Compendium
Guide

Last Updated:
March 11th, 2021

Explaining how to read the MU Compendium, to be able to fully understand it

Attributes

This section will have the character's physical properties, as well as their ranking compared to everyone else. This color means that the character is the best in the game at this attribute. This color means that they are the second best in the game at this attribute. This color means that they are the third best in the game at this attribute. This color means that they are within the top 10 best in the game at this attribute. This color means that they are within the bottom 20 worst in the game at this attribute. This color means that they are within the bottom 10 worst in the game at this attribute. This color means that they are the worst in the game at this attribute.


Air Acceleration: This is how fast it takes for a character to reach their top air speed. Having a high air acceleration allows for better retreating aerials, a higher chance to recover quicker from edgeguarding, and better capitalization on combos.


Air Speed: This is how fast a character moves in the air when they have reached their top speed. Fast air speed means much better aerial mix-ups to avoid juggling, more maneuverability offstage, and burning less resources when in need to recover.


Fall Speed: This is how fast a character will fall while in the air. The second number is their fast fall, which is typically a 60% increase (though there are characters with a higher or lower increase).


Dash Speed: This is how fast a character moves after the player inputs a run. The better a character is at dashing, the more distance they can cover on a whim, especially from midrange.


Run Speed: This is how fast a character will move after their initial dash speed. Being fast means being able to cover much more ground, making it difficult for the opponent to catch you, or for your opponent to get away from you.


Walk Speed: This is how fast a character will go when they move at a slower pace. Walking allows you to have full control over your moves and options, and can aid in microspacing, so the faster you are at it, the faster you can align your attack properly.


Weight: This is how heavy a character is. Heavier characters tend to be much easier to combo, but can survive until very late percents. Lighter characters tend to die very easily, but can be trickier to combo.


Wall Jump: This is whether or not a character can jump off of a wall. If they can, they have the potential to use it as a recovery or edgeguard mix-up.


Wall Cling: This is whether or not a character can cling to a wall. If they can, they can do so to stall offstage, or use it to wait for an edgeguard that is lower than the ledge.


Crawl: This is whether or not a character can crouch and move at the same time. Several characters can shrink their hurtbox by doing this, allowing them to low-profile moves and punish.


Jumps: This is how many jumps a character has. The standard is 2, but some characters have up to 6 jumps. The more jumps they have, the more time they can spend in the air.

Win Conditions

Opponent's Win Conditions:
This section talks about what it is the opponent wants to do vs Young Link, in summary. They may want to outzone him, outrange him, stuff his options, abuse Young Link's deadzone, or edgeguard/ledgetrap him. Keep whatever their win conditions may be in mind, as this will be what they are generally looking for in the match.


Young Link’s Win Conditions:
This section talks about what it is that Young Link wants to do against the opponent, although it isn't the answer to everything. It's still important to set your own goals in a match, but whatever is written here is usually how Young Link will play the MU to see success.

Out of Shield

This section goes over each move that the opponent has, and discusses what Young Link can do to punish the attack. It will almost always go in this order:

Jab
FTilt
UTilt
DTilt
Dash Attack
FSmash
USmash
DSmash
NAir
FAir
BAir
UAir
DAir
ZAir (If applicable)
Neutral Special
Side Special
Up Special
Down Special

Several characters have attacks that are safe via spacing, via pushback, via bounceback, via cross-up, or through some unique method (such as Hero's Spells, or Lucario's Aura). Any note on that will be
this color. In the event that a move is unpunishable due to being safe on shield, a command grab, or a shield breaker, it will be noted in this color. For any favorable notes to Young Link, such as a move never hitting if Young Link and the foe are standing right next to each other (commonly on UTilts or UAirs), it will be this color. All moves are listed, even moves that do not do any damage. Those will be listed as "--". This also applies to recovery options that will put the foe into free fall, even if can be used as an attack out of shield, simply due to anything being able to punish a character that is in free fall. If a move's punish option is labeled as "FSmash", then that generally means that any move can be used to punish this attack, as FSmash is the slowest attack (aside from Boomerang or Bomb Pull) that Young Link can possibly use.

Neutral

This section will discuss what each character will do and look for when nobody has stage control. Every character has some method of trying to cross opponents up, pressure opponents into giving up space, or limiting options to condition or force them to disengage. The faster a character is, the better they will usually be at utilizing what stage they do have. Jumping removes the ability to use your shield, so it is a commitment while nobody is holding the stage. Doing so without gaining advantage state is a risk, but most aerials in Ultimate are safe. Several notes are also color coded:

This color means to keep this option in mind. It's typically for mix-ups, or options that you should avoid considering due to a tool that the opponent may have to punish it.

This color refers to a note regarding how one option that the opponent has will directly beat an option that Young Link could use. It's meant to express how doing this option can cost you a lot, and is advised to not do this. It could also point out how the foe is particularly good at one option, and thus should not be taken lightly in that department.

This color means that the opponent has a weak point that Young Link is able to capitalize on. As with Young Link, the opponent is trying to minimize the amount of opportunities that you can seize advantage, so aiming for a hole in their gameplan can be rewarding, or even give Young Link his win conditions.

Disadvantage

This section will discuss Young Link's options when he is put into disadvantage. The usual issue with Young Link's disadvantage is either a character bullying his deadzone, or abusing his exploitable recovery and bad ledge physics. Just like in neutral, every character has a method of advantage, and it's up to Young Link to reset neutral.

Advantage

This section will discuss the most optimal way to push the momentum gained from taking the stage. Young Link's advantage is amazing, but some options are better than others, depending on the character Young Link is fighting. At the end of every advantage section will be XLR8's ledge data from this. It's always important to maximize your advantage output, and to understand what the opponent can do to reset or even reverse the situation.

Miscellaneous

This section will go over all kill throws the opponent may have, as well as the kill percents for three common methods that Young Link uses. Any additional things to add, such as smaller details that may not be important in the long run but could still affect the match, will go here. If a character has a special mechanic about them (such as Olimar's Pikmin), details on that mechanic will also go here, as will differences between echo fighters and their original character.

Stages

Details on every stage in the MU will go here. Every list will have, in this order:

Battlefield
Final Destination
Smashville
Town & City
Lylat Cruise
Pok
émon Stadium 2
Kalos Pok
émon League
Yoshi's Story

All labeling on whether a stage is good, bad, or indifferent in the MU is added to
this. The color coding will also match:

Great means that this stage is fantastic for Young Link in the MU. It either enhances Young Link's kit somehow, or it breaks the flow of the opponent's kit. Most smart opponents will aim to ban this stage, but should you be allowed to, you will gain plenty from going here.

Good means that Young Link still benefits more from this stage, but the opponent can still overall function here, or Young Link may still have a way to be exploited. It's still a good choice, if nothing else.

Indifferent means that neither Young Link nor the opponent gain or lose more than the other. This stage will most likely revolve more around player skill, as a result.

Bad means that the opponent gains something from going here, whether it's an enhanced tool, or by being able to negate some of Young Link's tools. If you are comfortable going here, you still can, but be cautious of the things this stage will allow your opponent to get away with.

Terrible means that the opponents absolutely benefits from the stage, and it should be banned to avoid going here. If you do go here, though, you will be fighting an uphill battle.

Sets & Resources

This section is for any sets that help show off how the MU is played, as well as Hivesteel's playlist of VODs on YouTube. Important documents and videos from content creators and the character's Discord server will also be linked here.

Reference Images

Any visuals to help understand the MU better will be put here. It can be anything from details on certain moves and interactions that the opponent has, to out of shield bubbles, or images from a set that displays the range that Young Link or the opponent has to work with in a particular scenario.