comes to mind (the amount of slide that shielding an up-smash is way higher, and can be useful to prevent a shield-grab). The thing is, I actually try to use hyphen-smashes for damage building as well. I recognize this isn't really popular/common, but the fact of the matter is -- the hyphen is very useful as a kill move because it's quick and tricky, and very powerful. By limiting it as a kill move, you get a great kill move... but at the cost of losing a nice, very tricky damage builder. The trade-off is more than worth it to most people, but I find a compromise in the fact that I use hyphens for damage buildup, then can manage utilts for kills... or just cancel the stale move effect on the upsmash. I grab... I grab a lot with TL. Shield grabs are a core element of my gameplay -- I find it interrupts the rhythm and throws people off their game, with the added bonus of a little damage and a lot of control of where they are (forcing someone off the ledge, or closer to it at least, can be very useful). Pummels near kill %'s vary depending on character, but a lot of characters I'll get 4 pummels in per grab, sometimes 5 (surprisingly, a lot of people don't struggle that hard, even in tournament play... I try to listen to their controller for how hard they're struggling, to judge if I can get an extra pummel in :D). That's 5 less other moves on the stale move negation queue. If I can get two grabs in, I've just refreshed my entire moveset.

I focus on aerials for killing, saving my fair most of the battle (because generally it sends people too far for any decent follow-through). Most of my air kills end up being from fairs, and my ground play generally terminates with up-tilts, up-smashes (depending on diminish), or D-Smash... with the occasional f-smash, if the opportunity arises.

But yeah, TLMarth -- definitely learn to love Nair, it's a great move all-around (pun intended). The u-smash example wasn't so much a recommendation as an example of two similar moves which can be used in a lot of the same situations, but one may be easier to get off with frequency (u-smash w/ hyphen)... If you prefer to hyphen for a kill, that's your choice (I know a lot of people do), and in that case you don't have to miss a lot of the u-smash opportunities that present themselves, just use u-tilt (which I would assume you already do). There's other similar pairings in the moveset -- I generally use the "easier to land" as my damage-racking move, and save the other for killing (even if it's a little weaker). If I get the opportunity to refresh my set, then I can use the easy move for the kill when necessary as well. If I don't get the grabs off, or the opportunity doesn't present itself, I just have to be more careful with using "harder" one.

Ryos -- as for killing horizontally, I'm not saying you shouldn't (and I hope my OP didn't make it seem that way). A lot of the easier to land moves that TL has (those which require little setup), and are still powerful, have a strong upwards component. This has the disadvantages of being easy to safely recover from, and a lot of the time the ceiling on levels that people will counterpick will be high. In those cases, it's important to kill sideways instead. Fair is a wonderful, sideways-oriented kill move, and it's also one of the least-used moves in his repertoire, when we're talking people who are new to the character. Either that, or it's incredibly commonly used, to the point where it's too diminished to kill. Using these strong sideways-knockback moves is an important skill to have as TL... basically, my argument is that the most commonly-used kill moves with new TL's are everything but! To some people, it's tricky to land, or too often they'll haphazardly commit to it, and just get punished.

It's true that TL's sword length is short... it often puts him in harm's way, but his movement is such that you can space an attack in the air, and drop back outside of your opponent's range (or at least grab range, if they're shielding for instance). In this way, you can pressure their shield, try to make them attack, but you'll be on the ground before they get it out. If they attack you on the way in (common Marth problem, I've found), air-dodge through them to a bair, or air-dodge and set up a nair (or, if you land during your air-dodge, queue up a ground attack or grab). You have options as TL, especially when you're using his aerials. Honestly, I mainly use my ground game defensively (when the opponent approaches), or d-smash/u-smash to punish people near me (coming out of, rolling out of, or dodging out of, shields, generally speaking :P). Though I punish people who are landing with my f-smash, naturally... great for catching people *right* as they land, before they can shield.

TL being lighter can be a blessing (anti-combo), but he can also be tricky to get grounded at times. It's all trade-offs, and I only explored his lightness in the context of early death... I recognize there's more than one side to it.

I really do think people need to learn to grab more often -- the primary anti-grab argument is that it's too punishable if it misses -- study your opponents. Perfect shield straight to a grab, while their animation's still going. Avoid the risky grabs (them just standing)... especially when you can't afford to take what they dish in punishment. Grab on landing -- there's a couple frames where, no matter how fast they are (or if they air-dodge and queue something on landing), they can't avoid the grab (the chain sometimes acts weird when someone "pops into vulnerability" (out of a dodge/roll, or landing, where it will still attach to them). These are the frames that a lot of Lucario and Samus users utilize to land fully charged shots, so why not use them for grabs? Learn to exploit the vulnerable times, avoid the punishments, and try to have a boomerang behind them each and every time (helpful in many ways -- extra damage when you get the grab, pressures them to use a fast move to punish if you miss -- or even better, hits them out of a charged punishing move, getting you out of the situation without a scratch :P). Grabbing messes with people's heads (especially those who don't expect it, 'cause they're "so risky"), use that to your advantage. Limit risk as much as possible, and if you're in kill range... don't do it (unless you're "sure"... and if you're "sure" and you still miss, shame on you and you deserve the punishment :P).

It's important to remember that TL has these diverse strategies -- everybody uses him a little different, and incorporating other ideas into our own strategy will often improve our play. Some approaches are good against certain characters, some fall flat. If what you're trying is not working, don't try it harder -- try something else. The worst that can happen is that you'll lose miserably, right? :P In all seriousness, experimentation and variance of styles is what keeps an opponent guessing.

In fact, that's something I didn't think to mention -- maybe you avoid the hyphen smash completely for your first life, until you use it to get the kill. Now you're at ~70%, and you know it's unlikely that you'll kill again before you die? Well, now go crazy with it! It's a tricky move to avoid getting hit by and punishing properly, that's why we all love it... so is it worth not using? Go crazy, rack up damage, and know that the higher your enemy is before you go down, the less time you'll have to not use your hyphen smash... Brand new life, brand new move... and because you didn't hold back with the hyphen at the end there, he's 40% closer to death now. It's a constant flow, and if you can stay ahead of your opponent in stocks, the stale move negation can really end up being your ally -- the opponent is thinking that he needs to hold back his kill moves to take your next life, while you're not barring anything. It's an interesting thing to think about, really...

--UnderWing

EDIT: Hoorray for replies that rival original post length! Hoorray for verbosity! Hoorray for I'm really way too tired, I should get some sleep!

I just noticed that, like, 3 posts came in while I was typing, so: I agree that USmash is often way easier to land, and more powerful, and faster, than utilt... I'm not trying to say they're interchangeable, because they're not. They can be used in some situations similarly (one of which is punishing airborne Lucarios, which I have some experience with... it's surprisingly effective when they're trying to dair you -- you can pop out of a shield right after the attack and utilt for a kill), and I find that the ease of use of the up-smash sometimes makes it more useful for damage-racking than killing -- in some other matchups I do the opposite (utilt for damage, etc. etc.), I just try to not limit myself to a strict rule. Sometimes I'll change up mid-match... Playing to TL's versatility is really where a good player shines, IMO.

And sasukebowser -- "We just try to hide them. >_>" is basically what this thread's about -- there's ways around each and every disadvantage I've listed -- being careful and not being stupid helps prevent a lot of them from coming into play in the first place, really. :P The versatile nature of TL makes it so that we can go about these countermeasures in different ways, but that's the beauty of it :P.

Santi
08-22-2008, 02:39 PM
EDIT: Hoorray for replies that rival original post length!

Good post.
:)

QUIVO
08-22-2008, 02:53 PM
Overswarm says after a certain percentage, he just camp cause he can't combo me due to the lightness lol. Also it's kind of dangerous since TL can combo him up until higher percent.

Btw, if my testing was correct... you can regenerate the move after at least 11 attacks that connect (or hit another hitbox). I didn't test less amounts of moves. I still don't use the usmash earlier just in case : P

UnderWing
08-22-2008, 05:42 PM
I know that it's less than that... in fact, I'm *pretty sure* it's 9 (move a, 9 moves, move a again and it's fully regen'd), though I heard rumors that that's only for damage, and knockback has a slightly different pattern... I'll re-test today, and let you guys know.

Santi
08-22-2008, 05:51 PM
UnderWing you always have good posts and I love reading the information you provide. Seriously, keep it up.

Thanks.

UnderWing
08-22-2008, 06:15 PM
Yeah, I've been lurking for a while (since before release) and decided to take up the posting gauntlet. :P

Problem is, my posts are marathons within themselves (which oddly works with the whole "gauntlet" analogy... man, now I'm thinking about the old Gauntlet games -- look what you've made me do!) :P

I'm going to try to get some good videos on Youtube of myself playing, my account has some old ones that aren't worth watching (I took the link out of my profile for this exact reason... they suck :P), but when I repair my recording set-up (switching to Mac = the worst thing I could have *possibly* done when it comes to recording matches... I need new equipment D:). I'll probably go to BB today, grab some equipment, and record on Sunday. :P

vanderzant
08-22-2008, 08:19 PM
Yeah, I've been lurking for a while (since before release) and decided to take up the posting gauntlet. :P

Problem is, my posts are marathons within themselves (which oddly works with the whole "gauntlet" analogy... man, now I'm thinking about the old Gauntlet games -- look what you've made me do!) :P

Is Gauntlet that old arcade game? I think I have Gauntlet IV on my Sega Genesis/Megadrive. Good times.

Jellyfishn
08-23-2008, 12:25 PM
Great insight. Thanks a lot! I find that I use the hyphen smash just to damage on my first life way too much.....

UnderWing
08-23-2008, 01:40 PM
If you get the first kill, and doubt that you'll get the second before losing your current stock... I really don't see a problem with being spammy with the hyphen smash (as long as, you know, you're not stupid about it... but you wouldn't do that :P).

--UnderWing

KBM
10-10-2008, 10:07 AM
You said TL was light weight in the thread-starting post, just wanted to point out he's a middle weight.

I too find myself killing horizontally against the better players. Uairs and Usmashes just don't hit if your opponent knows where their L button is.

I actually gimped a DDD with fall-back-off-the-edge-bairs at a tourney last night. And a Kirby. It's not as hard as you'd think.

QUIVO
10-10-2008, 11:23 AM
Ive been implenting the back of the nair into my gimping game. Its hard, but unexpected