Hunybear
Smash Ace
Work in progress...
Hello. I'm Hunybear and This is my projectile thread. I'm compiling what will hopefully be a complete resource for Links projectile data, tech, and glitches. Almost all data I've generated or checked myself, but a large sum I've found here on the boards or other resources. Not all data and tech are practical, but if it is possible, I'll document it here. There is a lot I do not know, so if you have any corrections or suggestions please leave a comment and tag me in it with your suggestions and I'll be sure to check it. This is still a work in progress. Understand I'm not the most articulate so if there is something that you find difficult to understand be sure to let me know.
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Whats New?
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General!!!
Stale Moves And Item Staling
Staling is a game play mechanic that causes moves to deal less damage when they are used multiple times. Moves are saved in a Queue that hold the last nine moves that connected with your opponent. Where the attack appears on the queue and how frequently both play a part in calculation how stale a move is. If you hit with a move it will be added to "SLOT ONE" of your queue. Moves that appear more recently on the queue have a stronger reduction in damage. This means as other moves hit, the initial move will slowly go down the queue and return to it's normal damage output, until finally leaving the stale move queue and becoming "fresh" again. If the same move appears on the queue multiple times it will be very stale compared to if it were only on once. Connecting with a move will immediately affect it. This means if you hit with a multiple hit move the rest of the move will be stale from that point on. If you connect multiple hits on the multiple hit move it will only be added to the queue once. Hitting multiple characters at the same time will not enter the move in the queue multiple times. Hitting stage hazards Like Fly Guy's will not stale your move, only hitting other characters. Hitting shield does NOT stale moves.
Although in melee staleness doesn't directly affect knock back for most moves, the reduction in damage has a very minimal affect on knock-back. Knock-back is calculated after damage and as a result, if a move deals less damage because of staling it will intern deal less knock-back. Cretin projectiles stale knock-back as well as damage. This has a much greater affect on the knock-back of projectiles than other moves. These projectiles include Links Boomerang as well as his Arrows. Links Bombs and Z-air are not affected by staling therefor deal a consistent amount of damage and knock-back.
Stale move slot damage% reduction.
(% does not mean in game Damage.) This chart shows to what extent each slot stales the moves. % reduction means the move does that much less damage according to which slot it's in. to find the total staleness of a move simply find which slots the move is in, add all those slots reductions and then subtract it by 100%.
╔════════╤════════════╗
║Slot....│% Reduction.║
╟────────┼────────────╢
║Fresh...│-0%.........║
║1.......│-9%.........║
║2.......│-8%.........║
║3.......│-7%.........║
║4.......│-6%.........║
║5.......│-5%.........║
║6.......│-4%.........║
║7.......│-3%.........║
║8.......│-2%.........║
║9.......│-1%.........║
╚════════╧════════════╝
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Bombs!!!
To be added
Everything in the RED is information missing from the post.
Bomb Data
Bomb Pull: 16
Bomb Pull Total: 39
Bomb Duration: 277 (4.6 sec)
Bomb Explodes 278
Explosion Damage: 4%
Tilt Throw Damage: 4.656
Smash Throw Damage: 6.2784
Aerial Tilt Throw Damage: 4.656
Aerial Smash Throw Damage: 4.656
Dash Throw Damage: 5.5ish
Z-drop initial: 1%
Z-Drop Mid: 2%
Z-Drop Late: 3%
All Long Bomb Throws (bomb goes 18 frames without connecting with opponent): 1
Bomb causes knock down on Link at: 34% (pre-throw)
All Bombs knock-back angle: 70
KB Growth: 60
Base KB: 60
Bomb Throw (Release)
Forward Throw: 7
Back Throw: 7
Up Throw: 10
Down Throw: 6
Dash Throw: 8
Aerial Forward Throw: 6
Aerial Back Throw: 6
Aerial Up Throw: 6
Aerial Down Throw: 6
Bomb Throw (Total)
Forward Throw: 20
Back Throw: 20
Up Throw: 20
Down Throw: 20
Dash Throw: 40
Aerial Forward Throw: 20
Aerial Back Throw: 20
Aerial Up Throw: 20
Aerial Down Throw: 20
Hit-Stun
The amount of hit-stun a bomb does depends on which throw was used and how/when it collided with the opponent. usually bombs do roughly 30 frames of hit-stun at 0%.
Notes
Damage Calculation
Bombs have an interesting way of calculation how much damage they will do. Link has a variety of ways to throw bombs (tilt, smash, dash, air, ec.) and each way has it's own set amount of damage it will do. A Bomb explosion will always do 4% of damage. This means that if you add the set damage of the throw by 4, you'll get the total amount of damage the throw will inflict. (assuming that the explosion hit box connects with the opponent.) The Throw damage is added on the frame it collides with the opponent, the explosion happens one frame after. If the bomb has been airborne for 18 frames or more (after release) the bomb collision will now only do 1% of damage for all throws. This is what causes farther bomb throws to deal less damage than initial contact throws. (explosion still does 4).
Aerial drift quark
For whatever reason when pulling a bomb Link can not alter his aerial trajectory. He only moves according to the momentum he held prior to pulling the bomb.
True Bomb Duration
Although I've listed the bombs duration under data as 277 frames, That's actually the frames link is active with the bomb. The bomb actually is active in the world for 300 frames if you count when it's pulled on frame 16. If link were to be hit out of his pull animation after frame 16, he could take advantage of these extra frames.
Bomb Explodes on hit
Bombs have a 5% damage thresh hold before braking. This means bombs can be hit with any attack that deals 5% or less without breaking. (ex. Links jab does 5%. you can hit a bomb as many times as you like but it will not pop.) If a bomb is hit with any attack that deals 6% or more it will explode.
Items and staling
Bombs are items that are generated by Link as apposed to the level. They are not tethered to Link's character like his other projectiles therefore it will not take up any of the 9 stale move slots regardless of whether the bomb connects or not.
Turn Around
Throwing a bomb behind Link will turn him around! A bomb exploding will also turn him around but not in all cases. Ex. If Link performs his "bomb jump" the explosion will make him face the other way, or when you CC > bomb-throw down the explosion turns Link around. If Link isn't at a % where bomb will put him into tumble and you try to wall tech a bomb explosion the explosion will just knock Link back with no turn around. If Link lands while performing an "aerial glide toss" during his bomb throw back animation, he'll still throw the bomb back, but he will face forward again.
Tether prevention
Link can not tether with a bomb in his hand, Z dropping is the fastest way to regain normal options as it only takes 1 frame.
Aerial to Grounded Bomb Throw Transition
When ever Link lands during one of his aerial item throws, The aerial throw will transition into his grounded throw. The grounded throw will continue the animation on the same number frame that he landed on in his aerial throw. This causes some quarks as some of his grounded throws have different release times than his aerial throws. Examples being that if Link lands on frame 6 of his Aerial forward throw animation (the frame the bomb is released), The game will update and Link will be In his grounded throw animation (which normally releases on frame 7), but the bomb will be released of frame 6 when Links arm is above and behind him as appose to on frame 7, where his arm is in front. This causes the bomb to be releases very high.
Aerial Smash/Tilt Throw Transition
Despite all aerial Bomb throws going the same distance, that's only when the bomb is actually released in the air. The game still registers whether or not it was a smash input and if Link lands during the throw transition and the bomb is release while grounded it will use whichever throw was input (tilt or smash).
Bomb throw Back while in RUN/DASH
Link Can not throw a bomb backward while running or dashing. This however can be circumvented by JC bomb throwing backward.
Bomb On Shield Interaction
Bombs bounce off of shields. A bomb that has bounced off of a shield retains the same properties as when it left Links hand. That means it can still be caught, can not collide with you, and will explode if hit with an attack strong enough to break it. The way the bomb bounces off the shield depends primarily on the angle it came at the shield and the location it hit on shield.
If the bomb Skims the edge of the shield it will alter its trajectory slightly but continue in that direction. The amount the trajectory is altered depends on how harsh the angle of entry was.
If a bomb is thrown at the side of the shield it will bounce upward in a small arc back toward where it was thrown.
If a bomb collides with a shield traveling directly vertical it will bounce strait up again and continue to bounce until the player stopped shielding or the bomb explodes. This is interesting because if Link were to throw a bomb upward at the bottom of someones shield it will move upward with every collision, Going strait through the shield until it bounces on top.
If a bomb were thrown horizontal and released inside of the shield it would still bounce in the same arc toword the direction it was released regardless of it hitting the other side of the shield.
If a bomb here thrown vertically and released inside a shield it would bounce upward and continue to bounce on shield.
Air dodge item catch
Interestingly enough Link can not catch items with an air dodge. All other non tether characters can catch an Item within the first 3 frames of their air dodge, but all tether characters will go use their Z-air and not catch the items.
Forced item drop
In melee there is a chance that link will be forced to drop a held item from being hit. This chance is calculated by how much damage the attack did divided by 60.( damage / 60 ). This means that if the attack does a greater amount of damage it will have a greater chance of forcing link to drop his bombs. Attacks that do "soft damage" or inflict no hit-stun (like fox lasers), do not Have any chance of forcing an item to drop.
Short Fuse Myth
There is a myth that if link were to drop a bomb and pick it back up the bomb life would be reduced by 10 frames. this is false. I dropped bombs and re-caught them, planted them and picked them up and planted them and just plain left it there. non of these actions had any effect on the bombs life span what so ever.
Bomb Bounce
Bombs have to be traveling at a certain unknown speed in order for them to explode. When they are not up to speed like when at the apex of an U-throw or the first 14 frames of Z-drop the bomb will bounce off of an opponent. The only determining factor whether it explodes or bounces is the bombs travel velocity. This means that if the bomb was dropped and falcon ran full speed into the bomb it would still only bounce if the bomb hadn't crossed the velocity thresh hold in order for it to explode.
Dud Bomb
Sometimes bombs will bounce off an opponent for seemingly no reason despite being a direct hit. This is the result of the bomb trading with an opponents attack that deals less then 5%. First the bomb collides with the opponents hit-box, which stops the bombs momentum and then the opponents hurt-box collides with bounced bomb and causes another bounce. This is how the bomb is seemingly a "Dud" that doesn't explode.
Tech
Tilt Throw
Link's "Tilt Throw" is the weaker version of his two standing bomb throws. With the tilt throw Link can toss his bombs in all cardinal directions by tilting the joy stick in any which direction and pressing A. It is useful for micro spacing situations like edge guarding and pressuring people below as a tilt thrown bomb has a smaller fall arc than a Smash throw. It is notable that a tossed bomb will travel slower than a smash thrown bomb. It is also notable that when Link throws a bomb behind him he will face that direction.
Smash Throw
Link's "Smash Throw" is a stronger form of his tilt throw. He can Propel his bomb's with greater force in any cardinal direction, making it travel further and faster than a tilt throw. This can be performed by pressing the "A" button 3 frames after mashing the Joy Stick or using C-stick. It is very useful for pressuring opponents from far away and hitting them quickly from mid distances.
Dash Throw
Link's "Dash Throw" is when he throws a bomb out of his dash or run animation. When Link performs his dash throw he will lunge forward and throw the bomb in whatever direction he is dashing/running. It is rather slow on start up and end lag making an undesirable throw in most every situation. If you are looking to dash forward and throw a bomb, "Jump cancel bomb throw" is a much better option.
Aerial Bomb Throw
Link's aerial bomb throw is when he throws a bomb while in the air. Unlike his standing throw's, Link's aerial throw's all move the same distance regardless of whether or not it is a smash input. Tho there is no difference in distance if you smash throw a bomb while in the air, link will yell and have sparks upon release, where as if you tilt throw there isn't. It's notable that when Link is air born and throws a bomb behind him it will turn him around. It's important to keep that in mind as it could potentially help with recovery and follow up decisions. If Link lands during one of his aerial throw animations it will transition his grounded throw animation. (see "Aerial to Grounded Bomb Throw Transition" in notes)
Z-Drop/Item Drop
Link's Z drop is when he instantly (frame 1) drops a bomb in place while in the air. This can be done by pressing neutral Z while Link is in the air. Note that the bomb will not carry the velocity Link was traveling at prior to dropping the bomb, but instead will just fall strait down. Link can also not catch any items after a Z-drop until he lands on the ground.(similarly to using the tether.) It makes for a good OOS option as well as interesting shield pressure. It is the fastest way to get a bomb out of your hand and regain you normal options.
Grounded Item Catch
Items can be caught while Link is standing, walking, crouching, or turning. These items can be caught by pressing the "A" when an item is within close proximity. Link can catch an items whether or not he was the one who threw it, as long as the item is close enough to be caught, it can be caught. The area in which Link can catch items is determined by his "Item Catch Box." The Item catch box is a large grey box goes from Link's feet to his head and extends In front of his roughly as far as his jab to his back. When an items catch box" represented by a pink box" over laps with Item Catch Box, that is the only time catching an item is possible. There is 1 Frame of start up and Link will hold the bomb on frame 2. Full catch animation is 7 frames.
Crouching Item Catch
Link can also catch items while crouching. "Remember that you can basically catch items any time you can tilt". This is useful because it doesn't change the size of the item catch box but rather makes Link's hurt boxes smaller. allowing more space to catch items. This is also good because You can catch items by run canceling. (crouching out of run)
Aerial Item Catch
An "Aerial Item Catch" is when Link catches an item while in the air. This can be performed by pressing Neutral Z while Link is in the air and while he's within close proximity to an item. It is different than Link's grounded item catch in that it has no start up when catching but, while in the air Links item catch box becomes substantially smaller so the timing window is not as lenient. Link can also catch items while in the helpless fall state "fall special as well as the IASA frames of his aerials." (Note. Link can not catch an item if he has pressed "A" in the last 40 frames.)
Hylian Catch
The Hylian catch is when an item bounces off link hylian shield and is immediately caught. Link's Hylian shield does cause shield stun.
Catch Cancel Jab
Link can cancel any part of his 4 jab animations with a bomb catch at any point during their animation. This makes for very interesting jab pressure on shield.
JC (jump cancel) Bomb Throw
This is when link interrupts the first 3 frames of his jump squat animation with a Bomb throw. Link can throw Bombs in all Cardinal directions from a JC bomb throw. This is especially useful if Link forward throws OOS as it will avoid the dash throw animation. Link can tilt throw and smash throw from jump squat.
Pivot Bomb Throw
When Link dashes back out of his dash animation there is one standing frame before he dashes back. On this frame if you input a Throw Link will perform his standing smash throw animation. You can input throw with either A, Z, or C-stick.
Bomb OOS (Out Of Shield)
Link can throw his bombs in all cardinal directions out of his shield. It is one of his fastest OOS options as well as one of his most practical. Note that if Link smash throws a bomb forward with C-stick OOS he will perform his dash throw animation. This can be avoided by performing a JC bomb throw or simply by pressing natural A for a tilt throw.
Z-air Drop OOS
One of Links fastest OOS options is his Z-drop. This can be done by Jumping OOS then Z-air dropping the bomb on the first areal frame. You can WD after the bomb drop or DJ out of the situation from there. The bomb will bounce off the opponent. (note, Link shield drop > bomb drop is the fastest OOS option in the game)
Bomb Dash
A Bomb Dash is performed by wave landing after an areal bomb throw. This can be performed out of a SH and Link can even FF.
FH Bomb Pull -> WL
Link can perform a WL out of a full hop while pulling out a bomb. This is performed by pulling a bomb while rising from the full hop. It is a very lenient timing.
Bomb Plant
Bomb planting is placing a bomb on the ground without making the bomb explode. All bomb plants are performed with Z-dropping but bombs can be planted by throws as well. You have to be gentle with the bomb because if it come at the ground to quickly it will explode. Bombs laid on the ground can be picked up just like any other item.
Platform Bomb Plant
This is the easiest Bomb plant to perform. You simply jump through a platform and Z-drop is as soon as the bomb is above the platform.
Fall Through Bomb Plant
This is a little trickier as you will have to Z-drop the bomb after falling through the platform. If timed correctly the bomb will remain on top of the platform Link had just fallen through. This is especially neat if you can shield drop as it is links fastest OOS option. There are two variations of this technique. The first is dropping the bomb on the first two aerial frames of the fall through animation and the other is dropping the bomb frame 6 and later.
Edge Bomb Plant
This can be performed by facing center stage, falling next to the edge of the stage and Z-dropping a bomb as soon as it is parallel to the stage. If performed correctly you will grab the edge and the bomb will remain on the edge in front on Link.
Edge Hop Bomb Plant
This is exactly as the name implies. You can plant a bomb from an edge hop by Z-dropping.
SH Bomb Plant
If you Z-Drop a bomb 1 frame before landing the bomb will land on the ground without breaking. This can also be done out of a FF. If link SHs back it increases the bomb plant window from 1 frame to 3 frames.
Jab Bomb Plant
If Link jabs a bomb right before it hits the ground it will plant without breaking. This can be set up by SHing back, Z-dropping at the apex of Link's SH then FFing. Then time Link's jab to where it will stop the bomb from breaking before it impacts the ground.
U-Throw Bomb Plant
If Link is on BF or DL he can SH and immediately throw a bomb upward. This will plant the bomb on the top platform of these stages. Note that the bomb will not reach the top platform if done frame perfect. practice to find the right timing.
Landing U-Throw Bomb Plant
A Landing U-throw bomb plant Works on YS and FoD. It is essentially when Link performs a Bomb throw up and lands, when the bomb is released during the transition from aerial u-throw to grounded up tilt throw the release point of the bomb is substantially lower and as a result the bomb will land on the top platform without breaking.
Double Bomb Plant
The double bomb plant is when link plants two bombs at once. Pull a bomb and throw it up. Then pull another bomb and wait until the bomb falls through link. Right before the bomb hits the ground throw the other bomb downward. The two bombs will collide and neither should explode.
Shield Bounce Bomb Plant
This is Relatively consistent. When a bomb is thrown at a shield it will will bounce off roughly at the same height of a platform. You can throw bombs at someone shield and it will bounce off and plant on the lower platforms.
Stock Piling
Stock pilling is planting mutable bombs. Doing this over and over will create a "stock pile" of bombs. It is grossly impractical but very entertaining to do.
Rolling Bombs
Tournament legal stages don't have this aside from PS, but if link plants a bomb on a steep enough incline the bomb will roll down.
Bomb Juggling
Throwing or dropping a bomb and re-catching it repeatedly. This example is an up throw juggle.
Bomb Drop Juggle
You can SH/FH > Bomb Drop > FF > and catch the bomb before it hits the ground.
Bomb Throw Forward Catch
This one's a little trickier. Link must catch an forward thrown bomb out of a wave land. This can be done by Dashing forward > F-throw bomb at the Apex of the jump > FF > WL forward > item catch.
Back Throw Catch
Link can actually catch a bomb he's thrown behind him if he lands right before it leaves his hand. This is done by SH back, Throw bomb back (timed perfectly to where the bomb will be released 1 frame prior to link landing on the ground) The back throw will turn link around and the bomb will be released behind him. Then simply press A and you'll have caught the Bomb
Jab Catch
If Links jabs a bomb it will sometimes pop it up again allowing hit to catch it.
Aerial Glide Toss
An Aerial Glide Toss is when Link interrupts frames 2-4 of his air dodge with an item throw (he can throw in all directions.) This is different from the grounded glide toss in that Link will not carry the momentum from the air dodge. It will simply move you in the direction you air dodged in and the momentum you had prior to air dodging will continue. Though Link wont move very far in the first 4 frames of his air dodge, it can allow him to SH forward throw bombs onto all side platforms in the game. (Note that of you Air Dodge in Place you can Z-Drop a Bomb in the same frame window, but the air dodge wont be interrupted.)
Air Dodge Z-air Drop
If Link air dodges in place he can Z-air drop a bomb without interrupting the Air dodge. Another notable thing is that if link performs a directional air dodge but returns his stick back to neutral within the first 3 frames he can still drop the bomb without interrupting the air dodge.
No Turn Back-Throw
If Link Aerial Glide Tosses a Bomb Back and lands on the ground, Within the first 3 frames he will throw the bomb back, but not turn around.
Bomb Edge Grab
If you throw a bomb down while CC it will turn link around. If link is right on the edge and he CC > B-throw down, The bomb will turn him around and he'll fall off and grab the edge. (note that there is time for a FF)
Ledge Hop Bomb Throw
Link can Throw a bomb from the ledge and re-grab ledge. This can be performed by holding a bomb prior to grabbing ledge, then press down or away and immediately double jumping. While above stage you can throw the bomb and re-grab the ledge.
Ledge hop -> bomb dash
Link can Wave land after a ledge hop bomb throw.
Ledge dash back, DJ, Bomb Pull, Ledge Grab. "Sklering"
A sequence first posted by Skler. Sklering is when Link ledge hops above stage and then wavelands to slide back off. As soon as link is airborne off stage he can DJ bomb pull and re-grab ledge while holding a bomb.
Walk Off Edge Grab
If link throws a Bomb behind him frame 1 of being airborne after walking or running of stage, he will turn around and grab edge. (note: no FF)
Bomb Throw Down Off Stage
If link rolls on the edge and throws a bomb down it wont hit the ground and instead go straight off the level.
Bomb Tech
This is when link techs his own bombs. There is a 20 frame tech window where you can input links tech. If you CC and throw a bomb at the ground while at 35% or more the bomb will cause knockdown. If you press L/R anytime during links throw animation he will tech. Note that links tech roll is particularly long when doing this and gets longer the more damage he has.
Wall Tech
Link can Throw a Bomb at a wall and tech off of it. If Link performs a jumping wall tech he can instantly act out of the wall jump with an up- B or Air dodge, Note that wall teching will make link face away from the stage so tether will not be an option.
Bomb Drop on Shield
If you Z-drop or D-throw a bomb on someones shield it will Bounce strait up again and come down. It Makes for useful option limitations as it severely limits a SHFFL OOS
U-Throw Bomb on Shield
When bombs bounce they move upward, But when you throw a bomb underneath your opponents shield it will go strait up through it and bounce off multiple times. You can set this up by getting an opponent to shield in a platform above link.
Bomb Jump
This is the old bomb jump thread, but i'll make my post a little more comprehensive.
http://smashboards.com/threads/consistent-bomb-jumping.383355/
First This tech only works when Links aerial up-B is fresh. Check out my post about staling under General.
Links "Bomb Jump" Is when he performs and aerial bomb throw up then up-B's into the bomb, causing it to explode and grants him the ability to up-B again. This Tech allows Link to recover from greater distances than he would normally be able too. The bomb's will only explode with they are hit with an attack that deals 6 or more damage which Link has on his aerial up-B. His aerial up-B has 5 sets of hit-boxes with 4 hit-boxes each. Only two of these sets have hit boxes that deal 6 damage. (The other sets only deal 2 damage, but can carry the bomb upwards into Links final hit.) The very first set and the very last set. On the first and last set of hit boxes, the outside hit-box on the tip of Links sword "number 0" only does 4 damage, which is not enough to break bombs. This causes a problem as it is also the hit-box that is read by the game first. If it connects your other hit boxes will not break the bomb. Lastly Because the first and last sets of hit-boxes on Links Up-B do exactly 6 damage, they can not break a bomb if they are staled. This means that Link can only break bombs with the first and last hits of the inside hit boxes of a fresh up-B. When the bomb explodes Link should DI toward the stage to aid the recovery. Note that Bomb jumping will turn link around.
Glitches
Bomb Chu
The bomb Chu happens when a planted bomb is hit with any attack that deals 5% or less damaged. Sometimes when a the bomb is hit with the attack it will begin to slide rapidly to the left and fall of the stage. This Bomb Slide Glitch is called "The Bomb Chu." A semi- consistent set up for the Bomb Chu is to plant a bomb on the ground. Then pull another bomb > walk toward the planted bomb and push it slightly, Then SH > Z-drop the second bomb onto the first. The first bomb should begin to slide.
Pink Bomb Glitch
This is neat and completely worthless... Basically Link and a Spacie on Hyrule temple. On the bottom part of the stage in that cave thing, move Fox/Falco on the grey stone area on the left side and have link stand an the slightly elevated green area to the right. Then have Fox/Falco Hold Shine. Link should pull out a bomb and have the shine reflect the bomb back at him. Catch the bomb and throw it back again. Repeat this until the bomb Turns Giant and pick. This does nothing but lets you walk around with a giant pink bomb for like 1 second, but it's totally worth it.
Double Bomb Glitch????????
https://clips.twitch.tv/tafokints/FineChoughItsBo****ime
Bomb Vanish
The bomb vanish is when a bomb is placed on a platform and pushed off the edge. Sometimes the bomb will fall of the platform and land on the stage below. Other times when the bomb comes in contact with the stage it will poof in a small ball of smoke and vanish.
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Boomerang!!!
To be added
Release: 27
Total: 45
Return (ECB Disappears) (All numbers are after release (frame 27 of throw))
Smash Throw: 60
Light Throw: 45
Catching Boomerang
Total:19
IASA:1
Boomerang Duration before Disappearing
Smash Throw: 171
Tilt Throw: 141
-Initial damage by first three frames
-frame 1: 16.9%
-frame 2: 16.759%
-frame 3: 16.618%
Late: 6
Clean: 8
Knock-back angle: 70
Knock-Back Growth: 30
Base Knock-Back: 55
Notes
Return during throw animation
Rang return during throw animation will Allow Link to act as soon as throw animation ends while still being able to throw rang again.
Rang's blast zone interaction.
Links boomerang will disappear on contact with the stages blast zone allowing him to throw another.
ECB
Link's boomerang's ECB (environment collision box) disappears when it begins to return to him allowing it to faze through solid objects.
Bomb in Hand
Link can Throw his boomerang with a bomb in his hand.
Rang disappear
If Link gets hit out if the rang throw animation his rang will disappear even if the boomerang as already been released.
Tech
Tilt Throw
Link's tilt throw is the weaker of his two standing rang throws. He can throw his boomerang in front or behind him by tilting the joy stick in either side direction and pressing B. This is also the throw link performs out of his run. The throw animation takes the same amount of frames as all other rang throw's but the boomerang travels slower and doesn't travel as far. The boomerang will also disappear 30 frames sooner than his smash throw.
Smash Throw
Link's smash throw is the stronger of his two rang throws. Link can throw his boomerang in front or behind him by smashing the joy stick in either direction and pressing the B button withing 5 frames of smashing the joy stick. His smash throw travels farther on s shorter amount of time, but takes longer to disappear.
Aerial Throw
Link can also tilt and smash throw either in front or behind him while in the air. If Link lands during the aerial throw animation he will transition into standing throw. Release frames and End lag are the same whether or not Link is in the air.
Angled Throw
Link can also angle both throws upward and downward by pressing in either direction during during his rang throw animation. The throw angle is roughly 30 degrees. The direction the boomerang will fly is read on the frame right before release. (frame 26 of the 302 animation). There are also slight angles that the boomerang can be throw. This can be done by holding the joy stick in between the one higher or lower notches and the side notch.
Rang Skip
If Link throws his boomerang angled downward it will skip of the ground.
Rang Rebound
If Links boomerang collides with an object at or near a 90 degree angle the rang will bounce off of that object and immediately begin it's return. this is most easy to see when the rang is thrown at a wall. Something interesting to note is that if the rang is throw downward at a steep incline it will rebound and begin it's return as well.
Random rang rebound on FoD
On the very edge of where the water meats the land on FoD there is a small lip. If Link angles his rang downward and throws it at this Lip the rang will return instead of skipping.
Empty Rang Throw
When the boomerang is out another one can not be thrown. If Link attempts to the Throw he will complete the throw animation without throwing a projectile. (worthless)
If Link attempts to throw Boomerang during the first 12 frames of his Boomerang catch animation (303) he will fake throw despite having caught it.
This can be avoided dashing forward 1 frame and then throwing, tho Link can not tilt throw until frame 6 of dash.
Ledge Hop Rang Throw
The ledge hop Rang throw is when Link falls from the ledge and immediately double jumps and throws the boomerang. If performed early enough link can throw the rang on stage. Link will have to up-b to return to stage.
Boomerang catching cancels
Catching the boomerang will override some animations with the catch animation. This is a list of known animations that catching will over ride.
Canceling Catch Animation
The catch animation can be interrupted as soon as it starts doing anything of the following actions.
Z-air!!!
To be added
Total: 59
Hit: 11-18
Hook to a wall: 11-19
Jumping from hookwall: 1-8 (depending
on how far from the point of hooking
you are, or if you're dangling)
Jump duration: 36
Landlag: 30
Landfallspeciallag: 4
Tether duration (313)
Rough Dangle time: 180-190
Z-air damage: 6%
Knock-Back angle: 361 (acts as 45 for most part)
KB growth: 40
Base KB: 30
Notes
Knock-back trajectory is 361 also known as sakurai angle which act's almost exactly like a 45 degree angle.
Link can NOT Z-air while holding a bomb. The fastest way to drop a bomb is to Z-drop.
Landing during links Z-air animation will cause him to be unable to move for 30 frames.
If Link's tether connects with a wall and he Lands on the ground while in his 313 animation, he will go into normal land. If Links tether connects with a wall and breaks it will cause him to go into Damadge Fall. He can interrupted it immediately with an aerial, wiggle out, and tech.
If Link's Z-air ends before he touches the ground he will go into a helpless fall state "fall special."
Link can only tether once while airborne, this means he must touch the ground again to regain his tether. Grabbing the Edge does not give Link his tether back.
Tech
Air Dodge Z-air
You can cancel air dodge with Z-air any time. Link's Air dodge last 50 Frames and can fast fall out of it on frame 32. Fast falling has a 3 frame buffer. Air dodging halves a characters aerial momentum, but Z-airing will return Links aerial drift back to normal.
Wall Tether Cancel
Standing close to a wall or steep incline will cause the tether to cancel on frame 10. If Link wall cancels his tether while in the air he will go into a helpless fall state (fall special.)
Tether Jump
By hookshoting a wall and pressing A/Z Link will do a jump. Link will also jump if he collides with a wall while he reals in his hook shot. This will not use His double jump.
Dodge Edge Grab
If Link Air dodges into the edge of a stage and uses his tether on the wall it will cancel the tether. This will put Link into a helpless fall state, but in that state he will instantly grab the edge
Wall Cancel Tether Jump
If Link air Dodges Upwards while right next to a wall and right after tether cancels, he will carry the upward velocity from the air dodge in a helpless fall state and can grab the edge.
Dangling
If Link tethers the side of the stage and allows himself to fall he will dangle from the side of the stage for roughly 3 seconds.
Tether Sweet Spot
If Link tethers the a grabbable edge on stage and reals in from a complete dangle, He will fly up and grab the edge.
Tether Teleport
Link's teleport is Link his sweet spot except you can snap the ledge almost as soon as the tether sweet spots the edge.
Sometimes when Link sweet spots his tether on the edge and reals in while still adjacent to the stage he will snap to the edge. IDK why this happens, but I'm working on it. Here is what i know.
From my understanding Link must be close enough to grab the edge prior to the tether braking for the instant edge grab.
There are two factored that play into the speed Link travels to the stage. The distance between Link and the stage and the time link is in his 313 animation. (tethered to the stage)
Link will move toward the stage faster when he is further from the stage. Link will also move toward the stage faster when you real in sooner. This is indicated by a little diamond that slowly moves downward thought links 313 animation.
There is also a small frame window that link can only tether sweet spot in. The problem is that that frame window changes depending on what stage your on. This is the result of the tethers ECB doing different things and different stages because all the stages are shaped differently.
Connecting the hook shot as high on the stage is "optimal" but not necessary and where it will sweet spot and where it won't will depend on the stage.
THE QUESTIONS.
What causes links tether to break prior to reaching the ledge?
Where all can link sweet spot on the stages and what are the frame Windows for each?
Edge/Teeter Cancel Z-air
If you Z-air near an edge you can land next to it and slide off by holding that direction or having your back toward it. If you slide on the edge and not hold forward while facing the edge he will teeter on the edge. Canceling the landing lag. You have to be facing the ledge to teeter cancel.
Consistent Edge Canceled Z-air
If Link uses his air dodge to position himself for the edge cancels and then uses his Z-air to improve his aerial mobility, Link can consistently perform edge canceled z-airs. This is especially noticeable from an edge hop. The set up: Edge Hop > Air Dodge in > Z-air > Drift Back, Edge Cancel, FF > edge grab.
Chain-Chaining
Chain-Chaining is when Link performs multiple edge canceled z-airs in a row. This is done by edge canceling the first z-air -> DJ -> air dodge forward -> retreating Z-air -> edge cancel.
Air Dodge Z-air Cancel
Completely worthless but possible. If Link jumps and air dodges of the first possible frame, then Z-airs quickly, he will land on the ground and be stuck if 30 frames of lag. Like wave dashing in place, but with three times the lag.
Glitches
Tether Slide
So recently I was playing around on yoshies island because it has inclines and I tethered one of the blocks. I realed in the tether right before landing and slid across the stage.
_______
Arrow!!!
To be added
Total (no charge): 42
Total (min full charge): 84
Starts charging/Earliest release: 18
Arrow lasts: 60 frames
Charge time to full: 42
Full charge arrow can be shot on 60
--Upon Release--
Total: 25
Shoots: instantly
Arrow stays stuck in ground: 50
Total air time before disappearing (on release): 60
Frame 0 damage: 1% regardless of charge
KB angle: 70
KB growth: 50
Base KB: 8
Levels of charge damage
no charge: 5%
LVL 1: 6%
LVL 2: 7%
LVL 3: 8%
LVL 4: 9%
LVL 5: 10%
LVL 6: 11%
LVL 7: 12%
LVL 8: 13%
LVL 9: 14%
Full: 18%
Notes
Links Arrows have 10 different charge states excluding no charge. Link begins charging his arrows on frame 18 and reaches a new charge level every 4 frames until he is fully charged on frame 60. charging takes a total of 42 frames starting on frame 18.
Tech
Reverse Neutral B
If Link flicks his joy stick behind and allows his joy stick to reset to neutral and then presses B within 3 frames (i believe 3 frames) he will perform his Neutral B, but reversed.
Glitches
Arrow Strait Through
This isn't necessarily a glitch but whatever. Normally when an opponent is hit with an arrow it will disappear, but the arrow must deal 1% or more damage to do so. If Link shoots an opponent at point blank with a stale arrow then the arrow will go strait through them and fall on the ground. This is also funny because it only deals a fraction of damage. because the game doesn't display damage in fractions, sometimes the % won't go up despite being shot.
Hello. I'm Hunybear and This is my projectile thread. I'm compiling what will hopefully be a complete resource for Links projectile data, tech, and glitches. Almost all data I've generated or checked myself, but a large sum I've found here on the boards or other resources. Not all data and tech are practical, but if it is possible, I'll document it here. There is a lot I do not know, so if you have any corrections or suggestions please leave a comment and tag me in it with your suggestions and I'll be sure to check it. This is still a work in progress. Understand I'm not the most articulate so if there is something that you find difficult to understand be sure to let me know.
___________
Whats New?
- Dud bomb under bomb glitches
- Hylian catch under bomb tech
- Forced item drop under bomb notes
- Gif.
- True bomb duration under notes
- Aerial drift quark under bomb notes (really weird)
- New damages for Bomb hit boxes
- Damage calculation under Bomb notes
- Knock-back for bomb data
- added stale move slot damage % reduction under general
- lots of other stuff
- corrected data on forced item drops under bomb notes.
________
General!!!
Stale Moves And Item Staling
Staling is a game play mechanic that causes moves to deal less damage when they are used multiple times. Moves are saved in a Queue that hold the last nine moves that connected with your opponent. Where the attack appears on the queue and how frequently both play a part in calculation how stale a move is. If you hit with a move it will be added to "SLOT ONE" of your queue. Moves that appear more recently on the queue have a stronger reduction in damage. This means as other moves hit, the initial move will slowly go down the queue and return to it's normal damage output, until finally leaving the stale move queue and becoming "fresh" again. If the same move appears on the queue multiple times it will be very stale compared to if it were only on once. Connecting with a move will immediately affect it. This means if you hit with a multiple hit move the rest of the move will be stale from that point on. If you connect multiple hits on the multiple hit move it will only be added to the queue once. Hitting multiple characters at the same time will not enter the move in the queue multiple times. Hitting stage hazards Like Fly Guy's will not stale your move, only hitting other characters. Hitting shield does NOT stale moves.
Although in melee staleness doesn't directly affect knock back for most moves, the reduction in damage has a very minimal affect on knock-back. Knock-back is calculated after damage and as a result, if a move deals less damage because of staling it will intern deal less knock-back. Cretin projectiles stale knock-back as well as damage. This has a much greater affect on the knock-back of projectiles than other moves. These projectiles include Links Boomerang as well as his Arrows. Links Bombs and Z-air are not affected by staling therefor deal a consistent amount of damage and knock-back.
Stale move slot damage% reduction.
(% does not mean in game Damage.) This chart shows to what extent each slot stales the moves. % reduction means the move does that much less damage according to which slot it's in. to find the total staleness of a move simply find which slots the move is in, add all those slots reductions and then subtract it by 100%.
╔════════╤════════════╗
║Slot....│% Reduction.║
╟────────┼────────────╢
║Fresh...│-0%.........║
║1.......│-9%.........║
║2.......│-8%.........║
║3.......│-7%.........║
║4.......│-6%.........║
║5.......│-5%.........║
║6.......│-4%.........║
║7.......│-3%.........║
║8.......│-2%.........║
║9.......│-1%.........║
╚════════╧════════════╝
________
Bombs!!!
To be added
- .Gifs of tech
- Item property testing
- Throw Release Points
- Item Catch Box
- Bomb Throw Distances
- Item catch total frame animation
Everything in the RED is information missing from the post.
Bomb Data
Bomb Pull: 16
Bomb Pull Total: 39
Bomb Duration: 277 (4.6 sec)
Bomb Explodes 278
Explosion Damage: 4%
Tilt Throw Damage: 4.656
Smash Throw Damage: 6.2784
Aerial Tilt Throw Damage: 4.656
Aerial Smash Throw Damage: 4.656
Dash Throw Damage: 5.5ish
Z-drop initial: 1%
Z-Drop Mid: 2%
Z-Drop Late: 3%
All Long Bomb Throws (bomb goes 18 frames without connecting with opponent): 1
Bomb causes knock down on Link at: 34% (pre-throw)
All Bombs knock-back angle: 70
KB Growth: 60
Base KB: 60
Bomb Throw (Release)
Forward Throw: 7
Back Throw: 7
Up Throw: 10
Down Throw: 6
Dash Throw: 8
Aerial Forward Throw: 6
Aerial Back Throw: 6
Aerial Up Throw: 6
Aerial Down Throw: 6
Bomb Throw (Total)
Forward Throw: 20
Back Throw: 20
Up Throw: 20
Down Throw: 20
Dash Throw: 40
Aerial Forward Throw: 20
Aerial Back Throw: 20
Aerial Up Throw: 20
Aerial Down Throw: 20
Hit-Stun
The amount of hit-stun a bomb does depends on which throw was used and how/when it collided with the opponent. usually bombs do roughly 30 frames of hit-stun at 0%.
Notes
Damage Calculation
Bombs have an interesting way of calculation how much damage they will do. Link has a variety of ways to throw bombs (tilt, smash, dash, air, ec.) and each way has it's own set amount of damage it will do. A Bomb explosion will always do 4% of damage. This means that if you add the set damage of the throw by 4, you'll get the total amount of damage the throw will inflict. (assuming that the explosion hit box connects with the opponent.) The Throw damage is added on the frame it collides with the opponent, the explosion happens one frame after. If the bomb has been airborne for 18 frames or more (after release) the bomb collision will now only do 1% of damage for all throws. This is what causes farther bomb throws to deal less damage than initial contact throws. (explosion still does 4).
Aerial drift quark
For whatever reason when pulling a bomb Link can not alter his aerial trajectory. He only moves according to the momentum he held prior to pulling the bomb.
True Bomb Duration
Although I've listed the bombs duration under data as 277 frames, That's actually the frames link is active with the bomb. The bomb actually is active in the world for 300 frames if you count when it's pulled on frame 16. If link were to be hit out of his pull animation after frame 16, he could take advantage of these extra frames.
Bomb Explodes on hit
Bombs have a 5% damage thresh hold before braking. This means bombs can be hit with any attack that deals 5% or less without breaking. (ex. Links jab does 5%. you can hit a bomb as many times as you like but it will not pop.) If a bomb is hit with any attack that deals 6% or more it will explode.
Items and staling
Bombs are items that are generated by Link as apposed to the level. They are not tethered to Link's character like his other projectiles therefore it will not take up any of the 9 stale move slots regardless of whether the bomb connects or not.
Turn Around
Throwing a bomb behind Link will turn him around! A bomb exploding will also turn him around but not in all cases. Ex. If Link performs his "bomb jump" the explosion will make him face the other way, or when you CC > bomb-throw down the explosion turns Link around. If Link isn't at a % where bomb will put him into tumble and you try to wall tech a bomb explosion the explosion will just knock Link back with no turn around. If Link lands while performing an "aerial glide toss" during his bomb throw back animation, he'll still throw the bomb back, but he will face forward again.
Tether prevention
Link can not tether with a bomb in his hand, Z dropping is the fastest way to regain normal options as it only takes 1 frame.
Aerial to Grounded Bomb Throw Transition
Aerial Smash/Tilt Throw Transition
Despite all aerial Bomb throws going the same distance, that's only when the bomb is actually released in the air. The game still registers whether or not it was a smash input and if Link lands during the throw transition and the bomb is release while grounded it will use whichever throw was input (tilt or smash).
Bomb throw Back while in RUN/DASH
Link Can not throw a bomb backward while running or dashing. This however can be circumvented by JC bomb throwing backward.
Bomb On Shield Interaction
Bombs bounce off of shields. A bomb that has bounced off of a shield retains the same properties as when it left Links hand. That means it can still be caught, can not collide with you, and will explode if hit with an attack strong enough to break it. The way the bomb bounces off the shield depends primarily on the angle it came at the shield and the location it hit on shield.
If the bomb Skims the edge of the shield it will alter its trajectory slightly but continue in that direction. The amount the trajectory is altered depends on how harsh the angle of entry was.
If a bomb is thrown at the side of the shield it will bounce upward in a small arc back toward where it was thrown.
If a bomb collides with a shield traveling directly vertical it will bounce strait up again and continue to bounce until the player stopped shielding or the bomb explodes. This is interesting because if Link were to throw a bomb upward at the bottom of someones shield it will move upward with every collision, Going strait through the shield until it bounces on top.
If a bomb were thrown horizontal and released inside of the shield it would still bounce in the same arc toword the direction it was released regardless of it hitting the other side of the shield.
If a bomb here thrown vertically and released inside a shield it would bounce upward and continue to bounce on shield.
Air dodge item catch
Interestingly enough Link can not catch items with an air dodge. All other non tether characters can catch an Item within the first 3 frames of their air dodge, but all tether characters will go use their Z-air and not catch the items.
Forced item drop
Short Fuse Myth
There is a myth that if link were to drop a bomb and pick it back up the bomb life would be reduced by 10 frames. this is false. I dropped bombs and re-caught them, planted them and picked them up and planted them and just plain left it there. non of these actions had any effect on the bombs life span what so ever.
Bomb Bounce
Bombs have to be traveling at a certain unknown speed in order for them to explode. When they are not up to speed like when at the apex of an U-throw or the first 14 frames of Z-drop the bomb will bounce off of an opponent. The only determining factor whether it explodes or bounces is the bombs travel velocity. This means that if the bomb was dropped and falcon ran full speed into the bomb it would still only bounce if the bomb hadn't crossed the velocity thresh hold in order for it to explode.
Dud Bomb
Sometimes bombs will bounce off an opponent for seemingly no reason despite being a direct hit. This is the result of the bomb trading with an opponents attack that deals less then 5%. First the bomb collides with the opponents hit-box, which stops the bombs momentum and then the opponents hurt-box collides with bounced bomb and causes another bounce. This is how the bomb is seemingly a "Dud" that doesn't explode.
Tech
Tilt Throw
Smash Throw
Dash Throw
Aerial Bomb Throw
Z-Drop/Item Drop
Grounded Item Catch
Crouching Item Catch
Aerial Item Catch
Hylian Catch
Catch Cancel Jab
Link can cancel any part of his 4 jab animations with a bomb catch at any point during their animation. This makes for very interesting jab pressure on shield.
JC (jump cancel) Bomb Throw
Pivot Bomb Throw
Bomb OOS (Out Of Shield)
Z-air Drop OOS
Bomb Dash
FH Bomb Pull -> WL
Link can perform a WL out of a full hop while pulling out a bomb. This is performed by pulling a bomb while rising from the full hop. It is a very lenient timing.
Bomb Plant
Bomb planting is placing a bomb on the ground without making the bomb explode. All bomb plants are performed with Z-dropping but bombs can be planted by throws as well. You have to be gentle with the bomb because if it come at the ground to quickly it will explode. Bombs laid on the ground can be picked up just like any other item.
Platform Bomb Plant
Fall Through Bomb Plant
Edge Bomb Plant
Edge Hop Bomb Plant
SH Bomb Plant
Jab Bomb Plant
U-Throw Bomb Plant
Landing U-Throw Bomb Plant
Double Bomb Plant
Shield Bounce Bomb Plant
Stock Piling
Rolling Bombs
Bomb Juggling
Bomb Drop Juggle
Bomb Throw Forward Catch
Back Throw Catch
Jab Catch
Aerial Glide Toss
Air Dodge Z-air Drop
No Turn Back-Throw
Bomb Edge Grab
Ledge Hop Bomb Throw
Ledge hop -> bomb dash
Ledge dash back, DJ, Bomb Pull, Ledge Grab. "Sklering"
Walk Off Edge Grab
Bomb Throw Down Off Stage
Bomb Tech
Wall Tech
Bomb Drop on Shield
If you Z-drop or D-throw a bomb on someones shield it will Bounce strait up again and come down. It Makes for useful option limitations as it severely limits a SHFFL OOS
U-Throw Bomb on Shield
Bomb Jump
http://smashboards.com/threads/consistent-bomb-jumping.383355/
First This tech only works when Links aerial up-B is fresh. Check out my post about staling under General.
Links "Bomb Jump" Is when he performs and aerial bomb throw up then up-B's into the bomb, causing it to explode and grants him the ability to up-B again. This Tech allows Link to recover from greater distances than he would normally be able too. The bomb's will only explode with they are hit with an attack that deals 6 or more damage which Link has on his aerial up-B. His aerial up-B has 5 sets of hit-boxes with 4 hit-boxes each. Only two of these sets have hit boxes that deal 6 damage. (The other sets only deal 2 damage, but can carry the bomb upwards into Links final hit.) The very first set and the very last set. On the first and last set of hit boxes, the outside hit-box on the tip of Links sword "number 0" only does 4 damage, which is not enough to break bombs. This causes a problem as it is also the hit-box that is read by the game first. If it connects your other hit boxes will not break the bomb. Lastly Because the first and last sets of hit-boxes on Links Up-B do exactly 6 damage, they can not break a bomb if they are staled. This means that Link can only break bombs with the first and last hits of the inside hit boxes of a fresh up-B. When the bomb explodes Link should DI toward the stage to aid the recovery. Note that Bomb jumping will turn link around.
Glitches
Bomb Chu
Pink Bomb Glitch
Double Bomb Glitch????????
https://clips.twitch.tv/tafokints/FineChoughItsBo****ime
Bomb Vanish
____________
Boomerang!!!
To be added
- .Gifs and hit box images.
Release: 27
Total: 45
Return (ECB Disappears) (All numbers are after release (frame 27 of throw))
Smash Throw: 60
Light Throw: 45
Catching Boomerang
Total:19
IASA:1
Boomerang Duration before Disappearing
Smash Throw: 171
Tilt Throw: 141
-Initial damage by first three frames
-frame 1: 16.9%
-frame 2: 16.759%
-frame 3: 16.618%
Late: 6
Clean: 8
Knock-back angle: 70
Knock-Back Growth: 30
Base Knock-Back: 55
Notes
Return during throw animation
Rang return during throw animation will Allow Link to act as soon as throw animation ends while still being able to throw rang again.
Rang's blast zone interaction.
Links boomerang will disappear on contact with the stages blast zone allowing him to throw another.
ECB
Link's boomerang's ECB (environment collision box) disappears when it begins to return to him allowing it to faze through solid objects.
Bomb in Hand
Link can Throw his boomerang with a bomb in his hand.
Rang disappear
If Link gets hit out if the rang throw animation his rang will disappear even if the boomerang as already been released.
Tech
Tilt Throw
Link's tilt throw is the weaker of his two standing rang throws. He can throw his boomerang in front or behind him by tilting the joy stick in either side direction and pressing B. This is also the throw link performs out of his run. The throw animation takes the same amount of frames as all other rang throw's but the boomerang travels slower and doesn't travel as far. The boomerang will also disappear 30 frames sooner than his smash throw.
Smash Throw
Link's smash throw is the stronger of his two rang throws. Link can throw his boomerang in front or behind him by smashing the joy stick in either direction and pressing the B button withing 5 frames of smashing the joy stick. His smash throw travels farther on s shorter amount of time, but takes longer to disappear.
Aerial Throw
Link can also tilt and smash throw either in front or behind him while in the air. If Link lands during the aerial throw animation he will transition into standing throw. Release frames and End lag are the same whether or not Link is in the air.
Angled Throw
Link can also angle both throws upward and downward by pressing in either direction during during his rang throw animation. The throw angle is roughly 30 degrees. The direction the boomerang will fly is read on the frame right before release. (frame 26 of the 302 animation). There are also slight angles that the boomerang can be throw. This can be done by holding the joy stick in between the one higher or lower notches and the side notch.
Rang Skip
If Link throws his boomerang angled downward it will skip of the ground.
Rang Rebound
If Links boomerang collides with an object at or near a 90 degree angle the rang will bounce off of that object and immediately begin it's return. this is most easy to see when the rang is thrown at a wall. Something interesting to note is that if the rang is throw downward at a steep incline it will rebound and begin it's return as well.
Random rang rebound on FoD
On the very edge of where the water meats the land on FoD there is a small lip. If Link angles his rang downward and throws it at this Lip the rang will return instead of skipping.
Empty Rang Throw
When the boomerang is out another one can not be thrown. If Link attempts to the Throw he will complete the throw animation without throwing a projectile. (worthless)
If Link attempts to throw Boomerang during the first 12 frames of his Boomerang catch animation (303) he will fake throw despite having caught it.
This can be avoided dashing forward 1 frame and then throwing, tho Link can not tilt throw until frame 6 of dash.
Ledge Hop Rang Throw
The ledge hop Rang throw is when Link falls from the ledge and immediately double jumps and throws the boomerang. If performed early enough link can throw the rang on stage. Link will have to up-b to return to stage.
Boomerang catching cancels
Catching the boomerang will override some animations with the catch animation. This is a list of known animations that catching will over ride.
- Stand
- Crouch
- Walk
- Dash
- Run
- Jump
- Fall
- Areal Land Lag
- Up-B lading lag
- Z-air landing Lag
- Fall Special (helpless state after air dodge or Up-B
- Shield Release
- Taunt
Canceling Catch Animation
The catch animation can be interrupted as soon as it starts doing anything of the following actions.
- B-moves (side-B must wait 12 frames)
- Jump
- Shield
- Dash
Z-air!!!
To be added
- .Gifs and hitbox images
Total: 59
Hit: 11-18
Hook to a wall: 11-19
Jumping from hookwall: 1-8 (depending
on how far from the point of hooking
you are, or if you're dangling)
Jump duration: 36
Landlag: 30
Landfallspeciallag: 4
Tether duration (313)
Rough Dangle time: 180-190
Z-air damage: 6%
Knock-Back angle: 361 (acts as 45 for most part)
KB growth: 40
Base KB: 30
Notes
Knock-back trajectory is 361 also known as sakurai angle which act's almost exactly like a 45 degree angle.
Link can NOT Z-air while holding a bomb. The fastest way to drop a bomb is to Z-drop.
Landing during links Z-air animation will cause him to be unable to move for 30 frames.
If Link's tether connects with a wall and he Lands on the ground while in his 313 animation, he will go into normal land. If Links tether connects with a wall and breaks it will cause him to go into Damadge Fall. He can interrupted it immediately with an aerial, wiggle out, and tech.
If Link's Z-air ends before he touches the ground he will go into a helpless fall state "fall special."
Link can only tether once while airborne, this means he must touch the ground again to regain his tether. Grabbing the Edge does not give Link his tether back.
Tech
Air Dodge Z-air
You can cancel air dodge with Z-air any time. Link's Air dodge last 50 Frames and can fast fall out of it on frame 32. Fast falling has a 3 frame buffer. Air dodging halves a characters aerial momentum, but Z-airing will return Links aerial drift back to normal.
Wall Tether Cancel
Standing close to a wall or steep incline will cause the tether to cancel on frame 10. If Link wall cancels his tether while in the air he will go into a helpless fall state (fall special.)
Tether Jump
By hookshoting a wall and pressing A/Z Link will do a jump. Link will also jump if he collides with a wall while he reals in his hook shot. This will not use His double jump.
Dodge Edge Grab
If Link Air dodges into the edge of a stage and uses his tether on the wall it will cancel the tether. This will put Link into a helpless fall state, but in that state he will instantly grab the edge
Wall Cancel Tether Jump
If Link air Dodges Upwards while right next to a wall and right after tether cancels, he will carry the upward velocity from the air dodge in a helpless fall state and can grab the edge.
Dangling
If Link tethers the side of the stage and allows himself to fall he will dangle from the side of the stage for roughly 3 seconds.
Tether Sweet Spot
If Link tethers the a grabbable edge on stage and reals in from a complete dangle, He will fly up and grab the edge.
Tether Teleport
Link's teleport is Link his sweet spot except you can snap the ledge almost as soon as the tether sweet spots the edge.
Sometimes when Link sweet spots his tether on the edge and reals in while still adjacent to the stage he will snap to the edge. IDK why this happens, but I'm working on it. Here is what i know.
From my understanding Link must be close enough to grab the edge prior to the tether braking for the instant edge grab.
There are two factored that play into the speed Link travels to the stage. The distance between Link and the stage and the time link is in his 313 animation. (tethered to the stage)
Link will move toward the stage faster when he is further from the stage. Link will also move toward the stage faster when you real in sooner. This is indicated by a little diamond that slowly moves downward thought links 313 animation.
There is also a small frame window that link can only tether sweet spot in. The problem is that that frame window changes depending on what stage your on. This is the result of the tethers ECB doing different things and different stages because all the stages are shaped differently.
Connecting the hook shot as high on the stage is "optimal" but not necessary and where it will sweet spot and where it won't will depend on the stage.
THE QUESTIONS.
What causes links tether to break prior to reaching the ledge?
Where all can link sweet spot on the stages and what are the frame Windows for each?
Edge/Teeter Cancel Z-air
If you Z-air near an edge you can land next to it and slide off by holding that direction or having your back toward it. If you slide on the edge and not hold forward while facing the edge he will teeter on the edge. Canceling the landing lag. You have to be facing the ledge to teeter cancel.
Consistent Edge Canceled Z-air
If Link uses his air dodge to position himself for the edge cancels and then uses his Z-air to improve his aerial mobility, Link can consistently perform edge canceled z-airs. This is especially noticeable from an edge hop. The set up: Edge Hop > Air Dodge in > Z-air > Drift Back, Edge Cancel, FF > edge grab.
Chain-Chaining
Chain-Chaining is when Link performs multiple edge canceled z-airs in a row. This is done by edge canceling the first z-air -> DJ -> air dodge forward -> retreating Z-air -> edge cancel.
Air Dodge Z-air Cancel
Completely worthless but possible. If Link jumps and air dodges of the first possible frame, then Z-airs quickly, he will land on the ground and be stuck if 30 frames of lag. Like wave dashing in place, but with three times the lag.
Glitches
Tether Slide
So recently I was playing around on yoshies island because it has inclines and I tethered one of the blocks. I realed in the tether right before landing and slid across the stage.
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Arrow!!!
To be added
- .Gifs and hit box images.
Total (no charge): 42
Total (min full charge): 84
Starts charging/Earliest release: 18
Arrow lasts: 60 frames
Charge time to full: 42
Full charge arrow can be shot on 60
--Upon Release--
Total: 25
Shoots: instantly
Arrow stays stuck in ground: 50
Total air time before disappearing (on release): 60
Frame 0 damage: 1% regardless of charge
KB angle: 70
KB growth: 50
Base KB: 8
Levels of charge damage
no charge: 5%
LVL 1: 6%
LVL 2: 7%
LVL 3: 8%
LVL 4: 9%
LVL 5: 10%
LVL 6: 11%
LVL 7: 12%
LVL 8: 13%
LVL 9: 14%
Full: 18%
Notes
Links Arrows have 10 different charge states excluding no charge. Link begins charging his arrows on frame 18 and reaches a new charge level every 4 frames until he is fully charged on frame 60. charging takes a total of 42 frames starting on frame 18.
Tech
Reverse Neutral B
If Link flicks his joy stick behind and allows his joy stick to reset to neutral and then presses B within 3 frames (i believe 3 frames) he will perform his Neutral B, but reversed.
Glitches
Arrow Strait Through
This isn't necessarily a glitch but whatever. Normally when an opponent is hit with an arrow it will disappear, but the arrow must deal 1% or more damage to do so. If Link shoots an opponent at point blank with a stale arrow then the arrow will go strait through them and fall on the ground. This is also funny because it only deals a fraction of damage. because the game doesn't display damage in fractions, sometimes the % won't go up despite being shot.
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