Editing Link (SSBM)

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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Stab ({{ja|突き|Tsuki}}) / Illusion Stab ({{ja|幻影突き|Genei Tsuki}})
|neutralname= 
|neutral1dmg=5%
|neutral1dmg=5%
|neutral2dmg=3%
|neutral2dmg=3%
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|neutralinfdmg=1% (loop)
|neutralinfdmg=1% (loop)
|neutraldesc=A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. If the player mashes the [[A button]] enough, Link will initiate a rapid stab attack that deals low knockback.
|neutraldesc=A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. If the player mashes the [[A button]] enough, Link will initiate a rapid stab attack that deals low knockback.
|ftiltname=Sword Chop ({{ja|ソードチョップ|Sōdo Choppu}})
|ftiltname= 
|ftiltdmg=13% (body), 14% (tip & hilt), 15% (base)
|ftiltdmg=13% (body), 14% (tip & hilt), 15% (base)
|ftiltdesc=Brings sword down, in an axe-like fashion. This attack has relatively high knockback for a forward tilt. Since the hitbox is high, Link can hit midair opponents with it.
|ftiltdesc=Brings sword down, in an axe-like fashion. This attack has relatively high knockback for a forward tilt. Since the hitbox is high, Link can hit midair opponents with it.
|utiltname=Half-Moon Swipe ({{ja|半月スワイプ|Hangetsu Suwaipu}})
|utiltname= 
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=Swings his sword in an arc above himself. Among Link's most flexible moves on the ground, it has good combo potential; it is rather fast with minimal ending lag, and has good knockback.
|utiltdesc=Swings his sword in an arc above himself. Among Link's most flexible moves on the ground, it has good combo potential; it is rather fast with minimal ending lag, and has good knockback.
|dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|dtiltname= 
|dtiltdmg=11%
|dtiltdmg=11%
|dtiltdesc=Swipes sword across ground in front of him. The move can lead into an aerial attack, though this is somewhat predictable. This move can also strongly [[meteor smash]] a ledge-grabbing foe when the inner part of Link's sword makes contact, though this is highly situational.
|dtiltdesc=Swipes sword across ground in front of him. The move can lead into an aerial attack, though this is somewhat predictable. This move can also strongly [[meteor smash]] a ledge-grabbing foe when the inner part of Link's sword makes contact, though this is highly situational.
|dashname=Running Hack ({{ja|ランニングハック|Ran'ningu Hakku}})
|dashname= 
|dashdmg=9% (tip), 12% (base), 11% (body)
|dashdmg=9% (tip), 12% (base), 11% (body)
|dashdesc=Swings sword from head to toe while coming to a stop. Somewhat fast, though it has some ending lag. At higher damages it will knock a grounded foe into the air, often leading into an aerial follow up, though it doesn't have much KO power. At mid-percent it has high combo potential, often leading to another dash attack or an up-tilt, into potentially more moves.
|dashdesc=Swings sword from head to toe while coming to a stop. Somewhat fast, though it has some ending lag. At higher damages it will knock a grounded foe into the air, often leading into an aerial follow up, though it doesn't have much KO power. At mid-percent it has high combo potential, often leading to another dash attack or an up-tilt, into potentially more moves.
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|fsmash2dmg=18% (tip), 20% (body)
|fsmash2dmg=18% (tip), 20% (body)
|fsmashdesc=Swings sword once in front for good knockback by itself, and if the [[A button]] is pressed again, he will do a much more powerful slash to follow. The second hit deals more vertical knockback than the first. It is impossible that the second hit will land at damages above 30% or so due to knockback growth of the first hit. The first hit is still strong, though, not as much as the second one. Its possible to land a second hit without the first hit, but it requires perfect timing. Interestingly, the second slash does not increase in damage or knockback whenever it's "charging".
|fsmashdesc=Swings sword once in front for good knockback by itself, and if the [[A button]] is pressed again, he will do a much more powerful slash to follow. The second hit deals more vertical knockback than the first. It is impossible that the second hit will land at damages above 30% or so due to knockback growth of the first hit. The first hit is still strong, though, not as much as the second one. Its possible to land a second hit without the first hit, but it requires perfect timing. Interestingly, the second slash does not increase in damage or knockback whenever it's "charging".
|usmashname=Triple Sword Swipe ({{ja|トリプルソードスワイプ|Toripuru Sōdo Suwaipu}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBM|4}} (hit 1), {{ChargedSmashDmgSSBM|2}} (hit 2), {{ChargedSmashDmgSSBM|9}} (hit 3 body), {{ChargedSmashDmgSSBM|10}} (hit 3 blade)
|usmashdmg={{ChargedSmashDmgSSBM|4}} (hit 1), {{ChargedSmashDmgSSBM|2}} (hit 2), {{ChargedSmashDmgSSBM|9}} (hit 3 body), {{ChargedSmashDmgSSBM|10}} (hit 3 blade)
|usmashdesc=Slashes in an upwards arc three consecutive times. This attack was taken from ''Smash 64'', but with changes to the hitbox. All hits now have a noticeable arc above him with good range, instead of just the first hit being an arch and two smaller stabs upwards as in ''Smash 64''. Good for racking up damage and setting up for air combos due to below average knockback for an up smash. All three hits can deal up to ≈{{ChargedSmashDmgSSBM|14.92}} when used fresh (though is says 15% when first used in-game). It is also notably the fastest upsmash in the game, which makes it a situational anti-air and out of shield option.
|usmashdesc=Slashes in an upwards arc three consecutive times. This attack was taken from ''Smash 64'', but with changes to the hitbox. All hits now have a noticeable arc above him with good range, instead of just the first hit being an arch and two smaller stabs upwards as in ''Smash 64''. Good for racking up damage and setting up for air combos due to below average knockback for an up smash. All three hits can deal up to ≈{{ChargedSmashDmgSSBM|14.92}} when used fresh (though is says 15% when first used in-game). It is also notably the fastest upsmash in the game, which makes it a situational anti-air and out of shield option.
|dsmashname=Sword Sweep ({{ja|ソードスイープ|Sōdo Suīpu}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBM|13}} (front hit tip), {{ChargedSmashDmgSSBM|11}} (back hit tip), {{ChargedSmashDmgSSBM|16}} (blade & body), {{ChargedSmashDmgSSBM|17}} (hilt)
|dsmashdmg={{ChargedSmashDmgSSBM|13}} (front hit tip), {{ChargedSmashDmgSSBM|11}} (back hit tip), {{ChargedSmashDmgSSBM|16}} (blade & body), {{ChargedSmashDmgSSBM|17}} (hilt)
|dsmashdesc=Sweeps with his sword in front of and then behind him. The first hit comes out fast, though the second hit has some lag. This move has decent range, and since the hitbox is on the floor, it makes this move good for [[spacing]], and has some KO power. It is often used to cover multiple options in tech chases, due to the two hits coming out on different sides.
|dsmashdesc=Sweeps with his sword in front of and then behind him. The first hit comes out fast, though the second hit has some lag. This move has decent range, and since the hitbox is on the floor, it makes this move good for [[spacing]], and has some KO power. It is often used to cover multiple options in tech chases, due to the two hits coming out on different sides.
|nairname=Hylian Kick ({{ja|ハイリアキック|Hairia Kikku}})
|nairname= 
|nairdmg=11%/9%/8% (clean foot/back leg/hip) 7% (late)
|nairdmg=11%/9%/8% (clean foot/back leg/hip) 7% (late)
|nairdesc=A generic [[sex kick]]; very fast, with low ending and landing lag, making it a good [[Short hop fast fall L-cancel|SHFFL]] option. Its long duration and moderate knockback also make it one of Link's best edgeguarding tools, especially coupled with his decent air-speed. The late hit is uniquely active for the rest of the animation length, even after Link retracts his legs.
|nairdesc=A generic [[sex kick]]; very fast, with low ending and landing lag, making it a good [[Short hop fast fall L-cancel|SHFFL]] option. Its long duration and moderate knockback also make it one of Link's best edgeguarding tools, especially coupled with his decent air-speed. The late hit is uniquely active for the rest of the animation length, even after Link retracts his legs.
|fairname=Spinning Sword ({{ja|スピニングソード|Supiningu Sōdo}})
|fairname= 
|fairdmg=13% (hit 1), 8% (hit 2)
|fairdmg=13% (hit 1), 8% (hit 2)
|fairdesc=Swings his sword forward twice while spinning 360 degrees. The first hit is usually hard to follow into the second hit. The first hit is relatively safe on shield when well spaced, and done as low as possible in a short hop it is +/-0. Additionally, the first hit has reasonably high knockback that makes it a decent kill option. The second hit comes out very late and as a result is nearly impossible to have come out in a short hop, and has less knockback. Since it is rather laggy, it's rather situational for [[edgeguarding]], but is commonly used after up throw vs fast-fallers as a kill option.
|fairdesc=Swings his sword forward twice while spinning 360 degrees. The first hit is usually hard to follow into the second hit. The first hit is relatively safe on shield when well spaced, and done as low as possible in a short hop it is +/-0. Additionally, the first hit has reasonably high knockback that makes it a decent kill option. The second hit comes out very late and as a result is nearly impossible to have come out in a short hop, and has less knockback. Since it is rather laggy, it's rather situational for [[edgeguarding]], but is commonly used after up throw vs fast-fallers as a kill option.
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairname= 
|bairdmg=7% (hits 1-2)
|bairdmg=7% (hits 1-2)
|bairdesc=Two short-ranged back kicks behind himself. The properties of the first hitbox make it difficult to directly segue into the second. This move, unlike most back aerials, is not always considered Link's best viable choice for edgeguarding due to awkward hitboxes and duration, along with relatively low knockback.
|bairdesc=Two short-ranged back kicks behind himself. The properties of the first hitbox make it difficult to directly segue into the second. This move, unlike most back aerials, is not always considered Link's best viable choice for edgeguarding due to awkward hitboxes and duration, along with relatively low knockback.
|uairname=Stab-Up ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairname= 
|uairdmg=16% (clean), 12% (late)
|uairdmg=16% (clean), 12% (late)
|uairdesc=Thrusts his sword upwards. Good for juggling, and it acts as a reliable vertical finisher at higher damages ~120%. It can directly combo from his up and down throws in several matchups, but rarely at the percent ranges at which the move is likely to KO. Has some sex kick properties, and extremely fast to come out, although also very laggy. Taken from ''[[Zelda II: The Adventure of Link]].
|uairdesc=Thrusts his sword upwards. Good for juggling, and it acts as a reliable vertical finisher at higher damages ~120%. It can directly combo from his up and down throws in several matchups, but rarely at the percent ranges at which the move is likely to KO. Has some sex kick properties, and extremely fast to come out, although also very laggy. Taken from ''[[Zelda II: The Adventure of Link]].
|dairname=Sword Plant ({{ja|下突き|Shita Tsuki}}, ''Downward Thrust'')
|dairname= 
|dairdmg=22%/20% (clean), 19% (late), 6%/8% (after bounce)
|dairdmg=22%/20% (clean), 19% (late), 6%/8% (after bounce)
|dairdesc=His famous aerial from ''Zelda II'' where he takes his sword and thrusts it downward. This move is a move of extremes: huge knockback, huge ending lag, and huge hitbox. It is possible to hit more than once with this move on the same foe. If the move is still in action when Link lands, he must pull it from the ground, with among the highest ending lag in the game; as such, the move can be risky, though [[L-canceling]] substantially reduces its lag, giving it slightly as much cool-down time as an ordinary smash attack. It is one of his primary KO moves, and it can KO reliably starting at 80% to 90%. It is generally not used much outside of a combo from Boomerangs, Bombs, or either up-throw or down-throw.
|dairdesc=His famous aerial from ''Zelda II'' where he takes his sword and thrusts it downward. This move is a move of extremes: huge knockback, huge ending lag, and huge hitbox. It is possible to hit more than once with this move on the same foe. If the move is still in action when Link lands, he must pull it from the ground, with among the highest ending lag in the game; as such, the move can be risky, though [[L-canceling]] substantially reduces its lag, giving it slightly as much cool-down time as an ordinary smash attack. It is one of his primary KO moves, and it can KO reliably starting at 80% to 90%. It is generally not used much outside of a combo from Boomerangs, Bombs, or either up-throw or down-throw.
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|grabname=Hookshot ({{ja|フックショット|Fukkushotto}})
|grabname=Hookshot ({{ja|フックショット|Fukkushotto}})
|grabdesc=Uses his Hookshot to grab at foes from afar. It's the second longest grab in the game, behind {{SSBM|Samus}}. The hitbox at the end of the hookshot can not grab aerial opponents, but the hitbox on Link's hand can.
|grabdesc=Uses his Hookshot to grab at foes from afar. It's the second longest grab in the game, behind {{SSBM|Samus}}. The hitbox at the end of the hookshot can not grab aerial opponents, but the hitbox on Link's hand can.
|pummelname=Hilt Strike ({{ja|柄なぐり|Gara Naguri}})
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Hits opponent with the hilt of his sword.
|pummeldesc=Hits opponent with the hilt of his sword.
|fthrowname=Kick Out ({{ja|キックアウト|Kikku Auto}})
|fthrowname= 
|fthrowdmg=3% (hit 1), 3% (throw)
|fthrowdmg=3% (hit 1), 3% (throw)
|fthrowdesc=Kicks foe a short distance in front of him. Low knockback.
|fthrowdesc=Kicks foe a short distance in front of him. Low knockback.
|bthrowname=Reverse Kick Out ({{ja|リバースキックアウト|Ribāsu Kikku Auto}})
|bthrowname= 
|bthrowdmg=3% (hit 1), 3% (throw)
|bthrowdmg=3% (hit 1), 3% (throw)
|bthrowdesc=Throws the opponent behind him and kicks them away.
|bthrowdesc=Throws the opponent behind him and kicks them away.
|uthrowname=Sword Launch ({{ja|ソード・ランチ|Sōdo Ranchi}})
|uthrowname= 
|uthrowdmg=4% (hit 1), 2% (throw)
|uthrowdmg=4% (hit 1), 2% (throw)
|uthrowdesc=Raises the opponent above him and slashes upward. Has below-average knockback, allowing it to potentially combo into an up-tilt, up-smash, down-smash, or several different aerials.
|uthrowdesc=Raises the opponent above him and slashes upward. Has below-average knockback, allowing it to potentially combo into an up-tilt, up-smash, down-smash, or several different aerials.
|dthrowname=Flying Elbow ({{ja|フライング肘|Furaingu Hiji}})
|dthrowname= 
|dthrowdmg=2% (hit 1), 4% (throw)
|dthrowdmg=2% (hit 1), 4% (throw)
|dthrowdesc=Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo, such as his Spin Attack or u-tilt. Generally Link's best kill confirm at high percents where it can easily combo into Spin Attack.
|dthrowdesc=Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo, such as his Spin Attack or u-tilt. Generally Link's best kill confirm at high percents where it can easily combo into Spin Attack.

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