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The most self-explanatory idea. Link uses Stasis on the area directly Infront of him and any character or item in the way is frozen in place. Form their all attacks from Link or other players will affect the prisoner’s inertia like it does in the game. For balancing purposes though, only inertia would be affected by attacks so the caught enemy won’t take damage and they can also mash the buttons to make Stasis wear off sooner.
The most self-explanatory idea. Link uses Stasis on the area directly Infront of him and any character or item in the way is frozen in place. Form their all attacks from Link or other players will affect the prisoner’s inertia like it does in the game. For balancing purposes though, only inertia would be affected by attacks so the caught enemy won’t take damage and they can also mash the buttons to make Stasis wear off sooner.

Similar to Stasis, Link summons a Cryonis pillar in the spot directly in front of him. The pillar can be used as a platform by him and other players or be used as makeshift protection from coming attacks. My only problem with this idea is I don’t know how it could function in the air or off stage.
Similar to Stasis, Link summons a Cryonis pillar in the spot directly in front of him. The pillar can be used as a platform by him and other players or be used as makeshift protection from coming attacks. My only problem with this idea is I don’t know how it could function in the air or off stage.

This last idea is a two-parter and probably my favorite of the ideas. When on the ground, Link will perform a shield bash directly in front of him that will not only hit opponents but reflect projectiles, similar to how Link can reflect Guardian beams in Breath of the Wild. The input can also be held to have Link hold the shield out in front of him and then throw out the bash when releasing the button.
This last idea is a two-parter and probably my favorite of the ideas. When on the ground, Link will perform a shield bash directly in front of him that will not only hit opponents but reflect projectiles, similar to how Link can reflect Guardian beams in Breath of the Wild. The input can also be held to have Link hold the shield out in front of him and then throw out the bash when releasing the button.

When in the air however, Link flips forward and proceeds to shield surf down onto the battlefield, protecting his feet from attacks from below. Colliding with other fighters in this state will cause damage and, depending on the terrain he lands on, he might keep sliding even more. My favorite part about this attack though is that it can be combined with a well-timed remote bomb explosion to create…
When in the air however, Link flips forward and proceeds to shield surf down onto the battlefield, protecting his feet from attacks from below. Colliding with other fighters in this state will cause damage and, depending on the terrain he lands on, he might keep sliding even more. My favorite part about this attack though is that it can be combined with a well-timed remote bomb explosion to create…

A Bomb Jump! Considering how much of BOTW’s online identity revolves around the crazy tricks you can do I think it’d be neat to pay tribute to that in the move set while also adding a cool movement option.
A Bomb Jump! Considering how much of BOTW’s online identity revolves around the crazy tricks you can do I think it’d be neat to pay tribute to that in the move set while also adding a cool movement option.