Thanks for watching everyone, let me know what you thought of the moveset! This video was made in collaboration with the VITURE One, the first and best XR device for playing Nintendo Switch games, including The Legend of Zelda: Tears of the Kingdom! This device unlocks a giant screen right in front of you, offering a game-changing, I'm-never-going-back experience for PC & console gamers alike. And after a year of pre-orders, these highly-anticipated XR Glasses are finally here! VITURE is offering special launch pricing to commemorate the occasion: for the XR Glasses, only $439; for the Mobile Dock, just $129; and combined with my code, it's less than $400 for the XR Glasses and around $500 if you want the whole bundle. Act fast and apply the code “MockRock” to get 10% off for your own VITURE One Glasses during the launch period: shop.viture.com/pages/launch?MockRock *Patreon:* www.patreon.com/mockrock *Second channel:* ruclips.net/user/mockrocktalk *Twitter:* twitter.com/MrMockRock *Twitch:* www.twitch.tv/mockrocktwitch *Teespring:* teespring.com/stores/mockrock *TimeBolt affiliate link* (excellent software I use to speed up editing on my videos, use code "MOCKROCK" for a discount): mockrock--timebolt.thrivecart.com/order-page/
@@TheGamersState Thanks so much for your interest! Yes shipping to the UK, please just select the country when entering the shipping address and you are good to go. Thank you! Hope you enjoy the glasses very soon!
I know this is a late comment but what are your opinions on the BOTW link mod for Rivals of Aether? Not the speed runner one, cause while that one is funny I want to focus on the more serious one. It’s a version of link (made by Muno I think) that kinda takes a really neat approach to the weapon degradation system, and would actually work in smash since we kind of already have a character with a resource management gimmick, heck we got three, Hero, Steve, and Robin
I know this would never happen, but I wish Nintendo changed one of Link’s taunts to him stretching, rolling his eyes, and saying “Gee, it sure is boring around here!”
Love the idea of "introduce an old Smash character now as if he was DLC." Please do this with me characters. I can't think of anyone more deserving than Link's greatest enemy, but I'm sure there's others too.
@@MirrorHall_Clay he can still be an all-rounder while having more complex things or things actually sourced from Mario games, especially when the "all rounder" Mario we have now has moves like a forward air thar spikes (very unconventional) and FLUDD
Ngl a whole series where you remake character move sets would be interesting to see, but it would also be more work than I can even fathom. Massive props to you for getting this video out, it’s incredible.
Gotta include WW Link doing the same next to him lol Actually there's a Rivals of Aether Toon Link that has a selfie taunt which makes funny pictures with the main cast and himself.
Between this and the new video PJiggles dropped today, I feel like I'm going to learn more about the Legend of Zelda franchise and the canonical abilities of its characters today than ever before.
You and Pjiggles releasing videos simillar in concept at the same time (hours apart on the same day) is really funny to me I cant wait to watch both and enjoy them. I love both of your guys’ videos (Your haircut looks cool btw)
link is one of the characters in smash that definitely has the most possibilities! considering he has 3 separate variations, i really wish they would use each one to expand on that a bit more instead of copying each other.
@@MrMockRock What’s the ideal change for you? Switch young link to a Majoras mask style, Link to something like this, and leave toon link to be like current link?
@@Warpbox Something like this, yes, although I'd still want a few more moves on Toon Link that represent his games, and to make him a bit less zoning-focused
I think going about the alts like how Sora handles it could also work. One base model, but different outfits for different games. Would also fix the issue of different dominant hands, heights, and the arm.
I can definitely admire this, a lot of effort clearly went into this, and it does seem like an incredibly interesting moveset for someone more experienced with Smash to mess around with, but I do have two big criticisms 1: You mentioned yourself that it's pretty important for Link to be able to picked up and played by anyone, but I don't think this moveset necessarily accomplishes that. It's mostly Fuse and Neutral Special, these are undoubtedly very cool and fun mechanics but they seem pretty unintuitive compared to other characters. Even aside from the sheer amount of stuff crammed into neutral special, I can imagine casuals constantly misinputting a directional special when they want neutral special and vice versa. (If we're doing a neutral special like this in the first place, I think doing it closer to old smash flash 2 Mega Man's weapon change would work be more intuitive (hold neutral special to bring up a menu like it/shulk dial, select weapon, and then simply pressing neutral special fires weapon), but I don't think this much stuff in one button at once is a casual friendly idea in the first place). Bomb can just go back to down special, Boomerang is probably most closely associated with Wind Waker by now anyway (totk even brings back the WW Boomerang via amiibo), and fire rod just kinda becomes an unfortunate loss. I also think some of the alternate weapon moves could pretty easily throw people off a bit from what they would expect, namely whip, ball and chain, and halberd, but that isn't nearly as big of an issue 2: I think a handful of these references are a bit too much of deep cuts, namely the aforementioned dtilt, uair, fsmash, and also especially the canes/cape. I do think these kinda just come off as moves that are references solely for the sake of being references. An fsmash on a sword character not being a simple strong sword slash feels pretty awkward, and the others just feel way too out of left field. I personally feel like going with more generic moves in these slots would probably work for the best. Also as an aside, I feel like Revali's Gale makes way more sense for an Up Special than this weird mixture of Ascend and the alttp cane (and if it really has to be ascend to cram totk in there after fuse gets cut, then just replace the cane with the floating zonai platforms)
I’m so happy you addressed the point of “I could have gone way overboard with this character, but then it wouldn’t feel like smash” that people seem to ignore when making new movesets for existing characters. Don’t get me wrong, there are absolutely characters that deserve updated movesets, but the last thing I want for smash is for every character to become a Steve or a Kazuya. I don’t want to feel like I’m playing a completely different game every time I swap characters. Personally, this version of Link is a bit overwhelming for me (Fuse itself sounds like a lot to take in and the claw shot grab didn’t help at all). But I’m glad a point was made about “people should be able to play this character without spending dozens of hours understanding their moves” Additionally, I find the f-tilt and fair incredibly out of place. Links doing all kind of insane movements for all his others moves and here he’s doing a very stiff stab. F-tilt can probably stay as is, but fair I think should be swapped for something else. Great video, I can tell you have a lot of love for the Zelda games, but these sorts of videos just make me worried about the next smash game. Hearing you address the point of wanting to still feel like you’re playing smash is very refreshing.
Finally got the time to actually watch through the whole thing, wanted to share some thoughts while boosting the algorithm a bit more. I'm a huge proponent in deciding to favor moving forward over sticking with tradition when it comes to fighting games, and it's such a breath of fresh air to see a moveset for an established character like Link throw off the shackles of his old design and embrace how much his series has grown. This video is a phenomenal showcase of how much further these characters could grow if some more creative freedom was injected into the older designs, I REALLY hope that sort of mentality is taken on in the series future. The way Fuse is implemented is unironically brilliant, it does SO much in embodying those sort of "Aha!" moments in Zelda where you discover the solution to a puzzle, or a new functionality between different items and enemies. Same can be said with the clawshot interaction with items, you're an absolute madman for coming up with that, it's one of the best ideas for a Smash Brothers mechanic in general I've ever heard, that sounds like so much fun to use in a platform fighter. I've seen some criticisms of it in others comments, so I just wanted to throw out some validation that Link pulling out random weapons all the time is not only absolutely justified, it outright fits his character better than just sticking with a sword and shield all the time. Link is right up there with the likes of Villager and Steve when it comes to pulling random bullshit out of nowhere and throwing it at his enemies, you could've gone even further and it'd still fit his character and series flawlessly. Also would plant a flag against any criticism of this being overcomplicated. I feel like the playerbase has this mentality that someone has to understand every single little detail of the character they are playing, which just... isn't true? Like, at all? Kazuya has more moves than any other character, but even the most casual of players can have fun with him because his basic tools for success are inherently simple and feel good to use! Same can be said here, the skill ceiling for this Link is super high but a casual player could still have plenty of fun fusing bombs to everything or just spamming the fire rod. And Link SHOULD have a high skill ceiling, there's so much depth to his games these days! And then for the video itself, presentation is some of the best, if not the best across Smash content creators. I know that's normal for this channel but it's worth repeating. Especially love having a little sidebar listing all the traits a move has so the viewer can always reference what the 'complete' move is as it's being explained, definitely stealing that lol. Overall it's frankly just the best moveset pitch I've ever seen for a Smash character. Perfectly explained, editing was flawless, and it's an easy S-Tier level design. Really hope this video performs well enough to justify making more, I'd love to see your takes on other veterans. Do have a question though: With how much you spoke about having to scrap various elements to fit in with the framework of Smash Ultimate, I'm curious if that might have changed if this was being designed for an entirely new Smash Brothers game? And if so if there's any areas you'd like to expand if, say, a reboot resets the roster with a few extra mechanics? Custom moves allowing for more item pulls, a super meter to inject some crazier abilities from the Zelda series, that sort of thing.
Appreciate it! Personally, I think this Link is pushed about as far as I'd probably want him to be unless the entire complexity floor of the game was raised in the future, I think giving him batteries, a magic meter, etc. is probably a bit much. I'd 100% be onboard with custom moves returning though, and my absolute ideal world would even be full moveset swaps for characters (think Classic Link and Modern Link). That's a total pipe dream and is never happening lol, but I'd love it
The way you implemented Fuse is extremely cool. It's like a modern take on Kirby's Inhale, where he gets to sample a little bit of every character and spice up each matchup
I think it could be fun if link could tether to the ground, but it has to be from the air and at a harsh angle to ensure its not accidental as it will cause him to crash into the ground with decent lag. So will be kind alike an easter egg but could see rare use like a spacie using up special directly downwards
Videos like these make life harder because it reminds me just how much the Zelda series has for potential representation in Smash, and just how... LITTLE there actually is. Frankly, for a future Smash game, I don't want a larger roster or anything huge, I want a more focused roster where everyone feels like "DLC", and this really brings home just how cool any of the Links COULD be Having his jab be a shield parry is a really cool idea, that was always one of the most satisfying elements of combat for me. It's a real skill curve without being broken. And the adventure pouch for a neutral special is a really great idea and fits with his character really well. I feel like, if you wanted him to be even more simple, replacing Fuse with some other ability could work, but despite its complexity, I feel like it's somehow really fitting to the series as a whole, focusing so much more on "environmental" adaptation and thinking There's a lot of really good ideas in this video, and it really really makes me want to see at least SOMETHING new for the Links in any new game we get. Frankly, most of the veterans are in desperate need of something new, but it was always so much more the case for the Zelda cast, and it's a treat to hear these types of ideas proposed in such an easy to digest manner. If you do this for Toon Link and/or Young Link, I'd love to watch! Great video
Thanks! I may do at least other Zelda characters down the road now that I've spent weeks getting the format templating in place, but ngl, getting this video done in the time period I had took a lot out of me lol, I don't think I'll take a crack at it immediately. As for Fuse: you could remove it, but in my particular case his entire kit would look _radically_ different without it. So much of the decision making, whether we're talking about which normals are arcs vs. stabs, or Adventure Pouch being for his Fuse materials, or having a mix of very fast and very strong moves, were informed by the Fuse system. It's what I think is the most interesting part of Tears of the Kingdom from a Smash perspective and the first thing I added, so he's designed pretty heavily around trying to make it functional.
I really like the fuse concept and how it interacts with all his normals, especially the knockback changes. The hookshot is incredible too, I love the idea of pulling yourself around and anything that justifies more item play is a W. I think the real key in making a good character, though, is being able to show some restraint. I think specifically the pouch of many things is where your design falls apart a little. You're basically doubling the number of specials on a character who already has 2 unique mechanics in fuse and to a lesser degree the hookshot. I think the character would feel way more cohesive if you made neutral special function like turnip pull or pacman's neutral special, and you could add existing zelda items like the gust bellows or a cuckoo to the pool. Bow would feel weird with either of those, so maybe it gets separated and the big slash goes? I'm not sure there, the bow is so core to the character and mechanically he probably needs a big smack for a special. It's tough because fuse as you've presented it is so interesting, but I think the rest of the specials really need to be trimmed down for anyone to make sense of it while they're playing. I think you should take some inspiration from earlier DLC characters, specifically Joker. He's regarded as one of the most faithful representations of a character but he only has 1 unique mechanic in Arsene, and a small handful of spells for specials. He's relatively simplistic otherwise but doesn't lack depth in any category. They could've pulled more personas or party member interactions into his moveset, but they didn't and Joker doesn't feel any worse off because of it. I think if you want a complicated or expansive core mechanic on a character other things need to be simple to compensate, see hero's expansive spell selection but relatively vanilla moveset and other specials. On the other side of the spectrum look to Kazuya or Steve: even if you tweak the numbers to balance them their moves have so many different and varying properties I think it's gonna be a mess regardless.
Yeah the neutral special is the roughest part to me too. While it’s true there are characters who do similar things (like Hero), and while this isn’t the most egregious example, “press the special button then press another input to select from multiple distinct special moves” is like, a calling card of a fan-moveset that is more concerned with references than flow in a fighting game. I still remember Mega Man & Sora’s old movesets in Super Smash Flash, where they crammed a bunch of moves into neutral special and had down special change which move they pulled. Or all the fan-made movesets for Mario & Kirby because their smash versions “don’t use enough power-ups”. My suggestion? Neutral special is bomb, forward special is bow, back special is boomerang, up special is jump slash (with its arc probably changed to be more vertical, though it’s not so bad if his vertical recovery is lacking considering he has a glide), cut ascend. That to me feels way less awkward to use on a fighting game character, while still having a ton of options for weird item play & mobility.
I would really like this series to continue, as redesigning pre-existing characters is very interesting to me. My choice for the next episode would be Samus, because I think that this design is the one that hurts the series it’s representing the most.
One of my favorite Smash RUclipsrs, and looking back, I'm surprised you've never really done a moveset idea video before. Please consider doing more, I loved this one! My only alterations would be a costume where Link has pink hair and maybe for your Side Tilt, when Link is at 0% he could shoot an 8 bit projectile sword straight forward that looks like the sword from Zelda NES! Great video!
Dear God this sounds amazing and super fun. I can already imagine ascending, throwing a boomerang, grabbing it with the hook shot, and jump thrusting back to the stage. And the Final Smash is GENIUS!!! Especially considering we got similar ones with MegaMan and Hero. Good video
Considering how TOTK has weapons and outfits from older heroes scattered across the map, it doesn't feel out of place for TOTK Link to be pulling out weapons and equipment from previous games.
I would be sad if his classic kit as it was just disappeared, but the variety of Links we have really opens up for experimentation and I'd love to see this implemented. I also really appreciate keeping the pogo sword, I really would miss it.
Easily the most effort and care I’ve ever seen from this kind of concept, from the actual moveset concept to the visuals and thought behind stuff like alts and the final smash. Great video!
This is easily your most well crafted Smash video yet. I’m not even a Zelda fan and I still vastly enjoyed hearing your ideas; I could feel your passion. If you’re considering doing this concept with other characters, I’d love to see a video on Kirby or Samus.
I love this. You’ve approached this in a way I think a lot of people either wouldn’t or are somewhat hesitant to. I’d love to see your concepts for other unique character designs, newcomers and veterans.
Ok so while I like some of the ideas here, overall it just feels excessively complicated and full of "fan-movesetisms." Neutral Special pulling up a wheel with four other specials is an idea I have seen on all kinds of other character redesigns - Mario, Steve, Kirby - and they usually serve to overcomplicate a character. I get that this Link is designed around feeling like a DLC reinterpretation of himself, but in this case even DLC characters don't haphazardly throw multiple moves into a special slot. Steve and Hero being exceptions. However, when it comes to Steve all three of his Neutral Inputs are designed to link together (no pun intended), and Hero is intentionally designed to be janky. Link, meanwhile, should have some amount of simplicity to them, and even the scorched earth mindset you came into this moveset with shouldn't ignore the fact that Link does a lot of things right, and you change a lot just for the sake of changing. For example, the Smash Attacks, specifically Up Smash and Forward Smash (Down Smash is fine). Does Link really need to pull out random weapons for these attacks? For a cohesive visual scheme throughout a set, making it so that he pulls out random weapons with completely different archetypes for single attacks is a wrinkle in a gameplan, a puzzle piece that doesn't quite fit in. Why should Link be maintaining such excessive range as the spear provides him? Why should he have the attributes of the Up Smash for just that one attack? Gameplans don't work when each of his attacks have their own gameplan. The only attack here that really allows for any sort of synergy across attacks is the Down Special, which sounds really cool actually good job. Whereas you overcomplicate the Neutral Special, you seriously hurt the Side Special. It is so simple it barely feels like a Special anymore, seemingly to make up for the overcomplexity in other places, I would trade off complexity on the Neutral Special to make it more cohesive for a fun Side Special any day. Overall, this Link doesn't feel like how Link would actually play. It feels like Byleth 2.0 with some extremely overdone specials which lead to complexity without synergy, loosely tied together through 1 well done special.
See, I expected to get some comments like this, but personally, I'm not an advocate that a Smash character needs an enormous amount of synergy across an entire moveset. I actually like when they do, and if this was purely my dream interpretation of Link I'd have even added more, but this isn't Rivals of Aether and I wanted to avoid trying to force him into that kind of mold. The way Fuse works actually encourages his base moves to be a bit more diverse as well so that he has more ways to utilize each fusion. Design philosophy is obviously an extremely personal thing and I don't really think there's a "correct" Smash interpretation anymore (in the older games moreso), but even among modern characters you don't necessarily see their _entire_ movesets designed in a cohesive way. As for some of your specific points: *Why the up and forward smash?* Because forward smash gives Link an insane, over-the-top way to abuse the range of Fuse, at the cost of being risky. I knew I wanted a move like that on his kit. Meanwhile, up tilt is intentionally pushed because ground moves are one of Link's strengths, and because he doesn't need a second anti-air, and is supposed to have mediocre out-of-shield options, it leaves room to do something else, so slow and strong makes sense. Forward smash with a spear is the logical choice for the long-range move, and with an open slot for up smash, a 2-hander slots in naturally, creating some cohesion in the smashes (each of which use a different weapon class from TotK) while capturing the essence of the different styles: spears are long-ranged but weak, 2-handers are slow but strong, 1-handers are versatile but smaller. I'm actually a bit surprised to hear you bring up pulling out different weapons as a criticism; from my perspective, people would absolutely expect a Link modeled after Tears of the Kingdom in any serious capacity to be using multiple weapons and I actually considered the amount of attacks that still use the Master Sword to be a bit on the conservative side. *Neutral Special:* I get this one to an extent and it's one I deliberated on for awhile, but this was informed largely by the Fuse system. Bow/boomerang/bomb are what I'd call indispensable tools that have to be represented, and I also wanted some kind of elemental ability to allow for bomb interactions. These could still be assigned to different specials, but not _all_ of his specials unless I wanted to do something different with up special (which I'm happy with and was informed by his other aerial abilities), so I decided to contain his self-generating Fuse materials into a single pouch. I don't think this is an especially bizarre or unintuitive idea tbh. *Side Special:* Again, I'm a bit surprised to hear this criticized as "too simple" considering I was actually a bit worried about the opposite. The fact that it has a grounded and aerial variant, can be charged, and is a hit grab with 2 outcomes makes it busier than quite a few side special burst options in the game. Even purely looking at the DLC characters, I'd argue it's got more going on with it than Banjo, Byleth, Mythra, Kazuya, and arguably Terry or Sora depending on how much you want to read into their other moves. It's also informed by Link's other design considerations, namely sluggish ground movement and precise aerials, which are important weaknesses. The Jump Strike allows Link to try and plug those gaps up with a grounded burst movement option and persistent aerial hitbox, but in a way that still makes him inferior in these areas relative to other characters, just in a different way at the time the slow and laggy move is used. Fuse factors in here as well, as I think multiple approaches to the same task (air-to-airing with fair vs. Jump Strike for example) can be optimized differently depending on the fusion and matchup, and this raises his skill ceiling. *Changing things for the sake of changing things:* I think you're misinterpreting the concept of the video a bit here. I know there are things the current Link does well (he's actually one of my most-played characters in Ultimate), but that's irrelevant; I'm not "changing things for the sake of changing things," the premise of this video is that there's nothing to change, Link doesn't exist. I brought up occasional comparisons to his existing moveset for the sake of illustrating how the new one functions, but I intentionally avoided talking about the implications of, for example, removing his kick nair, currently one of his best moves, because how the new one stacks up to it in terms of design and balance isn't part of the video's premise. This comment isn't meant to be aggressive because you're welcome to criticize the moveset, that's part of the fun, and you won't be the only person making some of these points (I'm choosing to respond in length to this one as kind of a template). That said, you've brought up mostly things that I'd already considered, and largely disagree with.
@@MrMockRock Thank you for responding! I apologize for any perceived aggression on my part too. I tend to be critical of these types of redesigns on account of seeing a lot of them like it which do similar things to greater extents (Things like Mario's Neutral Special being an item box). I think knowing more about the philosophy behind things helps, and I'll agree to disagree on some other moveset philosophy stuff.
i think that this moveset is really well designed, could have been infinitely worse and this is THE best way to implement his new abilities which are LITERALLY SELECTED FROM A WHEEL
No worries, no offense taken! I get your point, I know the kind of thing you're talking about and going too far in that direction was something I was very conscious of throughout the entire process. A couple of things justified it for me though: a) This is Link, a character whose series identity is intrinsically tied to a large and diverse arsenal b) As I said in the intro, this video would be really boring without at least a few risks taken. You said down smash is fine, and yeah, of course it is lmao, it's the safest pick in the world. It's good to have stuff like that, but a moveset full of all down smashes, especially reinterpreting an existing character as DLC and _especially_ interpreting this particular character as DLC, I don't think would be super compelling.
First of all, thank you for the effort going into creating silhouettes for all the moves. That's a HUGE difference compared to most posts/videos trying to design a Smash Bros moveset, and it does a lot to 'visualize' the move in ways verbal description never would. A few of the suggestions feel a bit "overdesigned" for me, like an Iron Boots throw or lingering nair properties when landing. That's ultimately just coming from my fairly 'conservative' preferences for Smash movesets, and the core idea of a fusion-based moveset sounds really exciting and feels like it would still exist within the 'rules' of the Smash universe. The wildest usage-case I can think of would be fusing the Villager's Tree to weapons! It'd be busted but funny enough and situational enough to not worry about. Maybe the Sonic spring (up-B) would cause some crazy knockback scenarios.
i think this type of video will be great, as it can bring a lot of what people feel like misrepresented characters, like sonic, kirby, ganon, and as you've shown, link, to what could be a true feeling of "playing the character"
Personally I like Kirby in smash, obviously he could use buffs, but he's pretty good canonically. Maybe a few of his moves that are just punching could be replaced with copy abilities, but his specials are great, his primary gimmick is handled really well, and he does really feel like he did in his game, just in smash bros
@@apersonwhomayormaynotexist9868 I've played forgotten land, triple deluxe, Dreamland 3, and let me tell you there is rarely a time when I was playing Kirby and said "this is exactly how he'd play in smash"
I'd love to see more of these kinds of videos from you. You're editing style and presentation really set you apart from a lot of the other moveset theory crafting videos out there.
Wow. I absolutely loved this video! Exploring the depth of what a fighting game character can do is so interesting. I really wish you had access to the tools to make MockRock Mods, where eventually the whole cast of smash has your version. That'd be the dream!
I have absolutely loved your content for a while now, but this is hands down the most amazing thing you've made! Not only does this Link sound like an absolute BLAST to play, but it's such a thoroughly well understood exploration of Link throughout all of the decades and it incorporates so much of the entirety of the Zelda series that I'm honestly blown away! .....and while I am certain this took you a long time, I can't say that I wouldn't welcome an entire series of these, particularly focused on characters that could use a complete overhaul *cough*Ganondorf*cough* :D
I love how much heart you put into this design. It could be interesting to see in the rivals of aether workshop (RoA doesn't have grabs but I'm sure there are ways to incorporate the zair)
Great video as always! I think an interesting idea for Links up throw would be for him to throw his opponent up in the air then throw an item up at them like he can in Tears of the Kingdom. This could either be a random strong item from the Zelda series (doesn’t matter which) or he could throw the item/projectile which he currently has fused. Maybe he could even use any of the items from his neutral special, which he could choose between by inputting the same direction you need to get the item wanted when using neutral special (after inputting the up throw first.)
My only worry is that the very real concern that the aerial tether grab would be excessively opressive, both used on projectiles not spawned by link, and on opponents.
Clearly a lot of thought was put into this! I like how you were able to create a layered moveset with tons of experimental potential without making it too complex by way of streamlining it through specific moves. "Fuse" alone makes even Link's simplest moves into versatile tools for both creative combos and kill setups! Excellent work overall.
Excellent video MockRock, really well thought out! We're glad our XR Glasses & Mobile Dock are helping you get more out of your Switch and helping you get the full Tears of the Kingdom (both at home AND on the go this summer!). Maybe we'll see your version of Link in Smash on VITURE One someday? 😎
I've loved your videos and concepts for a while, and your earlier stuff got me on board with really wanting a redesigned Ganon. Now you have me really wishing I could play this concept for Link. I don't see it ever being my main, but it's such an interesting concept that would be fun to experiment with.
Cool moveset idea! I really like how you used moves from different games, even though I love TOTK and BOTW link the most. I don't agree with everything in this video (as to be expected with a complicated moveset change) but its cool! I really hope other old characters get reworks like you suggest here (Jigglypuff, DK and especially Kirby come to mind), although maybe a bit simpler. I bet this video took a while to make, but its great! Love the content man!
I think you did a great job with this, even though I personally would hate to see this implemented. Even despite the disclaimers at the start of the video, barring Kazuya, I think this would probably be the single most complicated moveset in the Ultimate roster, and it wouldn't even be close. Something in particular that I really hate to see, both in Ultimate and in fan-made movesets, is this trend where characters will abruptly change the weapon that they're wielding just to perform a certain attack, like what you suggested with the down tilt and up smash. Even though they may be more inspired, to me, it makes the kit feel less cohesive and more hodge-podge, y'know? Additionally, the Adventure Pouch concept kind of just feels like you wanted to give Link more special moves and had to find a roundabout way to fit it all in, which can make things feel bloated. I can't imagine it feeling like Link, the Hero of Hyrule, fighting, I think it would just feel like Link pulling out a dozen and a half different random tools he's had throughout the years. There's something to be said for this because a lot of Zelda puzzle gameplay is using different a variety of different tools to get the job done, but I don't really think that translates well to a core fighting style. I think it's easy to think that your ideas are simpler than they really are because they all make perfect sense in your head, but they may not be as simple as you thought to the viewer/player. I think that what sets Smash apart from other fighting games is its relative simplicity, which is why I'm not really a huge fan of the trend Smash is heading in of more and more complex and convoluted movesets. There are certainly many people who enjoy this design philosophy so this moveset you've made would certainly appeal to those people, but to me, this is the exact kind of thing I really don't want to see from the Smash series moving forward. I hope this doesn't come off as too mean-spirited, I'm just giving my two cents is all.
Not mean-spirited at all, I wouldn't put this on the internet if I didn't expect people to criticize it haha. To go over a few of your points: -I can understand not wanting characters to constantly be pulling out different weapons, but Link's a bit of an unusual case; his series is largely defined by building his arsenal and I think if he was released as a modern DLC character and still only used his sword and a couple projectiles, a lot of people would be pretty disappointed. -This is something I should've been clearer about in the video because other people have mentioned it as well: the Adventure Pouch is where Link's Fuse material comes from. That's why it's been assigned to one special. On top of that, bow/boomerang/bomb can no longer be represented by the two remaining specials, and a fire attack was one I felt important to include as well. Under those circumstances, folding the projectiles into a single slot made sense to me. Keep in mind, Link's total projectile count is only either 1 more or 1 less than he currently has (depending on whether you want to include his fsmash beam or arrow in hand, both of which he lost). His new specials don't overlap in functionality with the Adventure Pouch in any way. -There are basically three complicated moves in this kit: Adventure Pouch, Fuse, and the Clawshots. Apart from a couple quirks, most of the rest of his kit is relatively straightforward, and I personally don't think that any of these are so outrageous that their functionality would take seeing more than once or twice to get a grasp on. Fuse material possibilities would take awhile to fully build knowledge of, yes, but that's deliberate, it makes experimenting with different matchups similar to something like Kirby's hats. -You don't want the series going in this direction: Oh yeah that's completely fine lol. I'm not married to this _exact_ concept for Link by any means, but personally I would prefer to see some Smash characters shaken up (especially because as I said, Toon Link is there to hold down the fort). If you wouldn't, that's no problem for me, it's entirely personal preference.
I like the idea of pulling weapons and techniques from various different incarnations of Link to make something more akin to a Smash original. However, I feel with the way you described how the Clawshot grab functions, it would actually fit better as the side special. As it stands, it’s no different from another attack, and while I’m all for giving Link unique traits, I think the universal grab should stay a grab. Give it more use cases outside of that, and you’ll eventually have to deliberate on retroactively programming the other tether grabs to act in a similar way so that other characters wouldn’t get left behind, and at that point, it defeats the purpose of the universal grab. -As the side special, the Double Clawshot will send a grab forward that will transition into the kick attack you described if it connects. Holding the B button on the ground will let Link alter his Clawshot angle. Performing Clawshot in the air will cause it to shoot straight forward, where it can stick into any vertical surface like Sephiroth’s Fair. If the Clawshot ends up touching an item, it will pull the item back to Link for him to hold like with Joker’s Grappling Hook. We can keep the Stasis thing if you want, but I think having Link be able to recover from every stray projectile has the potential to be very obnoxious to balance. -For Link’s regular grab, I would make it stay the same as it is now in Ultimate, but make him wear a Power Glove on the hand he uses to grab the opponent. Pragmatically, it saves time for Link from having to quickly put away his Clawshots and then put on Power Gloves for his Forward Throw, or having to pull out his sword for his Back and Up throws after pummeling his opponent with his other hand that’s holding another Clawshot. -I would move the Jump Strike to dash attack, keeping it in line with what it’s like in Ultimate. Meanwhile, the new dash attack you proposed would be moved to Young Link. I know you’re not taking spin off games into account, but Young Link does utilize the Pegasus Boots for one of his attacks in Hyrule Warriors, and I think having the smaller and nimbler of the Links using the Pegasus Boots makes more sense from a gameplay perspective.
So there's some interesting stuff here, but not that I'd personally implement: I actually did consider giving the Clawshots to side special, but this gives Link both a normal fast grab _and_ a long-ranged angleable grab, which might be a bit much. The ability to move around by grappling onto his items is also a pretty important ability for my take on Link, if he didn't have it he'd need to be buffed pretty substantially in other areas since it's a big reason he has weak aerials. I actually kind of hate the Jump Strike on dash attack lol, it's basically just another smash attack that doesn't serve much purpose. Say what you will about this incarnation of Link, but the Knight's Halberd and the Dash Attack are inarguably differentiated a lot more from each other. The idea of giving Young Link the Pegasus Boots just isn't really compatible with how I approached this. Like you acknowledged, while Hyrule Warriors has a LOT of cool source material to pull from that I'd love to see utilized (on Sheik or Impa in particular), I couldn't even fit in every canonical ability I wanted, so spinoffs are 100% off the table. If I were to ever remake Young Link the same principle would apply.
I think Link having two grabs can be balanced out by how each one provides different utility. Clawshot helps Link whiff punish, adjust his positioning, and reinforce his strong ground game to offset his weak aerials, but the reward for landing it won’t be as great since the follow up is just a simple kick. This would incentivize people to try going for Link’s regular grab, which could have better throw follow ups. Really, it’s just the idea of a universal grab having so much utility that bothers me, but it’s assuming that every other character who has a tether grab in this hypothetical new Smash game doesn’t also have some sort of gimmick. If we’re anticipating a character like Link to be the first character most people will pick for his recognizability, then those new players will be in for a major shock right off the bat when they see how different Link’s grab is from other tether grab characters, much less other characters in general.
I'd love to see this type of video with Ganondorf, Samus, Kirby and Sonic among a few others but I totally understand that each of these videos take an immense amount of work. I just really enjoyed this one lol.
I love both you and pjiggles. However your ideas are always more out there and unique. I love the content and this video like all the others are bangers. Btw if I could ask a stupid question could we ever see a totk retrospective?
Retrospective? No idea, how much time needs to pass before it's no longer a review lol A review? Yes actually, I'm fairly sure I want to make that at this point
@@MrMockRock I’d love to see both your review and retrospective. I loved the breath of the wild one. Love the content man can’t wait to see what you do next, I’d personally love some totk content.
Some alternative taunts ideas. Having link stuff a couple apples into his mouth. (somewhat akin to how it’s portrayed in age of calamity) Link holding up the master sword with the triforce of courage shining on his hand. Link pulls out the sheika slate (or Pura pad) and takes a quick selfie. Link does the iconic chest animation ending pose whilst holding a random item from the franchise (a rupee, a triforce piece, a piece of heart, other) Link catches a fairy and puts it in a bottle (kind of a reverse of the similar one from young Link) Link inspects his Zonai arm (akin to the same animation in totk)
Amazing work on this! I really hope the bountiful variety of ideas people have been putting out more recently see some execution if/when the next game comes around. Please, Sakurai, let Samus be an awesome bounty hunter like in Metroid and not a lame (charge shot) camper...
Honestly, I think what the next Smash game should do is work to create better generic movesets for its legacy characters that will more closely resemble their modern incarnations. For a character like Link, for instance, his new moveset _would_ reflect modern Zelda titles such as BOTW and TOTK, but none of the specific abilities that are exclusive to those games beyond a few exceptions. That means no fuse, no ascend, no cryonis, stasis, or remote bombs (well, at least not as huge focuses). Now, an ability like Fuse _could_ be used for something like adding bombs, fire chu jelly, or ice chu jelly to arrows with directional inputs, but the move will still mostly reflect the core mechanic of bow and arrow usage. Likewise, Link's up special could utilize Revali's Gale, but it's still mostly representative of gliding, a core mechanic that will likely be carried over into future titles. In that case, I think that Link's new kit would place a focus on multiple weapons beyond the Master Sword, shield bashes/perfect dodging, and perhaps even a weapon degradation mechanic on certain moves that works somewhat akin to Robin's Tomes. This would not only accomplish the job of bringing Link back up to date with a fresh moveset, but ensure that that moveset doesn't need to be massively updated with future entries just to keep in line with new Zelda releases.
Ay both you and PJiggles made a video on the Zelda characters and their movesets. Is this a collaboration smashtubers are doing cause if so I'm down since a new moveset for these guy would be AMAZING!!!
Late to the party Can this… just be a thing? I would play the hell out of this Link. Also, I’m very much down with you doing more moveset creation videos. I could see you reworking other Smash characters or giving ideas for putting new characters in Smash.
The Zelda series representation in Smash is surprisingly disappointing. So many reps and potential movesets and we're still stuck with half of their roster being semi-clones that no longer rep their series super well and all other playable candidates being stuck as assist trophies.
Impressive work! I think I agree with other comments about this moveset being a bit messy/"fangame-y" in places, but it's clear you've kept that in mind and didn't go TOO crazy, and there are still a lot of fun ideas in here, like Fuse and Jump Strike. The new throws in particular are actually perfect, and now I'm kinda sad that they aren't official haha! How did you make the attack pose silhouettes? They look very clean and readable, and fit your channel aesthetic super well.
Appreciate it! Poses were originally made in Blender, then brought into Photoshop for touchups/colour/Diffuse/Displace, finalized in Premiere Pro using a couple automated Roughen Edges layers for ink bleed
good vid! i'd like to see more of these, but i understand if they're infrequent. if you want an easier time with the next one, i'd probably go with kirby, cause you could probably come up with about five different complete movesets for him after looking at a half-hour of gameplay
Great idea for a video! Treating classic characters as though they're DLC! And i can't think of a better one to start with than Link! You did a great job with this, and while there was obviously a ton of work that went into it, I do hope you consider making more of these.
This is a moveset video that’s detailed enough to pass as a convincing mod reveal/overview, I feel like with how far SSBU modding has come someone might try to make this moveset reality! (Except maybe for Fuse, that sounds like such an insane mechanic)
the implementation of fuse is just about the coolest idea for a characters's kit I've ever seen in the community. I want a gordo shield jab right the fuck now.
"We'll be treating him as if he was a DLC character" "His jab has a reflect" Yeeeep that checks out lmao (halfway through but great vid so far, tempted to say 'as usual' but the production value on this one is particularly great!)
A cool interaction based on an actual fusion, landing with the neutral air when a bomb is fused to your shield could behave like it does ingame by launching link in the air with no damage while detonating the bomb damaging anybody in its usual range.
I’m personally a little mixed on this moveset. I don’t doubt that this would be a fun character to play and have crazy amount of depth, and I do concede that this better represents the variety of the series, but I feel like it adds so many things that from so many games that it feels aesthetically busy. Namely the normals feel like they’re stretched over way too many weapon types when link’s versatility is already demonstrated by neutral special alone. Still, I think this is a fun and detailed “what if” concept that would be really cool to see be realized in a rivals of aether mod or the like.
I only realised recently how much i agree with your general game design philosophy, makes your videos really digestible for me specifically and keeps me coming back
Link was my #1 character in Smash 4, but the loss of his hookshot grab and addition of remote bombs was enough to make me feel like I didn't know the character anymore. But this brand-new moveset is so cool and interesting that I'd probably enjoy learning him all over again! Very nice work. The silhouettes for each move are a really great touch.
In my opinion, we need 3 different Links in Smash (since he's the hero of time, it's actually accurate to have multiple versions of himself). Link, the universal one (Hero of Legend): Blonde hair, peter-pan inspired design. He should just have Young Link's moveset, but be a bit larger, but equally quick and nimble. Toon Link, for being a very beloved design, with a moveset of his 3 games. Champion Link, with a TotK moveset.
I really, really love this. I've mained Link since Melee, and this would be SO much more faithful to the character, and probably a lot more interesting and fun. I especially love the Fuse and Shield Bash abilities. I assume if you continue this series you won't want to do another LoZ character so soon, but I'd love to see how you'd update Ganondorf!
I personally would prefer Breath of the Wild/Tears of the Kingdom Link to be his own character. Those two games (especially Breath of the Wild) have been HUGELY impactful on the franchise, as well as the gaming industry as a whole. There's so much to work with using those two games alone that it deserves its own dedicated character. Young Link and Toon Link should split the work of representing the rest of the franchise (since many Link incarnations are children already anyway), or if absolutely necessary, have Adult Link as well (though we really don't need 4 different Links in Smash).
This is totally valid and given the amount of stuff I wanted to include but couldn't, I'd be onboard with it, but for this video I had to work within Smash's existing framework
I like it. But I change a couple things. Up special would have to be revali gail into paraglider. I also think it would be much more simpler to have link pull out a random item and hold it in his hand for neutral special. Yes it's RNG but it's also much simpler. It's either a boomerang or arrow. All of which are thrown weapons . And if it's arrow, you could press neutral special again to pull out the bow and fire it. Otherwise you use what you get. This would be very similar to what BOTW and TOTK are trying to do in that you have to use the resources given to you to win. I would also probably make side special a Parry counter
If you want to try this again, I'd love to see what you could do with kirby, also a lot of potential, while like 2/3 of his actual moveset are just kicks
Thanks for watching everyone, let me know what you thought of the moveset! This video was made in collaboration with the VITURE One, the first and best XR device for playing Nintendo Switch games, including The Legend of Zelda: Tears of the Kingdom! This device unlocks a giant screen right in front of you, offering a game-changing, I'm-never-going-back experience for PC & console gamers alike. And after a year of pre-orders, these highly-anticipated XR Glasses are finally here! VITURE is offering special launch pricing to commemorate the occasion: for the XR Glasses, only $439; for the Mobile Dock, just $129; and combined with my code, it's less than $400 for the XR Glasses and around $500 if you want the whole bundle. Act fast and apply the code “MockRock” to get 10% off for your own VITURE One Glasses during the launch period: shop.viture.com/pages/launch?MockRock
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I wanted to buy this but I can't find a UK option. Is it US only?
@@TheGamersState That's not info I have sorry to say, you'd have to contact their support team or maybe reach out on Twitter: twitter.com/getviture
I'm happy you are still able to find topics to talk about this late in the game
@@TheGamersState Thanks so much for your interest! Yes shipping to the UK, please just select the country when entering the shipping address and you are good to go. Thank you! Hope you enjoy the glasses very soon!
I know this is a late comment but what are your opinions on the BOTW link mod for Rivals of Aether?
Not the speed runner one, cause while that one is funny I want to focus on the more serious one.
It’s a version of link (made by Muno I think) that kinda takes a really neat approach to the weapon degradation system, and would actually work in smash since we kind of already have a character with a resource management gimmick, heck we got three, Hero, Steve, and Robin
I know this would never happen, but I wish Nintendo changed one of Link’s taunts to him stretching, rolling his eyes, and saying “Gee, it sure is boring around here!”
“My boy! This peace is what all true warriors strive for!”
@@seansilv25 "I just wonder what Ganons up to."
Well excuuuuuuuuuse me princess
Also make that his idle after 15 seconds
And he should have a custom victory screen against Zelda where he says. “Well excuuuuuse me Princess,” and then just leaves.
Love the idea of "introduce an old Smash character now as if he was DLC." Please do this with me characters. I can't think of anyone more deserving than Link's greatest enemy, but I'm sure there's others too.
This is coming from a MASSIVE Kirby fan, and yet...
Sonic *DESPERATELY* needs this more than Meta Knight or Dedede
Meanwhile Mario with a majority of his moveset coming from Mario 64
@@memeboi69-k3v not even. But that's kinda the point. He's the all-rounder. Of course he'd have a basic moveset.
@@landlighterfirestar5550 Kirby needs/deserves it the most.
@@MirrorHall_Clay he can still be an all-rounder while having more complex things or things actually sourced from Mario games, especially when the "all rounder" Mario we have now has moves like a forward air thar spikes (very unconventional) and FLUDD
Ngl a whole series where you remake character move sets would be interesting to see, but it would also be more work than I can even fathom. Massive props to you for getting this video out, it’s incredible.
agreed
Link Hero is gonna be one hell of a doubles team. Snooze arrows, insta-kill arrows, magic burst bombs - sounds crazy fun
Magic Burst isn't a projectile or item, but that does sound cool conceptually
@@LARAUJO_0Gems and jelly work as magic burst bombs.
Kafrizz Sword
That would sound like hell TBH
Love it all, but was really wishing his Final Smash would involve Link of the Wild taking a selfie of the explosion 😂
this just makes me think of Arin taking a selfie with ganon during a wind waker episode of game grumps lol
Would kinda feel to similar to steves smash lets be fair lol
Gotta include WW Link doing the same next to him lol
Actually there's a Rivals of Aether Toon Link that has a selfie taunt which makes funny pictures with the main cast and himself.
Between this and the new video PJiggles dropped today, I feel like I'm going to learn more about the Legend of Zelda franchise and the canonical abilities of its characters today than ever before.
yeah I was gonna say, wtf were the odds that both PJiggles and MockRock post the same video on the same day lmao
I know. And you better believe that I watched both one after another.
You and Pjiggles releasing videos simillar in concept at the same time (hours apart on the same day) is really funny to me
I cant wait to watch both and enjoy them. I love both of your guys’ videos
(Your haircut looks cool btw)
I was gonna say this feel planned lmao
@@ry-xIt's a Zelda theory
Tears of the kingdom puts attention on legend of zelda
oh my, thanks for this comment cuz I've been waiting for that vid forever but didn't know it dropped
link is one of the characters in smash that definitely has the most possibilities! considering he has 3 separate variations, i really wish they would use each one to expand on that a bit more instead of copying each other.
The fact that Link has a bit of a stagnant moveset is unfortunate. The fact that THREE Links have the same stale moveset?
why
@@MrMockRockwhy not? It's great!
@@MrMockRock What’s the ideal change for you? Switch young link to a Majoras mask style, Link to something like this, and leave toon link to be like current link?
@@Warpbox Something like this, yes, although I'd still want a few more moves on Toon Link that represent his games, and to make him a bit less zoning-focused
@@MrMockRock hehehe bomb go brrrrr
I think going about the alts like how Sora handles it could also work. One base model, but different outfits for different games. Would also fix the issue of different dominant hands, heights, and the arm.
Link can actually wear past outfits in the game, so yeah, that would be a more efficient idea
I can definitely admire this, a lot of effort clearly went into this, and it does seem like an incredibly interesting moveset for someone more experienced with Smash to mess around with, but I do have two big criticisms
1: You mentioned yourself that it's pretty important for Link to be able to picked up and played by anyone, but I don't think this moveset necessarily accomplishes that. It's mostly Fuse and Neutral Special, these are undoubtedly very cool and fun mechanics but they seem pretty unintuitive compared to other characters. Even aside from the sheer amount of stuff crammed into neutral special, I can imagine casuals constantly misinputting a directional special when they want neutral special and vice versa. (If we're doing a neutral special like this in the first place, I think doing it closer to old smash flash 2 Mega Man's weapon change would work be more intuitive (hold neutral special to bring up a menu like it/shulk dial, select weapon, and then simply pressing neutral special fires weapon), but I don't think this much stuff in one button at once is a casual friendly idea in the first place). Bomb can just go back to down special, Boomerang is probably most closely associated with Wind Waker by now anyway (totk even brings back the WW Boomerang via amiibo), and fire rod just kinda becomes an unfortunate loss. I also think some of the alternate weapon moves could pretty easily throw people off a bit from what they would expect, namely whip, ball and chain, and halberd, but that isn't nearly as big of an issue
2: I think a handful of these references are a bit too much of deep cuts, namely the aforementioned dtilt, uair, fsmash, and also especially the canes/cape. I do think these kinda just come off as moves that are references solely for the sake of being references. An fsmash on a sword character not being a simple strong sword slash feels pretty awkward, and the others just feel way too out of left field. I personally feel like going with more generic moves in these slots would probably work for the best.
Also as an aside, I feel like Revali's Gale makes way more sense for an Up Special than this weird mixture of Ascend and the alttp cane (and if it really has to be ascend to cram totk in there after fuse gets cut, then just replace the cane with the floating zonai platforms)
PLEASE do this for Ganondorf as well- the guy needs some serious love in Smash. Awesome video
Ong
I’m so happy you addressed the point of “I could have gone way overboard with this character, but then it wouldn’t feel like smash” that people seem to ignore when making new movesets for existing characters.
Don’t get me wrong, there are absolutely characters that deserve updated movesets, but the last thing I want for smash is for every character to become a Steve or a Kazuya. I don’t want to feel like I’m playing a completely different game every time I swap characters.
Personally, this version of Link is a bit overwhelming for me (Fuse itself sounds like a lot to take in and the claw shot grab didn’t help at all). But I’m glad a point was made about “people should be able to play this character without spending dozens of hours understanding their moves”
Additionally, I find the f-tilt and fair incredibly out of place. Links doing all kind of insane movements for all his others moves and here he’s doing a very stiff stab. F-tilt can probably stay as is, but fair I think should be swapped for something else.
Great video, I can tell you have a lot of love for the Zelda games, but these sorts of videos just make me worried about the next smash game. Hearing you address the point of wanting to still feel like you’re playing smash is very refreshing.
Agreed.
Finally got the time to actually watch through the whole thing, wanted to share some thoughts while boosting the algorithm a bit more.
I'm a huge proponent in deciding to favor moving forward over sticking with tradition when it comes to fighting games, and it's such a breath of fresh air to see a moveset for an established character like Link throw off the shackles of his old design and embrace how much his series has grown. This video is a phenomenal showcase of how much further these characters could grow if some more creative freedom was injected into the older designs, I REALLY hope that sort of mentality is taken on in the series future.
The way Fuse is implemented is unironically brilliant, it does SO much in embodying those sort of "Aha!" moments in Zelda where you discover the solution to a puzzle, or a new functionality between different items and enemies. Same can be said with the clawshot interaction with items, you're an absolute madman for coming up with that, it's one of the best ideas for a Smash Brothers mechanic in general I've ever heard, that sounds like so much fun to use in a platform fighter.
I've seen some criticisms of it in others comments, so I just wanted to throw out some validation that Link pulling out random weapons all the time is not only absolutely justified, it outright fits his character better than just sticking with a sword and shield all the time. Link is right up there with the likes of Villager and Steve when it comes to pulling random bullshit out of nowhere and throwing it at his enemies, you could've gone even further and it'd still fit his character and series flawlessly.
Also would plant a flag against any criticism of this being overcomplicated. I feel like the playerbase has this mentality that someone has to understand every single little detail of the character they are playing, which just... isn't true? Like, at all? Kazuya has more moves than any other character, but even the most casual of players can have fun with him because his basic tools for success are inherently simple and feel good to use! Same can be said here, the skill ceiling for this Link is super high but a casual player could still have plenty of fun fusing bombs to everything or just spamming the fire rod. And Link SHOULD have a high skill ceiling, there's so much depth to his games these days!
And then for the video itself, presentation is some of the best, if not the best across Smash content creators. I know that's normal for this channel but it's worth repeating. Especially love having a little sidebar listing all the traits a move has so the viewer can always reference what the 'complete' move is as it's being explained, definitely stealing that lol.
Overall it's frankly just the best moveset pitch I've ever seen for a Smash character. Perfectly explained, editing was flawless, and it's an easy S-Tier level design. Really hope this video performs well enough to justify making more, I'd love to see your takes on other veterans.
Do have a question though: With how much you spoke about having to scrap various elements to fit in with the framework of Smash Ultimate, I'm curious if that might have changed if this was being designed for an entirely new Smash Brothers game? And if so if there's any areas you'd like to expand if, say, a reboot resets the roster with a few extra mechanics? Custom moves allowing for more item pulls, a super meter to inject some crazier abilities from the Zelda series, that sort of thing.
Appreciate it! Personally, I think this Link is pushed about as far as I'd probably want him to be unless the entire complexity floor of the game was raised in the future, I think giving him batteries, a magic meter, etc. is probably a bit much. I'd 100% be onboard with custom moves returning though, and my absolute ideal world would even be full moveset swaps for characters (think Classic Link and Modern Link). That's a total pipe dream and is never happening lol, but I'd love it
The way you implemented Fuse is extremely cool. It's like a modern take on Kirby's Inhale, where he gets to sample a little bit of every character and spice up each matchup
I think it could be fun if link could tether to the ground, but it has to be from the air and at a harsh angle to ensure its not accidental as it will cause him to crash into the ground with decent lag. So will be kind alike an easter egg but could see rare use like a spacie using up special directly downwards
I find it funny that both you an Pjiggles uploaded a video involving Link in Smash and how hes bad within like 2 hours
He messaged me as soon as I put the teaser on Twitter, I knew it was coming lol
I really assumed it was completely intentional, like a collab
Videos like these make life harder because it reminds me just how much the Zelda series has for potential representation in Smash, and just how... LITTLE there actually is. Frankly, for a future Smash game, I don't want a larger roster or anything huge, I want a more focused roster where everyone feels like "DLC", and this really brings home just how cool any of the Links COULD be
Having his jab be a shield parry is a really cool idea, that was always one of the most satisfying elements of combat for me. It's a real skill curve without being broken. And the adventure pouch for a neutral special is a really great idea and fits with his character really well. I feel like, if you wanted him to be even more simple, replacing Fuse with some other ability could work, but despite its complexity, I feel like it's somehow really fitting to the series as a whole, focusing so much more on "environmental" adaptation and thinking
There's a lot of really good ideas in this video, and it really really makes me want to see at least SOMETHING new for the Links in any new game we get. Frankly, most of the veterans are in desperate need of something new, but it was always so much more the case for the Zelda cast, and it's a treat to hear these types of ideas proposed in such an easy to digest manner. If you do this for Toon Link and/or Young Link, I'd love to watch! Great video
Thanks! I may do at least other Zelda characters down the road now that I've spent weeks getting the format templating in place, but ngl, getting this video done in the time period I had took a lot out of me lol, I don't think I'll take a crack at it immediately. As for Fuse: you could remove it, but in my particular case his entire kit would look _radically_ different without it. So much of the decision making, whether we're talking about which normals are arcs vs. stabs, or Adventure Pouch being for his Fuse materials, or having a mix of very fast and very strong moves, were informed by the Fuse system. It's what I think is the most interesting part of Tears of the Kingdom from a Smash perspective and the first thing I added, so he's designed pretty heavily around trying to make it functional.
I really like the fuse concept and how it interacts with all his normals, especially the knockback changes. The hookshot is incredible too, I love the idea of pulling yourself around and anything that justifies more item play is a W. I think the real key in making a good character, though, is being able to show some restraint. I think specifically the pouch of many things is where your design falls apart a little. You're basically doubling the number of specials on a character who already has 2 unique mechanics in fuse and to a lesser degree the hookshot. I think the character would feel way more cohesive if you made neutral special function like turnip pull or pacman's neutral special, and you could add existing zelda items like the gust bellows or a cuckoo to the pool. Bow would feel weird with either of those, so maybe it gets separated and the big slash goes? I'm not sure there, the bow is so core to the character and mechanically he probably needs a big smack for a special. It's tough because fuse as you've presented it is so interesting, but I think the rest of the specials really need to be trimmed down for anyone to make sense of it while they're playing.
I think you should take some inspiration from earlier DLC characters, specifically Joker. He's regarded as one of the most faithful representations of a character but he only has 1 unique mechanic in Arsene, and a small handful of spells for specials. He's relatively simplistic otherwise but doesn't lack depth in any category. They could've pulled more personas or party member interactions into his moveset, but they didn't and Joker doesn't feel any worse off because of it. I think if you want a complicated or expansive core mechanic on a character other things need to be simple to compensate, see hero's expansive spell selection but relatively vanilla moveset and other specials. On the other side of the spectrum look to Kazuya or Steve: even if you tweak the numbers to balance them their moves have so many different and varying properties I think it's gonna be a mess regardless.
Yeah the neutral special is the roughest part to me too. While it’s true there are characters who do similar things (like Hero), and while this isn’t the most egregious example, “press the special button then press another input to select from multiple distinct special moves” is like, a calling card of a fan-moveset that is more concerned with references than flow in a fighting game. I still remember Mega Man & Sora’s old movesets in Super Smash Flash, where they crammed a bunch of moves into neutral special and had down special change which move they pulled. Or all the fan-made movesets for Mario & Kirby because their smash versions “don’t use enough power-ups”.
My suggestion? Neutral special is bomb, forward special is bow, back special is boomerang, up special is jump slash (with its arc probably changed to be more vertical, though it’s not so bad if his vertical recovery is lacking considering he has a glide), cut ascend. That to me feels way less awkward to use on a fighting game character, while still having a ton of options for weird item play & mobility.
I would really like this series to continue, as redesigning pre-existing characters is very interesting to me. My choice for the next episode would be Samus, because I think that this design is the one that hurts the series it’s representing the most.
I love how you go through your thought process for every element, feels like no stone is left unturned.
One of my favorite Smash RUclipsrs, and looking back, I'm surprised you've never really done a moveset idea video before. Please consider doing more, I loved this one!
My only alterations would be a costume where Link has pink hair and maybe for your Side Tilt, when Link is at 0% he could shoot an 8 bit projectile sword straight forward that looks like the sword from Zelda NES!
Great video!
Dear God this sounds amazing and super fun. I can already imagine ascending, throwing a boomerang, grabbing it with the hook shot, and jump thrusting back to the stage. And the Final Smash is GENIUS!!! Especially considering we got similar ones with MegaMan and Hero. Good video
Considering how TOTK has weapons and outfits from older heroes scattered across the map, it doesn't feel out of place for TOTK Link to be pulling out weapons and equipment from previous games.
I would be sad if his classic kit as it was just disappeared, but the variety of Links we have really opens up for experimentation and I'd love to see this implemented. I also really appreciate keeping the pogo sword, I really would miss it.
I think a fully TOTK focused link would be cool as well, with a zoani battery mechanics and a zoanite bow and stuff.
PJiggles and MockRock ganging up on Zelda in smash today
Easily the most effort and care I’ve ever seen from this kind of concept, from the actual moveset concept to the visuals and thought behind stuff like alts and the final smash. Great video!
This is easily your most well crafted Smash video yet. I’m not even a Zelda fan and I still vastly enjoyed hearing your ideas; I could feel your passion.
If you’re considering doing this concept with other characters, I’d love to see a video on Kirby or Samus.
I love this. You’ve approached this in a way I think a lot of people either wouldn’t or are somewhat hesitant to. I’d love to see your concepts for other unique character designs, newcomers and veterans.
This was amazingly well put together video. Putting frame data and all it's bordering the insane level of work. Congrats!
I liked the whole kit. It's a bit complocated for me. But when you got to the final smash, I got goosebumbs. Its so cool!
Ok so while I like some of the ideas here, overall it just feels excessively complicated and full of "fan-movesetisms." Neutral Special pulling up a wheel with four other specials is an idea I have seen on all kinds of other character redesigns - Mario, Steve, Kirby - and they usually serve to overcomplicate a character. I get that this Link is designed around feeling like a DLC reinterpretation of himself, but in this case even DLC characters don't haphazardly throw multiple moves into a special slot. Steve and Hero being exceptions. However, when it comes to Steve all three of his Neutral Inputs are designed to link together (no pun intended), and Hero is intentionally designed to be janky. Link, meanwhile, should have some amount of simplicity to them, and even the scorched earth mindset you came into this moveset with shouldn't ignore the fact that Link does a lot of things right, and you change a lot just for the sake of changing. For example, the Smash Attacks, specifically Up Smash and Forward Smash (Down Smash is fine). Does Link really need to pull out random weapons for these attacks? For a cohesive visual scheme throughout a set, making it so that he pulls out random weapons with completely different archetypes for single attacks is a wrinkle in a gameplan, a puzzle piece that doesn't quite fit in. Why should Link be maintaining such excessive range as the spear provides him? Why should he have the attributes of the Up Smash for just that one attack? Gameplans don't work when each of his attacks have their own gameplan. The only attack here that really allows for any sort of synergy across attacks is the Down Special, which sounds really cool actually good job. Whereas you overcomplicate the Neutral Special, you seriously hurt the Side Special. It is so simple it barely feels like a Special anymore, seemingly to make up for the overcomplexity in other places, I would trade off complexity on the Neutral Special to make it more cohesive for a fun Side Special any day. Overall, this Link doesn't feel like how Link would actually play. It feels like Byleth 2.0 with some extremely overdone specials which lead to complexity without synergy, loosely tied together through 1 well done special.
See, I expected to get some comments like this, but personally, I'm not an advocate that a Smash character needs an enormous amount of synergy across an entire moveset. I actually like when they do, and if this was purely my dream interpretation of Link I'd have even added more, but this isn't Rivals of Aether and I wanted to avoid trying to force him into that kind of mold. The way Fuse works actually encourages his base moves to be a bit more diverse as well so that he has more ways to utilize each fusion. Design philosophy is obviously an extremely personal thing and I don't really think there's a "correct" Smash interpretation anymore (in the older games moreso), but even among modern characters you don't necessarily see their _entire_ movesets designed in a cohesive way. As for some of your specific points:
*Why the up and forward smash?* Because forward smash gives Link an insane, over-the-top way to abuse the range of Fuse, at the cost of being risky. I knew I wanted a move like that on his kit. Meanwhile, up tilt is intentionally pushed because ground moves are one of Link's strengths, and because he doesn't need a second anti-air, and is supposed to have mediocre out-of-shield options, it leaves room to do something else, so slow and strong makes sense. Forward smash with a spear is the logical choice for the long-range move, and with an open slot for up smash, a 2-hander slots in naturally, creating some cohesion in the smashes (each of which use a different weapon class from TotK) while capturing the essence of the different styles: spears are long-ranged but weak, 2-handers are slow but strong, 1-handers are versatile but smaller. I'm actually a bit surprised to hear you bring up pulling out different weapons as a criticism; from my perspective, people would absolutely expect a Link modeled after Tears of the Kingdom in any serious capacity to be using multiple weapons and I actually considered the amount of attacks that still use the Master Sword to be a bit on the conservative side.
*Neutral Special:* I get this one to an extent and it's one I deliberated on for awhile, but this was informed largely by the Fuse system. Bow/boomerang/bomb are what I'd call indispensable tools that have to be represented, and I also wanted some kind of elemental ability to allow for bomb interactions. These could still be assigned to different specials, but not _all_ of his specials unless I wanted to do something different with up special (which I'm happy with and was informed by his other aerial abilities), so I decided to contain his self-generating Fuse materials into a single pouch. I don't think this is an especially bizarre or unintuitive idea tbh.
*Side Special:* Again, I'm a bit surprised to hear this criticized as "too simple" considering I was actually a bit worried about the opposite. The fact that it has a grounded and aerial variant, can be charged, and is a hit grab with 2 outcomes makes it busier than quite a few side special burst options in the game. Even purely looking at the DLC characters, I'd argue it's got more going on with it than Banjo, Byleth, Mythra, Kazuya, and arguably Terry or Sora depending on how much you want to read into their other moves. It's also informed by Link's other design considerations, namely sluggish ground movement and precise aerials, which are important weaknesses. The Jump Strike allows Link to try and plug those gaps up with a grounded burst movement option and persistent aerial hitbox, but in a way that still makes him inferior in these areas relative to other characters, just in a different way at the time the slow and laggy move is used. Fuse factors in here as well, as I think multiple approaches to the same task (air-to-airing with fair vs. Jump Strike for example) can be optimized differently depending on the fusion and matchup, and this raises his skill ceiling.
*Changing things for the sake of changing things:* I think you're misinterpreting the concept of the video a bit here. I know there are things the current Link does well (he's actually one of my most-played characters in Ultimate), but that's irrelevant; I'm not "changing things for the sake of changing things," the premise of this video is that there's nothing to change, Link doesn't exist. I brought up occasional comparisons to his existing moveset for the sake of illustrating how the new one functions, but I intentionally avoided talking about the implications of, for example, removing his kick nair, currently one of his best moves, because how the new one stacks up to it in terms of design and balance isn't part of the video's premise.
This comment isn't meant to be aggressive because you're welcome to criticize the moveset, that's part of the fun, and you won't be the only person making some of these points (I'm choosing to respond in length to this one as kind of a template). That said, you've brought up mostly things that I'd already considered, and largely disagree with.
The synergy is with the character, not the visualization of the weapon in their hand.
@@MrMockRock Thank you for responding! I apologize for any perceived aggression on my part too. I tend to be critical of these types of redesigns on account of seeing a lot of them like it which do similar things to greater extents (Things like Mario's Neutral Special being an item box). I think knowing more about the philosophy behind things helps, and I'll agree to disagree on some other moveset philosophy stuff.
i think that this moveset is really well designed, could have been infinitely worse and this is THE best way to implement his new abilities which are LITERALLY SELECTED FROM A WHEEL
No worries, no offense taken! I get your point, I know the kind of thing you're talking about and going too far in that direction was something I was very conscious of throughout the entire process. A couple of things justified it for me though:
a) This is Link, a character whose series identity is intrinsically tied to a large and diverse arsenal
b) As I said in the intro, this video would be really boring without at least a few risks taken. You said down smash is fine, and yeah, of course it is lmao, it's the safest pick in the world. It's good to have stuff like that, but a moveset full of all down smashes, especially reinterpreting an existing character as DLC and _especially_ interpreting this particular character as DLC, I don't think would be super compelling.
First of all, thank you for the effort going into creating silhouettes for all the moves. That's a HUGE difference compared to most posts/videos trying to design a Smash Bros moveset, and it does a lot to 'visualize' the move in ways verbal description never would.
A few of the suggestions feel a bit "overdesigned" for me, like an Iron Boots throw or lingering nair properties when landing. That's ultimately just coming from my fairly 'conservative' preferences for Smash movesets, and the core idea of a fusion-based moveset sounds really exciting and feels like it would still exist within the 'rules' of the Smash universe. The wildest usage-case I can think of would be fusing the Villager's Tree to weapons! It'd be busted but funny enough and situational enough to not worry about. Maybe the Sonic spring (up-B) would cause some crazy knockback scenarios.
i think this type of video will be great, as it can bring a lot of what people feel like misrepresented characters, like sonic, kirby, ganon, and as you've shown, link, to what could be a true feeling of "playing the character"
Personally I like Kirby in smash, obviously he could use buffs, but he's pretty good canonically. Maybe a few of his moves that are just punching could be replaced with copy abilities, but his specials are great, his primary gimmick is handled really well, and he does really feel like he did in his game, just in smash bros
@@apersonwhomayormaynotexist9868 I've played forgotten land, triple deluxe, Dreamland 3, and let me tell you there is rarely a time when I was playing Kirby and said "this is exactly how he'd play in smash"
I'd love to see more of these kinds of videos from you. You're editing style and presentation really set you apart from a lot of the other moveset theory crafting videos out there.
If this video does well I’d love if it became a series kinda like how the signature move tier list did
Wow. I absolutely loved this video!
Exploring the depth of what a fighting game character can do is so interesting.
I really wish you had access to the tools to make MockRock Mods, where eventually the whole cast of smash has your version. That'd be the dream!
I have absolutely loved your content for a while now, but this is hands down the most amazing thing you've made! Not only does this Link sound like an absolute BLAST to play, but it's such a thoroughly well understood exploration of Link throughout all of the decades and it incorporates so much of the entirety of the Zelda series that I'm honestly blown away! .....and while I am certain this took you a long time, I can't say that I wouldn't welcome an entire series of these, particularly focused on characters that could use a complete overhaul *cough*Ganondorf*cough* :D
I love how much heart you put into this design. It could be interesting to see in the rivals of aether workshop (RoA doesn't have grabs but I'm sure there are ways to incorporate the zair)
Great video as always! I think an interesting idea for Links up throw would be for him to throw his opponent up in the air then throw an item up at them like he can in Tears of the Kingdom. This could either be a random strong item from the Zelda series (doesn’t matter which) or he could throw the item/projectile which he currently has fused. Maybe he could even use any of the items from his neutral special, which he could choose between by inputting the same direction you need to get the item wanted when using neutral special (after inputting the up throw first.)
My only worry is that the very real concern that the aerial tether grab would be excessively opressive, both used on projectiles not spawned by link, and on opponents.
Clearly a lot of thought was put into this! I like how you were able to create a layered moveset with tons of experimental potential without making it too complex by way of streamlining it through specific moves. "Fuse" alone makes even Link's simplest moves into versatile tools for both creative combos and kill setups! Excellent work overall.
Excellent video MockRock, really well thought out! We're glad our XR Glasses & Mobile Dock are helping you get more out of your Switch and helping you get the full Tears of the Kingdom (both at home AND on the go this summer!). Maybe we'll see your version of Link in Smash on VITURE One someday? 😎
I've loved your videos and concepts for a while, and your earlier stuff got me on board with really wanting a redesigned Ganon. Now you have me really wishing I could play this concept for Link. I don't see it ever being my main, but it's such an interesting concept that would be fun to experiment with.
That getup attack was a deep cut man. I completely forgot about that item.
MockRock Movesets? That would be a sick series
Cool moveset idea! I really like how you used moves from different games, even though I love TOTK and BOTW link the most. I don't agree with everything in this video (as to be expected with a complicated moveset change) but its cool! I really hope other old characters get reworks like you suggest here (Jigglypuff, DK and especially Kirby come to mind), although maybe a bit simpler. I bet this video took a while to make, but its great! Love the content man!
I think you did a great job with this, even though I personally would hate to see this implemented. Even despite the disclaimers at the start of the video, barring Kazuya, I think this would probably be the single most complicated moveset in the Ultimate roster, and it wouldn't even be close. Something in particular that I really hate to see, both in Ultimate and in fan-made movesets, is this trend where characters will abruptly change the weapon that they're wielding just to perform a certain attack, like what you suggested with the down tilt and up smash. Even though they may be more inspired, to me, it makes the kit feel less cohesive and more hodge-podge, y'know? Additionally, the Adventure Pouch concept kind of just feels like you wanted to give Link more special moves and had to find a roundabout way to fit it all in, which can make things feel bloated. I can't imagine it feeling like Link, the Hero of Hyrule, fighting, I think it would just feel like Link pulling out a dozen and a half different random tools he's had throughout the years. There's something to be said for this because a lot of Zelda puzzle gameplay is using different a variety of different tools to get the job done, but I don't really think that translates well to a core fighting style.
I think it's easy to think that your ideas are simpler than they really are because they all make perfect sense in your head, but they may not be as simple as you thought to the viewer/player.
I think that what sets Smash apart from other fighting games is its relative simplicity, which is why I'm not really a huge fan of the trend Smash is heading in of more and more complex and convoluted movesets. There are certainly many people who enjoy this design philosophy so this moveset you've made would certainly appeal to those people, but to me, this is the exact kind of thing I really don't want to see from the Smash series moving forward.
I hope this doesn't come off as too mean-spirited, I'm just giving my two cents is all.
Not mean-spirited at all, I wouldn't put this on the internet if I didn't expect people to criticize it haha. To go over a few of your points:
-I can understand not wanting characters to constantly be pulling out different weapons, but Link's a bit of an unusual case; his series is largely defined by building his arsenal and I think if he was released as a modern DLC character and still only used his sword and a couple projectiles, a lot of people would be pretty disappointed.
-This is something I should've been clearer about in the video because other people have mentioned it as well: the Adventure Pouch is where Link's Fuse material comes from. That's why it's been assigned to one special. On top of that, bow/boomerang/bomb can no longer be represented by the two remaining specials, and a fire attack was one I felt important to include as well. Under those circumstances, folding the projectiles into a single slot made sense to me. Keep in mind, Link's total projectile count is only either 1 more or 1 less than he currently has (depending on whether you want to include his fsmash beam or arrow in hand, both of which he lost). His new specials don't overlap in functionality with the Adventure Pouch in any way.
-There are basically three complicated moves in this kit: Adventure Pouch, Fuse, and the Clawshots. Apart from a couple quirks, most of the rest of his kit is relatively straightforward, and I personally don't think that any of these are so outrageous that their functionality would take seeing more than once or twice to get a grasp on. Fuse material possibilities would take awhile to fully build knowledge of, yes, but that's deliberate, it makes experimenting with different matchups similar to something like Kirby's hats.
-You don't want the series going in this direction: Oh yeah that's completely fine lol. I'm not married to this _exact_ concept for Link by any means, but personally I would prefer to see some Smash characters shaken up (especially because as I said, Toon Link is there to hold down the fort). If you wouldn't, that's no problem for me, it's entirely personal preference.
I like the idea of pulling weapons and techniques from various different incarnations of Link to make something more akin to a Smash original. However, I feel with the way you described how the Clawshot grab functions, it would actually fit better as the side special. As it stands, it’s no different from another attack, and while I’m all for giving Link unique traits, I think the universal grab should stay a grab. Give it more use cases outside of that, and you’ll eventually have to deliberate on retroactively programming the other tether grabs to act in a similar way so that other characters wouldn’t get left behind, and at that point, it defeats the purpose of the universal grab.
-As the side special, the Double Clawshot will send a grab forward that will transition into the kick attack you described if it connects. Holding the B button on the ground will let Link alter his Clawshot angle. Performing Clawshot in the air will cause it to shoot straight forward, where it can stick into any vertical surface like Sephiroth’s Fair. If the Clawshot ends up touching an item, it will pull the item back to Link for him to hold like with Joker’s Grappling Hook. We can keep the Stasis thing if you want, but I think having Link be able to recover from every stray projectile has the potential to be very obnoxious to balance.
-For Link’s regular grab, I would make it stay the same as it is now in Ultimate, but make him wear a Power Glove on the hand he uses to grab the opponent. Pragmatically, it saves time for Link from having to quickly put away his Clawshots and then put on Power Gloves for his Forward Throw, or having to pull out his sword for his Back and Up throws after pummeling his opponent with his other hand that’s holding another Clawshot.
-I would move the Jump Strike to dash attack, keeping it in line with what it’s like in Ultimate. Meanwhile, the new dash attack you proposed would be moved to Young Link. I know you’re not taking spin off games into account, but Young Link does utilize the Pegasus Boots for one of his attacks in Hyrule Warriors, and I think having the smaller and nimbler of the Links using the Pegasus Boots makes more sense from a gameplay perspective.
So there's some interesting stuff here, but not that I'd personally implement:
I actually did consider giving the Clawshots to side special, but this gives Link both a normal fast grab _and_ a long-ranged angleable grab, which might be a bit much. The ability to move around by grappling onto his items is also a pretty important ability for my take on Link, if he didn't have it he'd need to be buffed pretty substantially in other areas since it's a big reason he has weak aerials.
I actually kind of hate the Jump Strike on dash attack lol, it's basically just another smash attack that doesn't serve much purpose. Say what you will about this incarnation of Link, but the Knight's Halberd and the Dash Attack are inarguably differentiated a lot more from each other.
The idea of giving Young Link the Pegasus Boots just isn't really compatible with how I approached this. Like you acknowledged, while Hyrule Warriors has a LOT of cool source material to pull from that I'd love to see utilized (on Sheik or Impa in particular), I couldn't even fit in every canonical ability I wanted, so spinoffs are 100% off the table. If I were to ever remake Young Link the same principle would apply.
I think Link having two grabs can be balanced out by how each one provides different utility. Clawshot helps Link whiff punish, adjust his positioning, and reinforce his strong ground game to offset his weak aerials, but the reward for landing it won’t be as great since the follow up is just a simple kick. This would incentivize people to try going for Link’s regular grab, which could have better throw follow ups.
Really, it’s just the idea of a universal grab having so much utility that bothers me, but it’s assuming that every other character who has a tether grab in this hypothetical new Smash game doesn’t also have some sort of gimmick. If we’re anticipating a character like Link to be the first character most people will pick for his recognizability, then those new players will be in for a major shock right off the bat when they see how different Link’s grab is from other tether grab characters, much less other characters in general.
I'd love to see this type of video with Ganondorf, Samus, Kirby and Sonic among a few others but I totally understand that each of these videos take an immense amount of work. I just really enjoyed this one lol.
Steve watching Link fuse his Minecart with the master sword
I love both you and pjiggles. However your ideas are always more out there and unique. I love the content and this video like all the others are bangers. Btw if I could ask a stupid question could we ever see a totk retrospective?
Retrospective? No idea, how much time needs to pass before it's no longer a review lol
A review? Yes actually, I'm fairly sure I want to make that at this point
@@MrMockRock I’d love to see both your review and retrospective. I loved the breath of the wild one. Love the content man can’t wait to see what you do next, I’d personally love some totk content.
Some alternative taunts ideas.
Having link stuff a couple apples into his mouth. (somewhat akin to how it’s portrayed in age of calamity)
Link holding up the master sword with the triforce of courage shining on his hand.
Link pulls out the sheika slate (or Pura pad) and takes a quick selfie.
Link does the iconic chest animation ending pose whilst holding a random item from the franchise (a rupee, a triforce piece, a piece of heart, other)
Link catches a fairy and puts it in a bottle (kind of a reverse of the similar one from young Link)
Link inspects his Zonai arm (akin to the same animation in totk)
Amazing work on this! I really hope the bountiful variety of ideas people have been putting out more recently see some execution if/when the next game comes around.
Please, Sakurai, let Samus be an awesome bounty hunter like in Metroid and not a lame (charge shot) camper...
You can say things like "to much fan service, dosent respect the original, to confusing" but you got to admit this sounds like fun
Honestly, I think what the next Smash game should do is work to create better generic movesets for its legacy characters that will more closely resemble their modern incarnations.
For a character like Link, for instance, his new moveset _would_ reflect modern Zelda titles such as BOTW and TOTK, but none of the specific abilities that are exclusive to those games beyond a few exceptions. That means no fuse, no ascend, no cryonis, stasis, or remote bombs (well, at least not as huge focuses). Now, an ability like Fuse _could_ be used for something like adding bombs, fire chu jelly, or ice chu jelly to arrows with directional inputs, but the move will still mostly reflect the core mechanic of bow and arrow usage. Likewise, Link's up special could utilize Revali's Gale, but it's still mostly representative of gliding, a core mechanic that will likely be carried over into future titles. In that case, I think that Link's new kit would place a focus on multiple weapons beyond the Master Sword, shield bashes/perfect dodging, and perhaps even a weapon degradation mechanic on certain moves that works somewhat akin to Robin's Tomes. This would not only accomplish the job of bringing Link back up to date with a fresh moveset, but ensure that that moveset doesn't need to be massively updated with future entries just to keep in line with new Zelda releases.
Ay both you and PJiggles made a video on the Zelda characters and their movesets. Is this a collaboration smashtubers are doing cause if so I'm down since a new moveset for these guy would be AMAZING!!!
Late to the party
Can this… just be a thing? I would play the hell out of this Link.
Also, I’m very much down with you doing more moveset creation videos. I could see you reworking other Smash characters or giving ideas for putting new characters in Smash.
Great video! I love the new move set you created for Link. I always wished he had more changes like these
I need this for more characters. One of my favorite videos you’ve made.
The Zelda series representation in Smash is surprisingly disappointing. So many reps and potential movesets and we're still stuck with half of their roster being semi-clones that no longer rep their series super well and all other playable candidates being stuck as assist trophies.
Ganondorf has to be the most disrespected character in smash history. Literally carried captain falcon’s moveset for four games with a few tweaks.
The cool thing is that there are already costumes for Link in totk to match his past incarnations! 😮
Impressive work! I think I agree with other comments about this moveset being a bit messy/"fangame-y" in places, but it's clear you've kept that in mind and didn't go TOO crazy, and there are still a lot of fun ideas in here, like Fuse and Jump Strike. The new throws in particular are actually perfect, and now I'm kinda sad that they aren't official haha!
How did you make the attack pose silhouettes? They look very clean and readable, and fit your channel aesthetic super well.
Appreciate it! Poses were originally made in Blender, then brought into Photoshop for touchups/colour/Diffuse/Displace, finalized in Premiere Pro using a couple automated Roughen Edges layers for ink bleed
good vid! i'd like to see more of these, but i understand if they're infrequent. if you want an easier time with the next one, i'd probably go with kirby, cause you could probably come up with about five different complete movesets for him after looking at a half-hour of gameplay
This video is unbelievable. The ammount of thought and effort you put into a single RUclips video is truly unmatched, wonderful job!
This would be so sick. The Ganon you designed is also really cool and overdue
I love this! I'd love to see a video like this for Kirby, Mario, or Luigi!
This was well done, take my algorithm boost and give yourself a pat on the back for this. The editing especially is stellar!
Great idea for a video! Treating classic characters as though they're DLC!
And i can't think of a better one to start with than Link!
You did a great job with this, and while there was obviously a ton of work that went into it, I do hope you consider making more of these.
This coming out around the same time PJiggles’ video on a similar topic is kinda super fitting
This is a moveset video that’s detailed enough to pass as a convincing mod reveal/overview, I feel like with how far SSBU modding has come someone might try to make this moveset reality! (Except maybe for Fuse, that sounds like such an insane mechanic)
the implementation of fuse is just about the coolest idea for a characters's kit I've ever seen in the community. I want a gordo shield jab right the fuck now.
0:28 “portagonist”
"We'll be treating him as if he was a DLC character"
"His jab has a reflect"
Yeeeep that checks out lmao
(halfway through but great vid so far, tempted to say 'as usual' but the production value on this one is particularly great!)
A cool interaction based on an actual fusion, landing with the neutral air when a bomb is fused to your shield could behave like it does ingame by launching link in the air with no damage while detonating the bomb damaging anybody in its usual range.
I’m personally a little mixed on this moveset. I don’t doubt that this would be a fun character to play and have crazy amount of depth, and I do concede that this better represents the variety of the series, but I feel like it adds so many things that from so many games that it feels aesthetically busy. Namely the normals feel like they’re stretched over way too many weapon types when link’s versatility is already demonstrated by neutral special alone.
Still, I think this is a fun and detailed “what if” concept that would be really cool to see be realized in a rivals of aether mod or the like.
I only realised recently how much i agree with your general game design philosophy, makes your videos really digestible for me specifically and keeps me coming back
I see this right after thr PJiggles video talking about the same thing. Nice
If you do a Toon Link moveset, I would make the Boomarang based on the DS games, where you draw a path for it to travel like Pac-Man
Oh man. That final smash.... I would go nuts.
This is a fun project. I would love to see more of this.
It’s cool being able to see the different takes between PJiggles and MockRock
as link has been my main for years, i would love for a moveset shakeup like this :) it’s very well done, thank you!
I love how many Totk techniques I learnt here, will keep a glider sheild on hand for quick bullet time
Both Zelda and Ganondorf should also get a moveset redesign too.
Link was my #1 character in Smash 4, but the loss of his hookshot grab and addition of remote bombs was enough to make me feel like I didn't know the character anymore. But this brand-new moveset is so cool and interesting that I'd probably enjoy learning him all over again! Very nice work. The silhouettes for each move are a really great touch.
In my opinion, we need 3 different Links in Smash (since he's the hero of time, it's actually accurate to have multiple versions of himself).
Link, the universal one (Hero of Legend): Blonde hair, peter-pan inspired design. He should just have Young Link's moveset, but be a bit larger, but equally quick and nimble.
Toon Link, for being a very beloved design, with a moveset of his 3 games.
Champion Link, with a TotK moveset.
Six. There are 6 Toon Link games. Wind Waker, Phantom Hourglass, Spirit Tracks, Four Swords, Four Swords Adventure, and Minish Cap.
Literally the same day as PJiggles' video 💀
I really, really love this. I've mained Link since Melee, and this would be SO much more faithful to the character, and probably a lot more interesting and fun. I especially love the Fuse and Shield Bash abilities. I assume if you continue this series you won't want to do another LoZ character so soon, but I'd love to see how you'd update Ganondorf!
At the very least we need that final smash. Absolutely awesome
It sucks so much knowing that something this elaborate will NEVER happen ☹️
I personally would prefer Breath of the Wild/Tears of the Kingdom Link to be his own character. Those two games (especially Breath of the Wild) have been HUGELY impactful on the franchise, as well as the gaming industry as a whole. There's so much to work with using those two games alone that it deserves its own dedicated character.
Young Link and Toon Link should split the work of representing the rest of the franchise (since many Link incarnations are children already anyway), or if absolutely necessary, have Adult Link as well (though we really don't need 4 different Links in Smash).
This is totally valid and given the amount of stuff I wanted to include but couldn't, I'd be onboard with it, but for this video I had to work within Smash's existing framework
This was great! Not the mock rock content I deserve but the mock rock content I needed! Big fan!
Right after PJiggles video
I like it. But I change a couple things. Up special would have to be revali gail into paraglider.
I also think it would be much more simpler to have link pull out a random item and hold it in his hand for neutral special. Yes it's RNG but it's also much simpler.
It's either a boomerang or arrow. All of which are thrown weapons . And if it's arrow, you could press neutral special again to pull out the bow and fire it. Otherwise you use what you get. This would be very similar to what BOTW and TOTK are trying to do in that you have to use the resources given to you to win.
I would also probably make side special a Parry counter
If you want to try this again, I'd love to see what you could do with kirby, also a lot of potential, while like 2/3 of his actual moveset are just kicks
Holy shit i don’t even agree with all of these changes yet I love this for the sheer amount of effort put in ALONE! Great job man!
Love the video. Definitely seemed like a lot of work, so cheers to praying the algorithm rewards you.
Really enjoyed this video, Mock! Would love to see you do more of these!
Interesting coincidence how PJiggles uploaded a similar video the same day