Veggieburger_802
02-28-2009, 06:05 PM
Basically, this thread is an evaluation of the possibilities for a Toon Link when he lands. Each option should be assessed with pros and cons, ideal situations for use, etc.
To get started, I'll list a few possibilities.
Arrow cancel
pros:
• always a nice distancing technique
• can be performed in either direction
cons:
• if you don't do it correctly (use too late) you'll have to deal with a bit of lag
• if used too often, easily punishable by counters
Shield —>Roll Dodge (or ukemi)
pros:
• invincibility Frames
• always usable regardless of falling state
cons:
• punishable by grabs
• can't stay in the same place
Nair
pros:
• hits on both sides
• very nice range
cons:
• if used too late, animation will not finish in the air, resulting in lag
Dair
pros:
• if used higher up, the slight midair pause could save your @$$ from a Usmash
• if it hits, it's very easy to spam on some characters
• if you only miss by a little bit, the shockwave is nice for keeping your opponent at a distance
cons:
• INSANE lag if it misses, you WILL be punished
• Also if you miss, the shockwave is counterable
Boomerang
pros:
• can easily be performed in either direction
• angling can protect from aerial opps (great for mindgames as well)
cons:
• does NOT cancel like an arrow, so no matter when you start it, it will always go through the entire animation (unless you get hit, of course)
• you have to anticipate catching it (or rather not catching it)
Zair
pros:
• ideal for distancing
• no additional lag on landing
• can be used directly out of an air dodge
cons:
• takes a while to fully extend
• can only be performed forwards
Bair
pros:
• epic range
• spammy
• very little lag
cons:
• can only be used backwards (duh)
May this thread grow to great heights, be of use to many a TL, and the bane of many a challenger. Thank you.
To get started, I'll list a few possibilities.
Arrow cancel
pros:
• always a nice distancing technique
• can be performed in either direction
cons:
• if you don't do it correctly (use too late) you'll have to deal with a bit of lag
• if used too often, easily punishable by counters
Shield —>Roll Dodge (or ukemi)
pros:
• invincibility Frames
• always usable regardless of falling state
cons:
• punishable by grabs
• can't stay in the same place
Nair
pros:
• hits on both sides
• very nice range
cons:
• if used too late, animation will not finish in the air, resulting in lag
Dair
pros:
• if used higher up, the slight midair pause could save your @$$ from a Usmash
• if it hits, it's very easy to spam on some characters
• if you only miss by a little bit, the shockwave is nice for keeping your opponent at a distance
cons:
• INSANE lag if it misses, you WILL be punished
• Also if you miss, the shockwave is counterable
Boomerang
pros:
• can easily be performed in either direction
• angling can protect from aerial opps (great for mindgames as well)
cons:
• does NOT cancel like an arrow, so no matter when you start it, it will always go through the entire animation (unless you get hit, of course)
• you have to anticipate catching it (or rather not catching it)
Zair
pros:
• ideal for distancing
• no additional lag on landing
• can be used directly out of an air dodge
cons:
• takes a while to fully extend
• can only be performed forwards
Bair
pros:
• epic range
• spammy
• very little lag
cons:
• can only be used backwards (duh)
May this thread grow to great heights, be of use to many a TL, and the bane of many a challenger. Thank you.