Young Link (SSBU): Difference between revisions

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|ssbgame1 = SSBM
|ssbgame1 = SSBM
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = A-
|tier = B+
|ranking = 29
|ranking = 38
}}
}}
'''Young Link''' ({{ja|こどもリンク|Kodomo Rinku}}, ''Young Link'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed as playable alongside his former successor {{SSBU|Toon Link}} and the rest of the returning roster on June 12th, 2018. Although the changes made to {{SSBU|Link}} were not enough to change Young Link's status as a [[clone]], he is not classified as an Echo Fighter. As such, Young Link is classified as [[Fighter number|Fighter #22]].
'''Young Link''' ({{ja|こどもリンク|Kodomo Rinku}}, ''Young Link'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed as playable alongside his former successor {{SSBU|Toon Link}} and the rest of the returning roster on June 12th, 2018. Although the changes made to {{SSBU|Link}} were not enough to change Young Link's status as a [[clone]], he is not classified as an Echo Fighter. As such, Young Link is classified as [[Fighter number|Fighter #22]].
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As in ''[[Super Smash Bros. Melee]]'', {{s|wikipedia|Fujiko Takimoto}}'s portrayals of Young Link from ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''[[zeldawiki:The Legend of Zelda: Majora's Mask|Majora's Mask]]'' were repurposed for ''Ultimate'', with mostly returning voice clips from ''Melee'', and in addition to some new ones sourced from these games.
As in ''[[Super Smash Bros. Melee]]'', {{s|wikipedia|Fujiko Takimoto}}'s portrayals of Young Link from ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''[[zeldawiki:The Legend of Zelda: Majora's Mask|Majora's Mask]]'' were repurposed for ''Ultimate'', with mostly returning voice clips from ''Melee'', and in addition to some new ones sourced from these games.


Young Link is ranked 29th out of 82 on the tier list in the A- tier. This is an overall improvement from his mid-tier placement in ''Melee'', where he was ranked 17th out of 26. Young Link possesses great frame data and combo ability. The low knockback on his attacks allows him to rack up damage quickly and his disjointed range provides him safety from getting too close to his opponent. His projectiles also benefit his combo game, most notably his [[Fire Arrow]], which has low startup lag and sends his opponents upwards. Young Link also possesses kill confirms at high percentages thanks to the first hit of his [[forward aerial]].
Young Link is ranked 38th out of 82 on the tier list in the B+ tier. This is an overall improvement from his mid-tier placement in ''Melee'', where he was ranked 17th out of 26. Young Link possesses great frame data and combo ability. The low knockback on his attacks allows him to rack up damage quickly and his disjointed range provides him safety from getting too close to his opponent. His projectiles also benefit his combo game, most notably his [[Fire Arrow]], which has low startup lag and sends his opponents upwards. Young Link also possesses kill confirms at high percentages thanks to the first hit of his [[forward aerial]].


Young Link is not without his shortcomings however. Young Link has low range for a swordfighter, which forces him to get up close to deal effective damage, a flaw further worsened by him being a [[Weight|lightweight]]. His recovery is very punishable due to its predictable arcs. He also struggles to get KOs at high percents if he isn't able to get kill confirms, with his safest moves having very little KO power.
Young Link is not without his shortcomings however. Young Link has low range for a swordfighter, which forces him to get up close to deal effective damage, a flaw further worsened by him being a [[Weight|lightweight]]. His recovery is very punishable due to its predictable arcs. He also struggles to get KOs at high percents if he isn't able to get kill confirms, with his safest moves having very little KO power.


Overall, Young Link is often seen as the best of the three Links, and fares very well in a competitive environment thanks to strong results from players such as {{Sm|Toast}}, {{Sm|skittles|p=Iowa}}, and {{Sm|Supahsemmie}}.
Overall, Young Link is often seen as the best of the three Links, and fares very well in the competitive environment thanks to strong results from players such as {{Sm|Toast}}, {{Sm|skittles|p=Iowa}}, and {{Sm|Supahsemmie}}.


==How to unlock==
==How to unlock==
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Young Link's KO potential can also be a mixed bag. His up smash gives him excellent kill potential out of shield, but is risky if it misses. While he has many safe moves that kill such as neutral air, forward air, and forward tilt, they may kill quite late, often requiring the opponent to be past 150%. Young Link is very dependent on his melee hits in order to kill, challenging him to contend with his sometimes-awkward approach game and short reach. As usual this can be mitigated with projectiles, which provide combos even at very high percents and give Young Link an opening with which to approach. Stale moves can also present challenges--moves like nair and fair may have been heavily involved in combos and neutral, meaning they may be missing their full power when used for a KO. These factors, when combined with a large number of combos and set ups to learn, causes Young Link to have a rather high learning curve, especially at top level play.
Young Link's KO potential can also be a mixed bag. His up smash gives him excellent kill potential out of shield, but is risky if it misses. While he has many safe moves that kill such as neutral air, forward air, and forward tilt, they may kill quite late, often requiring the opponent to be past 150%. Young Link is very dependent on his melee hits in order to kill, challenging him to contend with his sometimes-awkward approach game and short reach. As usual this can be mitigated with projectiles, which provide combos even at very high percents and give Young Link an opening with which to approach. Stale moves can also present challenges--moves like nair and fair may have been heavily involved in combos and neutral, meaning they may be missing their full power when used for a KO. These factors, when combined with a large number of combos and set ups to learn, causes Young Link to have a rather high learning curve, especially at top level play.


In summary, Young Link, despite featuring a very similar moveset to his alternate timeline counterparts, has a unique design and playstyle unlike anybody else in the game. He possesses one of the best zoning and combo games in the cast, giving him the ability to play both hyper defensively and hyper aggressively and switch between the two playstyles on the fly to throw opponents off. Despite rather low representation at top level, most likely due to his high learning curve and inconsistencies, Young Link is regarded as a high tier character, especially with the buffs to his KO power in update 7.0.0, and the few top level players who have chosen to main him have proven his capability to preform well in tournaments.
In summary, Young Link, despite featuring a very similar moveset to his alternate timeline counterparts, has a unique design and playstyle unlike anybody else in the game. He is regarded as having one of the best combo games and above average zoning tools, giving him the ability to play both hyper defensively and hyper aggressively and switch between the two playstyles on the fly to throw opponents off. Despite rather low representation at top level, most likely due to his high learning curve and inconsistencies, Young Link is considered a high tier character, especially with the buffs to his KO power in update 7.0.0, and the few top level players who have chosen to main him have proven his capability to perform well in tournaments.


==Differences from {{SSBU|Link}}==
==Differences from {{SSBU|Link}}==
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*{{change|Young Link's [[air friction]] is slightly lower (0.0038 → 0.00375).}}
*{{change|Young Link's [[air friction]] is slightly lower (0.0038 → 0.00375).}}
*{{buff|Young Link's [[air speed]] is faster than Link's (0.924 → 0.966).}}
*{{buff|Young Link's [[air speed]] is faster than Link's (0.924 → 0.966).}}
*{{buff|Young Link's base [[air acceleration]] is higher than Link's (0.01 → 0.02).}}
*{{buff|Young Link's base [[air acceleration]] is higher than Link's (0.01 → 0.02), giving him a higher total air acceleration (0.05 → 0.06).}}
*{{change|Young Link [[Falling speed|falls]] faster (1.6 → 1.8) than Link. However, his [[fast fall]]ing speed is slower (3.04 → 2.88).}}
*{{change|Young Link [[Falling speed|falls]] faster (1.6 → 1.8) than Link. However, his [[fast fall]]ing speed is slower (3.04 → 2.88).}}
**{{nerf|The difference between Young Link's falling speed and fast falling speed is much lower than Link's (increase: 90% → 60%), which makes it more predictable when landing and gives him fewer options in the air.}}
**{{nerf|The difference between Young Link's falling speed and fast falling speed is much lower than Link's (increase: 90% → 60%), which makes it more predictable when landing and gives him fewer options in the air.}}
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**{{nerf|The second hit has more startup lag (frame 5 → 6).}}
**{{nerf|The second hit has more startup lag (frame 5 → 6).}}
**{{buff|The first and second hits have much less ending lag (FAF 25 → 18 (hit 1), 25 → 17 (hit 2)).}}
**{{buff|The first and second hits have much less ending lag (FAF 25 → 18 (hit 1), 25 → 17 (hit 2)).}}
**{{change|The third hit uses Link's previous animation that thrusting a sword, instead of swiping vertically.}}
**{{change|The third hit uses Link's previous animation: a thrust instead of an upward slash.}}
**{{nerf|The third hit has more ending lag (FAF 35 → 36).}}
**{{nerf|The third hit has more ending lag (FAF 35 → 36).}}
**{{nerf|All hits deal less damage (3% → 2% (hit 1), 3% → 1.5% (hit 2), 4% → 3.5% (hit 3), 10% → 7% (total)).}}
**{{nerf|All hits deal less damage (3% → 2% (hit 1), 3% → 1.5% (hit 2), 4% → 3.5% (hit 3), 10% → 7% (total)).}}
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**{{buff|Forward tilt has noticeably less startup lag (frame 15 → 10).}}
**{{buff|Forward tilt has noticeably less startup lag (frame 15 → 10).}}
**{{nerf|It has a shorter hitbox duration (frames 15-19 → 10-12), which also causes it to have one more frame of ending lag despite the shorter total duration (FAF 40 → 34).}}
**{{nerf|It has a shorter hitbox duration (frames 15-19 → 10-12), which also causes it to have one more frame of ending lag despite the shorter total duration (FAF 40 → 34).}}
**{{nerf|It deals less damage (13% → 12% (base)/11% (tip)) and knockback (55 base/82 scaling → 30/85 (blade), 25/85 (body)), make it considerably weaker than Link's.}}
**{{nerf|It deals less damage (13% → 12% (base)/11% (tip)) and knockback (55 base/82 scaling → 30/85 (blade), 25/85 (body)), making it considerably weaker than Link's.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{change|Young Link's up tilt uses Link's previous animation, where it starts from the front rather than the back.}}
**{{change|Young Link's up tilt uses Link's previous animation, where it starts from the front rather than the back.}}
**{{nerf|It has more startup lag (frame 8 → 9).}}
**{{nerf|It has more startup lag (frame 8 → 9).}}
**{{buff|It has a longer duration (frames 8-12 → 9-14) and less ending lag (FAF 36 → 32).}}
**{{buff|It has a longer duration (frames 8-12 → 9-14) and less ending lag (FAF 36 → 32).}}
**{{nerf|It deals less damage (11% → 8%) with knockback not fully compensated (30 base/103/111/105/104 scaling → 20 base/130/128/126 scaling), make it weaker than Link's.}}
**{{nerf|It deals less damage (11% → 8%) with knockback not fully compensated (30 base/103/111/105/104 scaling → 20 base/130/128/126 scaling), making it weaker than Link's.}}
***{{buff|However, this improves its combo potential when combined with its lower ending lag.}}
**{{change|The sword hit launches at a consistent angle (95°/85° → 85°).}}
**{{change|The sword hit launches at a consistent angle (95°/85° → 85°).}}
**{{change|The body hit launches at a lower angle (85° → 75°).}}  
**{{change|The body hit launches at a lower angle (85° → 75°).}}  
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has less startup (frame 10 → 8) and ending lag (FAF 31 → 26), as well as less knockback (90 base/30 scaling → 80/25), making it better for combos.}}
**{{buff|Down tilt has less startup (frame 10 → 8) and ending lag (FAF 31 → 26), as well as less knockback (90 base/30 scaling → 80/25), making it better for combos.}}
**{{buff|Although it does not reach as far as Link's, it uses 3 spherical hitboxes rather than 1 extended hitbox, and all 3 hitboxes are wider, improving the move's vertical range.}}
**{{buff|Although it does not reach as far as Link's, it uses three larger, non-extended hitboxes rather than a single small, extended hitbox (2u → 3.4u/3.4u/3.0u). This gives it more vertical range.}}
**{{change|It does not deal consistent damage (9% → 10%/9%/7%).}}
**{{change|It does not deal consistent damage (9% → 10%/9%/7%).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Young Link has a different dash attack: instead of performing the {{iw|zeldawiki|Jump Attack}} from ''Ocarina of Time'', he performs a lunging downwards slash.}}
**{{change|Young Link has a different dash attack: instead of performing the {{iw|zeldawiki|Jump Attack}} from ''Ocarina of Time'', he performs a lunging downwards slash.}}
**{{buff|It has much less startup (frame 20 → 8) and ending lag (FAF 57 → 35), making it much safer.}}
**{{buff|It has much less startup (frame 20 → 8) and ending lag (FAF 57 → 35), making it much safer.}}
**{{nerf|It deals less damage (14% (tip)/13% (blade)/12% (body) → 11% (base)/10% (tip)) and knockback (70 base/85 scaling (tip), 85/85 (blade), 85/77 (body) → 70/70), make it considerably weaker than Link's.}}
**{{nerf|It deals less damage (14% (tip)/13% (blade)/12% (body) → 11% (base)/10% (tip)) and knockback (70 base/85 scaling (tip), 85/85 (blade), 85/77 (body) → 70/70) and the tip of the Kokiri Sword is a sourspot, making it considerably weaker than Link's.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{nerf|The first hit of Young Link's forward smash cannot fire a {{iw|zeldawiki|Sword Beam}} at 0%.}}
**{{nerf|The first hit of Young Link's forward smash cannot fire a {{iw|zeldawiki|Sword Beam}} at 0%.}}
**{{buff|The first hit has less startup (frame 17 → 15) and ending lag (FAF 51 → 48).}}
**{{buff|The first hit has less startup (frame 17 → 15) and ending lag (FAF 51 → 48) and has a wider continuability window (frame 23-36 → 21-39 (13 frames → 18)).}}
**{{change|The first hit always deals lower damage (7% (base)/14% (tip) → 6%) and knockback (45 base/12 scaling (base), 30/100 (tip) → 35/40 base/15 scaling).}}
**{{change|The first hit always deals lower damage (7% (base)/14% (tip) → 6%) and knockback (45 base/12 scaling (base), 30/100 (tip) → 35/40 base/15 scaling). This removes the tip hitbox's KO potential, but allows it to connect into the second hit more consistently.}}
**{{change|The first hit launches at a lower angle than Link's base hit (69°/60° → 60°/50°).}}  
**{{change|The first hit launches at a lower angle than Link's base hit (69°/60° → 60°/50°).}}  
**{{nerf|The second hit has more startup lag (frame 10 → 11).}}
**{{nerf|The second hit has more startup lag (frame 10 → 11).}}
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**{{change|The third hit launches at a consistent angle (80°/90° → 100°).}}  
**{{change|The third hit launches at a consistent angle (80°/90° → 100°).}}  
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash has less startup (frame 12 → 9 (hit 1), frame 24 → 21 (hit 2)) and ending lag (FAF 55 → 50).}}
**{{buff|Down smash has less startup (frame 12 → 9) and ending lag (FAF 55 → 50).}}
**{{nerf|Both hits deal less damage (17%/16%/14% → 13%/10% (hit 1), 12%/11%/10% → 10%/9% (hit 2)) and knockback (40 base/88 scaling → 30/90 (hit 1), 80/63 → 25 base/90/70 scaling (hit 2)).}}
**{{nerf|Both hits deal less damage (17%/16%/14% → 13%/10% (hit 1), 12%/11%/10% → 10%/9% (hit 2)) and knockback (40 base/88 scaling → 30/90 (hit 1), 80/63 → 25 base/90/70 scaling (hit 2)).}}
**{{change|The first hit launches at a much lower angle (78° → 30°).}}
**{{change|The first hit launches at a much lower angle (78° → 30°).}}
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**{{buff|Neutral aerial has less startup lag (frame 7 → 4).}}
**{{buff|Neutral aerial has less startup lag (frame 7 → 4).}}
**{{nerf|It has a shorter hitbox duration (frames 7-31 → 4-27), which also causes it to have one frame more ending lag despite the shorter total duration (FAF 39 → 36).}}
**{{nerf|It has a shorter hitbox duration (frames 7-31 → 4-27), which also causes it to have one frame more ending lag despite the shorter total duration (FAF 39 → 36).}}
**{{buff|It autocancels earlier (frame 36 → 32). Unlike Link's, it can autocancel in a short hop.}}
**{{change|The clean hit deals consistent damage (11%/9% → 10%) and has different knockback values (22 base/100 scaling → 20/108).}}
**{{change|The clean hit deals consistent damage (11%/9% → 10%) and has different knockback values (22 base/100 scaling → 20/108).}}
**{{buff|The late hit deals less damage (6% → 5%) and base knockback (15 → 10), further improving its combo potential.}}
**{{nerf|The late hit deals less damage (6% → 5%).}}
***{{buff|However, it has less base knockback (15 → 10), improving its combo potential when combined with the its reduced damage.}}
**{{nerf|The late hit lacks Link's notoriously large lingering hitboxes, with 2 of the 3 hitboxes being shrunk considerably (4.5u → 3u). Combined with Young Link's shorter, wider legs, this reduces the move's disjoint considerably.}}
**{{nerf|The late hit lacks Link's notoriously large lingering hitboxes, with 2 of the 3 hitboxes being shrunk considerably (4.5u → 3u). Combined with Young Link's shorter, wider legs, this reduces the move's disjoint considerably.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial's first hit has less startup lag (frame 16 → 14).}}
**{{buff|Forward aerial's first hit has less startup lag (frame 16 → 14).}}
**{{buff|It has much less ending lag (FAF 52 → 41).}}
**{{buff|It has much less ending lag (FAF 52 → 41), improving its combo potential at lower percents.}}
**{{buff|It has noticeably less landing lag (11 frames → 6).}}
**{{buff|It has noticeably less landing lag (11 frames → 6).}}
**{{buff|It autocancels earlier (frame 53 → 41), matching its interruptibility. Unlike Link's, it can autocancel in a full hop.}}
**{{nerf|Both hits deal less damage (8% → 6% (hit 1), 10% → 8%/7% (hit 2)) and the knockback in the second hit is not fully compensated (43 base/120 scaling → 45/125), hindering its KO potential.}}
**{{nerf|Both hits deal less damage (8% → 6% (hit 1), 10% → 8%/7% (hit 2)) and the knockback in the second hit is not fully compensated (43 base/120 scaling → 45/125), hindering its KO potential.}}
**{{change|The second hit launches at a slightly lower angle (44° → 48°).}}  
***{{buff|However, this further improves its combo potential when combined with its lower ending lag.}}
**{{change|The second hit launches at a slightly higher angle (44° → 48°).}}  
*[[Back aerial]]:
*[[Back aerial]]:
**{{nerf|Back aerial's second hit has more startup lag (frame 15 → 18).}}
**{{nerf|Back aerial's second hit has more startup lag (frame 15 → 18).}}
**{{nerf|Back aerial's first hit's aerial hitboxes deal less set knockback (36 → 20). Combined with Young Link's higher gravity, and the greater delay between the hits, this makes the move connect less consistently.}}
**{{nerf|Back aerial's first hit's aerial hitboxes deal less set knockback (36 → 20). Combined with Young Link's faster falling speed and the greater delay between the hits, this makes the move connect less consistently.}}
**{{buff|It has less ending lag (FAF 31 → 30).}}
**{{buff|It has less ending lag (FAF 31 → 30).}}
**{{change|The second hit has different knockback values (45 base/98 scaling → 40/102).}}
**{{change|The second hit has different knockback values (45 base/98 scaling → 40/102).}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{change|Up aerial uses its animation from ''Melee'', making it more closely its appearance in ''{{iw|zeldawiki|Zelda II: The Adventure of Link}}''.}}
**{{change|Up aerial uses its animation from ''Melee'', making it more closely resemble its appearance in ''{{iw|zeldawiki|Zelda II: The Adventure of Link}}''.}}
**{{buff|Up aerial has noticeably less startup lag with a longer active duration (frames 11-40 → 5-49), making it safer to use and decreasing its ending lag compared to the hitbox.}}
**{{buff|Up aerial has noticeably less startup lag with a longer active duration (frames 11-40 → 5-49), making it safer to use and decreasing its ending lag compared to the hitbox.}}
***{{nerf|However, this also causes it to autocancel later (frame 43 → 56), increasing its ending lag before it can autocancel. Unlike Link's, it cannot autocancel in a full hop.}}
**{{nerf|It has a shorter initial autocancel window (frames 1-10 → 1-4).}}
**{{nerf|The clean hit deals less knockback (23 base/93 scaling → 25/82).}}
**{{nerf|The clean hit deals less knockback (23 base/93 scaling → 25/82).}}
**{{nerf|The late hit deals less damage (13% → 12%) with knockback not fully compensated (18 base/88 scaling → 25/82), hindering its KO potential.}}
**{{nerf|The late hit deals less damage (13% → 12%) with knockback not fully compensated (18 base/88 scaling → 25/82), hindering its KO potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has less startup lag with a longer active duration (frames 15-64 → 13-64).}}
**{{buff|Down aerial has less startup lag with a longer active duration (frames 14-64 → 13-64).}}
***{{nerf|However, the clean hit has a shorter active duration (frames 16-19 → 13-15).}}
***{{nerf|However, the clean hit has a shorter active duration (frames 14-19 → 13-15).}}
**{{buff|It has less landing lag (19 frames → 17).}}
**{{buff|It has less landing lag (19 frames → 17).}}
**{{buff|It has a larger initial autocancel window (frames 1-9 → 1-12).}}
**{{buff|It deals more knockback scaling (80/78 → 83) and launches at a higher angle (270°/60° → 70°), improving its KO potential near the vertical blastzone.}}
**{{buff|It deals more knockback scaling (80/78 → 83) and launches at a higher angle (270°/60° → 70°), improving its KO potential near the vertical blastzone.}}
***{{nerf|However, it does not have a [[meteor smash]] hitbox.}}
***{{nerf|However, it does not have a [[meteor smash]] hitbox.}}
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===Throws and other attacks===
===Throws and other attacks===
*[[Grab|Grabs]]:
*[[Grab]]s:
**{{change|Young Link retains the [[Hookshot]] while Link no longer has a [[tether grab]].}}
**{{change|Young Link retains the [[Hookshot]] while Link no longer has a [[tether grab]].}}
***{{buff|Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).}}
***{{buff|Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).}}
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==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Young Link has been heavily buffed in the transition from ''Melee'' to ''Ultimate''. His attributes, moveset and general gameplan have all been significantly improved in the transition, and he has gained a better combo game, whereas the changes to the general pace of ''Ultimate'' have contributed to his benefits.
Young Link has been significantly buffed in the transition from ''Melee'' to ''Ultimate''. His attributes, moveset and general gameplan have all been significantly improved in the transition, and he has gained a better combo game, whereas the changes to the general pace of ''Ultimate'' have contributed to his benefits.


Young Link's speed has been improved from ''Melee'', not just in terms of his mobility, but also his attacks, as many of them have decreased startup and ending lag (such as [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, and [[dash attack]]), and his aerials have heavily decreased landing lag (even compared to their [[L-cancel]]ed counterparts in ''Melee''), improving his ability to land. Some of his moves have also been reworked to make them more reliable and effective, such as his [[up smash]] and his [[forward aerial|forward]] and [[back aerial]]s, and the weakening of [[SDI]] heavily benefits his multi-hit attacks. His grab game has also been improved thanks to the universal changes to tether grabs, as they now have less ending lag and a longer duration. His [[forward throw]] also has increased knockback, giving him a new KOing option.
Young Link's speed has been improved from ''Melee'', both in terms of his mobility and frame data. Many of his attacks have decreased startup and ending lag (such as [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, and [[dash attack]]), and his aerials have heavily decreased landing lag (even compared to their [[L-cancel]]ed counterparts in ''Melee''), improving his ability to land. Some of his moves have also been reworked to make them more reliable and effective, such as his [[up smash]] and his [[forward aerial|forward]] and [[back aerial]]s, and the weakening of [[SDI]] heavily benefits his multi-hit attacks. His grab game has also been improved thanks to the universal changes to tether grabs, as they now have less ending lag and a longer duration. His [[forward throw]] also has increased knockback, giving him a new KOing option.


His special moveset has also seen heavy improvements. [[Fire Arrow]] has less ending lag and increased knockback, [[Boomerang]] deals less knockback as a result of its lower damage, grounded [[Spin Attack]] has less ending lag after its final hit, and aerial Spin Attack's hits link into the other much more consistently. Bombs were also significantly buffed, as their multi-hits accumulate their damage faster, they travel farther when thrown, no longer deal damage to Young Link if they hit an enemy head-on, and can be "soft-tossed" or slowly Z-dropped without exploding. All of these changes combined together not only grant Young Link a deceptively improved zoning game, but have also further improved his combo ability from mid-distance.
His special moveset has also seen heavy improvements. [[Fire Arrow]] has less ending lag and increased knockback, [[Boomerang]] deals less knockback as a result of its lower damage, grounded [[Spin Attack]] has less ending lag after its final hit, and aerial Spin Attack's hits link into the other much more consistently. {{b|Bomb|Link}}s were also significantly buffed, as their multi-hits accumulate their damage faster, they travel farther when thrown, no longer deal damage to Young Link if they hit an enemy head-on, and can be "soft-tossed" or slowly Z-dropped without exploding. All of these changes combined together not only grant Young Link a deceptively improved zoning game, but have also further improved his combo ability from mid-distance.


The changes to ''Ultimate''{{'}}s engine have also generally benefitted Young Link. The universal increase in mobility, the ability to [[Run cancel|use any attack out of a run]] and the increased [[shieldstun]] have vastly improved Young Link's close quarters combat, as he can now close in on the distance with less issue and his attacks' above average damage output renders them harder to punish (most infamously his tilt attacks). The universal reduction to landing lag is an especially notable benefit, as not only this improves his ability to land, but has improved his aerials' safety on shield -despite the reduced shieldstun on aerial attacks-, but has also dramatically improved his combo game up-close outside of his [[down throw]] and {{b|Bomb|Link}}s, with him now having set-up options by virtue of his [[neutral aerial]]'s late hit and the first hits of his forward and back aerials. The removal of [[edgehogging]], the introduction of [[Edgeguarding#Ledge trumping|ledge trumping]] and the changes to invincibility when grabbing an [[edge]] have also notably improved Young Link's recovery, making him much less vulnerable to getting edgeguarded or getting hit if he doesn't grab the stage's edge.
The changes to ''Ultimate''{{'}}s engine have also generally benefitted Young Link. The universal increase in mobility, the ability to [[Run cancel|use any attack out of a run]] and the increased [[shieldstun]] have vastly improved Young Link's close quarters combat, as he can now close in on the distance with less issue and his attacks' above average damage output renders them harder to punish (most infamously his tilt attacks). The universal reduction to landing lag is an especially notable benefit, as not only this improves his ability to land, but has improved his aerials' safety on shield (despite the reduced shieldstun on aerial attacks), but has also dramatically improved his combo game up-close outside of his [[down throw]] and Bombs, with him now having set-up options by virtue of his [[neutral aerial]]'s late hit and the first hits of his forward and back aerials. The removal of [[edgehogging]], the introduction of [[Edgeguarding#Ledge trumping|ledge trumping]] and the changes to invincibility when grabbing an [[edge]] have also notably improved Young Link's recovery, making him much less vulnerable to getting edgeguarded or getting hit if he doesn't grab the stage's edge.


Although he has mostly received buffs, Young Link is not without some nerfs. In exchange for his now excellent combo ability, some of Young Link's attacks deal less damage (most notably his projectiles), now requiring him to string more hits in order to rack up more damage. A few of his attacks also have slightly increased startup and ending lag, while others have shorter durations, bringing them more in line with the rest of the cast. His aerial mobility is also slightly worse (especially when relative to the cast). Additionally, his down tilt and down aerial no longer have [[meteor smash]] hitboxes, meaning that Young Link gains no benefits from the removal of [[Meteor smash#Meteor canceling|meteor canceling]]. In terms of gameplay changes, the changes to [[air dodging]] also hinder Young Link's mobility, as [[wavedashing]] and wavelanding are significantly less effective due to their increased landing lag. Some of Young Link's weaknesses from ''Melee'' also remain, most notably his below average range for a swordfighter (despite it improving in the transition) and his still limited KOing ability.
Although he has mostly received buffs, Young Link is not without some nerfs. In exchange for his now excellent combo ability, some of Young Link's attacks deal less damage (most notably his projectiles), now requiring him to string more hits in order to rack up more damage. A few of his attacks also have slightly increased startup and ending lag, while others have shorter durations, bringing them more in line with the rest of the cast. His aerial mobility is also slightly worse (especially when relative to the cast). In terms of gameplay changes, the changes to [[air dodging]] hinder Young Link's mobility, as [[wavedashing]] and wavelanding are significantly less effective due to their increased landing lag. The removal of [[Meteor smash#Meteor canceling|meteor canceling]] has hurt Young Link more than any other returning veteran, as his fast falling speed renders him highly vulnerable to them, while the loss of his own down tilt's and down aerial's meteor smash hitboxes result in him gaining no benefits from its removal.


Overall, Young Link's gameplan has radically changed between both games, which has also resulted in a slight increase to his already high learning curve. Young Link now has reliable damage racking capabilities at all ranges, courtesy of an improved zoning game and a deceptively improved combo game that doesn't require use of his bombs, which now makes it easier for him to close in on the distance against other characters and harder for other characters to keep up with him, and he has less trouble at landing due to his aerials' lower landing lag. However, even with the higher knockback on some of his moves and his new hit confirms, his KOing ability remains below average, which combined with his short range means Young Link still has to take risks in order to KO the opponent. Regardless, Young Link is a significantly better character than he was in ''Melee'', with a larger playerbase in competitive play consisting of players such as {{Sm|colinies}}, {{Sm|SKITTLES!!}}, {{Sm|Supahsemmie}}, {{Sm|T}}, {{Sm|Toast}} and {{Sm|Tweek}}, who have demonstrated Young Link's strong potential when mastered. As a result, Young Link is commonly considered to be a high tier character, though due to other characters receiving similar improvements such as {{SSBU|Greninja}}, {{SSBU|Mario}}, {{SSBU|Pikachu}}, {{SSBU|Palutena}}, {{SSBU|Roy}}, {{SSBU|R.O.B.}}, and {{SSBU|Wolf}}, his true tier placement remains debatable.
Overall, Young Link's gameplan has radically changed between both games, which has also resulted in a slight increase to his already high learning curve. Young Link now has reliable damage racking capabilities at all ranges, courtesy of an improved zoning game and a deceptively improved combo game that doesn't rely on his bombs, which now makes it easier for him to close in on the distance against other characters and harder for other characters to keep up with him, and he has less trouble at landing due to his aerials' lower landing lag. However, some of Young Link's weaknesses from ''Melee'' still remain, most notably his below average range for a swordfighter (despite it improving in the transition) and his still limited KOing ability despite the higher knockback on some of his moves and his new hit confirms, meaning Young Link still has to take risks in order to KO the opponent. Regardless, he is a much better character than he was in ''Melee''.


{{SSB4 to SSBU changelist|char=Young Link}}
{{SSB4 to SSBU changelist|char=Young Link}}
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*While Young Link is standing still, walking or crouching, any incoming [[projectile]]s that hit his [[Passive shield|Deku Shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
*While Young Link is standing still, walking or crouching, any incoming [[projectile]]s that hit his [[Passive shield|Deku Shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
*Young Link can [[wall jump]].
*Young Link can [[wall jump]].
*Young Link possesses a [[tether]] attack and grab.
*Young Link possesses a [[tether]] attack, grab and [[recovery]].
''For a gallery of Young Link's hitboxes, see [[Young Link (SSBU)/Hitboxes|here]].''
''For a gallery of Young Link's hitboxes, see [[Young Link (SSBU)/Hitboxes|here]].''


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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 Slash ({{ja|幻影斬り|Genei Kiri}}) / Illusion Finish ({{ja|幻影フィニッシュ|Genei Finisshu}})
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Stab ({{ja|突き|Tsuki}}) / Illusion Slash ({{ja|幻影斬り|Genei Kiri}}) / Illusion Finish ({{ja|幻影フィニッシュ|Genei Finisshu}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=3.5%
|neutral3dmg=3.5%
|neutralinfdmg=0.3% (loop), 2.5% (last)
|neutralinfdmg=0.3% (loop), 2.5% (last)
|neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. If button mashed, Young Link instead performs a rapid flurry of slashes before concluding with an upward slash. The standard neutral attack is based on the final series of strikes that he inflicts to [[Ganon]] in ''The Legend of Zelda: Ocarina of Time''.
|neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. If button mashed, Young Link instead performs a rapid flurry of slashes before concluding with an upward slash. The standard neutral attack is based on the final series of strikes that his adult self inflicts to [[Ganon]] in ''The Legend of Zelda: Ocarina of Time''.
|ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltdmg=12% (base), 11% (tip)
|ftiltdmg=12% (base), 11% (tip)
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|dashname=Splitting Strike ({{ja|たたき割り|Tataki Wari}})
|dashname=Splitting Strike ({{ja|たたき割り|Tataki Wari}})
|dashdmg=11% (base), 10% (tip)
|dashdmg=11% (base), 10% (tip)
|dashdesc=A lunging downward slash. It comes out quickly at frame 8 without a large amount of ending lag, and it has decent power, giving it some KO potential at the ledge. Just like other attacks, the tip of the Kokiri Sword deals less damage.
|dashdesc=A lunging downward slash. It comes out quickly at frame 8 without a large amount of ending lag, and it has decent power, giving it some KO potential at the ledge. Just like his other attacks, the tip of the Kokiri Sword deals less damage.
|fsmashcount=2
|fsmashcount=2
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
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|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (front base), {{ChargedSmashDmgSSBU|10}} (front tip), {{ChargedSmashDmgSSBU|12}} (back base), {{ChargedSmashDmgSSBU|9}} (back tip)
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (front base), {{ChargedSmashDmgSSBU|10}} (front tip), {{ChargedSmashDmgSSBU|12}} (back base), {{ChargedSmashDmgSSBU|9}} (back tip)
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. Both hits are semi-spikes, making them good for edgeguarding, and is stronger from the front than from the back.
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The move is stronger from the front than from the back, and both hits are semi-spikes, making them good for edgeguarding.
|nairname=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|nairname=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=A flying kick. It is a [[sex kick]] and one of the fastest aerials in the game at frame 4, making it a very good option to get opponents off of him. Additionally, it has extremely low landing lag, can autocancel in a short hop, and has just as strong of an offense use, as the late hit can function both as a combo starter or can be used in the middle of a combo to lead into a variety of moves. It also has decent power, as it can KO at high percents when edgeguarding. Overall, it is commonly regarded as one of the best aerials in the game, and is a vital part of Young Link's combo game.
|nairdesc=A flying kick. It is a [[sex kick]] and one of the fastest aerials in the game at frame 4, making it a very good option to get opponents off of him. Additionally, it has extremely low landing lag, can autocancel in a short hop, and is just as potent when used offensively, as the late hit can function both as a combo starter or in the middle of a combo to lead into a variety of moves. It also has decent power, as it can KO at high percents when edgeguarding. Overall, it is commonly regarded as one of the best aerials in the game, and is a vital part of Young Link's combo game.
|fairname=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}})
|fairname=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}})
|fairdmg={{ShortHopDmgSSBU|6}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2, base), {{ShortHopDmgSSBU|7}} (hit 2, tip)
|fairdmg={{ShortHopDmgSSBU|6}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2, base), {{ShortHopDmgSSBU|7}} (hit 2, tip)
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|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|bairdesc=A hook kick followed by a mid-level roundhouse kick. It comes out on frame 6 and has the lowest ending lag of his aerials. Functions similarly to his forward aerial, including the ability to drag down foes with the first hit, but trades range and power for reduced start-up. Despite this, it possesses a somewhat disjointed hitbox, and its first hit can reliably KO into any of his smash attacks.
|bairdesc=A hook kick followed by a mid-level roundhouse kick. It comes out on frame 6 and has the same very low ending lag as his neutral and forward aerials. Functions similarly to his forward aerial, including the ability to drag down foes with the first hit, but trades range and power for reduced start-up. Despite this, it possesses a somewhat disjointed hitbox, and its first hit can reliably KO into any of his smash attacks.
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
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|uthrowdmg=4% (hit 1), 2% (throw)
|uthrowdmg=4% (hit 1), 2% (throw)
|uthrowdesc=Tosses the opponent up into the air and performs a spinning upward slash. Has very minimal KO potential, even on platforms, as it starts to KO around 190% on Final Destination. If the initial sword slash hits another opponent, they will be launched at a very low angle, allowing for edgeguard setups. Unlike {{SSBU|Link}} and Toon Link's up throws, it can combo reliably into up aerial at low percents due to his up aerial coming out much faster than theirs.
|uthrowdesc=Tosses the opponent up into the air and performs a spinning upward slash. Has very minimal KO potential, even on platforms, as it starts to KO around 190% on Final Destination. If the initial sword slash hits another opponent, they will be launched at a very low angle, allowing for edgeguard setups. Unlike {{SSBU|Link}} and Toon Link's up throws, it can combo reliably into up aerial at low percents due to his up aerial coming out much faster than theirs.
|dthrowname=Elbow Strike ({{ja|ヒジ打ち|Hiji Uchi}}, ''ヒジ打ち'')
|dthrowname=Elbow Strike ({{ja|ヒジ打ち|Hiji Uchi}})
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdesc=Pins the opponent to the ground and performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. A very reliable a combo starter, even in spite of its combo potential being toned down since ''Melee''.
|dthrowdesc=Pins the opponent to the ground and performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. A very reliable a combo starter, even in spite of its combo potential being toned down since ''Melee''.
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|ssname=Boomerang
|ssname=Boomerang
|ssdmg=11% (close, normal throw), 13.2% (close, smash throw), 7% (far), 2% (return)
|ssdmg=11% (close, normal throw), 13.2% (close, smash throw), 7% (far), 2% (return)
|ssdesc=Throws his {{iw|zeldawiki|Boomerang}} forward. It flies forward and then returns to Young Link. On the way forward, it launches enemies vertically with low base knockback, and on the way back, it launches them towards Link with slightly weaker base knockback, allowing it to set up combos. It can be angled up or down, and inputting it like a smash attack increases its damage, as well as the distance it can travel.
|ssdesc=Throws his {{iw|zeldawiki|Boomerang}} forward. It flies forward and then returns to Young Link. On the way forward, it launches enemies vertically with low base knockback, and on the way back, it launches them towards Link with slightly weaker base knockback, allowing it to set up combos. It can be angled up or down, and inputting it like a smash attack increases its damage, as well as the distance it can travel. Like the other Links' Boomerangs, it is slow to throw but is very safe on shield.
|usname=Spin Attack
|usname=Spin Attack
|usdmg=1%-1.6% (grounded hits 1-10), 3%-4.8% (grounded hit 11), 3% (aerial hit 1), 2% (aerial hits 2-4), 3% (aerial hit 5)
|usdmg=1%-1.6% (grounded hits 1-10), 3%-4.8% (grounded hit 11), 3% (aerial hit 1), 2% (aerial hits 2-4), 3% (aerial hit 5)
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|dsname=Bomb
|dsname=Bomb
|dsdmg=2%-2.4% (hits 1-4)
|dsdmg=2%-2.4% (hits 1-4)
|dsdesc=Pulls out a {{iw|zeldawiki|Bomb}}. Just like in ''Melee'', the explosion from the Bomb hits multiple times. The Bomb explodes after hitting a surface or enemy, or after enough time passes. The Bomb's weak knockback makes it a useful combo starter. It can be used to extend Young Link's recovery, as the damage from the explosion will take him out of helplessness.
|dsdesc=Pulls out a {{iw|zeldawiki|Bomb}}. Just like in ''Melee'', the explosion from the Bomb hits multiple times. The Bomb explodes after hitting a surface or enemy, or after enough time passes, though it can also be left lying on the ground to run out its fuse as a hazard if lightly dropped a short distance from the ground. The Bomb's weak knockback makes it a useful combo starter. It can be used to extend Young Link's recovery, as the damage from the explosion will take him out of helplessness.
|fsname=Triforce Slash
|fsname=Triforce Slash
|fsdmg=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdmg=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them and any bystanders.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them and any bystanders.
}}
===Stats===
{{Attributes
| cast=89
| weight=88 | rweight=66-68
| dash=2.09 | rdash=18-24
| run=1.749 | rrun=42
| walk=1.26 | rwalk=18-20
| trac=0.105 | rtrac=55-59
| airfric=0.00375 | rairfric=87-89
| air=0.966 | rair=65
| baseaccel=0.02 | rbaseaccel=9-12
| addaccel=0.04 | raddaccel=69-78
| gravity=0.096 | rgravity=38-39
| fall=1.8 | rfall=13-18
| ff=2.88 | rff=13-18
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=33.66 | rjumpheight=33-35
| shorthop=16.26 | rshorthop=40-42
| djump=33.66 | rdjump=42-44
}}
}}


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*Kicks the toes of his boots on the ground, as if knocking off the dirt.
*Kicks the toes of his boots on the ground, as if knocking off the dirt.
<gallery>
<gallery>
SSBUYoungLinkIdle1.gif|Young Link's first idle pose
SSBUYoungLinkIdle1.gif|Young Link's first idle pose.
SSBUYoungLinkIdle2.gif|Young Link's second idle pose
SSBUYoungLinkIdle2.gif|Young Link's second idle pose.
</gallery>
</gallery>


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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''See also: [[:Category:Young Link players (SSBU)]]''
*{{Sm|Jdizzle|Australia}} - The best Young Link player in Australia and the only Australian player ranked top 100 on a global ranking, with his highest placement being 57th on the [[OrionRank Ultimate: Eclipse]]. He has also placed well at several majors, including 17th at {{Trn|Let's Make Big Moves 2022}} and 25th at {{Trn|GENESIS 9}}.
*{{Sm|Kobe|USA}} - The best Young Link player in 2021, ranking 39th on the [[OrionRank Ultimate: Eclipse]]. He has seen several strong superregional results, most notably winning {{Trn|CIRQUE du CFL}} over {{Sm|Kola}} and {{Sm|Zomba}} and placing 4th at {{Trn|InfinityCON Tally 2021}}; he has also placed highly at majors, including 13th at {{Trn|Riptide}} and 17th at {{Trn|Let's Make Big Moves 2022}}.
*{{Sm|skittles|USA|p=Iowa}} - A top 10 player in the online metagame and is also considered one of the best Young Link players in United States in the post-online metagame, ranking 88th on the [[UltRank 2022]]. He has consistently placed top 64 at majors, including placing 9th at {{Trn|Rise 'N Grind}} and 13th at {{Trn|MAJOR UPSET}}.
*{{Sm|Suinoko|Japan}} - The best Young Link player in Japan. He is the second solo-Young Link player to place top 8 at a major, doing so at {{Trn|Seibugeki 13}}, and has consistently placed in or close to the top 64 at majors, including placing 17th at {{Trn|Kagaribi 9}} and 25th at {{Trn|Kagaribi 7}}.
*{{Sm|Supahsemmie|Netherlands}} - One of the best Young Link players in the world throughout competitive ''Ultimate'' and was the definitive best in 2023. His highest global ranking was 79th on the [[UltRank 2022]]. Although most of his results tend to be in-region, he has placed top 16 at several majors, including placing 9th at {{Trn|Albion 4}} and {{Trn|Temple: Hermès Edition}}, two of Europe's largest tournaments, as well as 7th at {{Trn|Sunrise 2023}} defeating {{Sm|MkLeo}}.
*{{Sm|Toast|USA}} - The highest-ranking solo-Young Link player on a global ranking, ranking 22nd on the [[OrionRank Pre-Quarantine]]. He has seen the highest peaks for a Young Link player, including placing 3rd at the major {{Trn|CEO 2022}} over {{Sm|Tweek}} and {{Sm|Sonix}} as well as 7th at the supermajor {{Trn|Frostbite 2020}} over {{Sm|Light|p=Connecticut}}.
===Tier placement and history===
===Tier placement and history===
Young Link was met with a considerable amount of hype when he returned to the series after 17 years, last appearing in ''Melee''. By the time ''Ultimate'' was released, there were high hopes for him due to his amazing combo game and damage racking potential from his projectiles. {{Sm|Tweek}} found success with the character in the early months of ''Ultimate'', using the characters to win tournaments such as {{Trn|Glitch 6}} and {{Trn|Frostbite 2019}}. Players believed that because of these strengths and strong results, Young Link was seen as a viable high-tier or top-tier character, and the best of the three Links.  
Young Link was met with a considerable amount of hype when he returned to the series after 17 years, last appearing in ''Melee''. By the time ''Ultimate'' was released, there were high hopes for him due to his amazing combo game and damage racking potential from his projectiles. {{Sm|Tweek}} found success with the character in the early months of ''Ultimate'', using Young Link as one of his characters to win tournaments such as {{Trn|Glitch 6}} and {{Trn|Frostbite 2019}}. Players believed that because of these strengths and strong results, Young Link was seen as a viable high-tier or top-tier character, and the best of the three Links.  


However as time went on, players began discovering his weaknesses, which include inconsistent KO power and a linear, slow recovery, making him relatively easy to edgeguard. In addition, most players who used Young Link at a top-player level, including Tweek, used the character as a secondary, and these players eventually phased Young Link out of their character pool. Despite these shortcomings, Young Link's representation in the first year still remained strong at a regional level thanks to buffs received in update 7.0.0 that improved his KO power, as well as the efforts of players such as {{Sm|skittles|p=Iowa}}, {{Sm|Supahsemmie}}, and {{Sm|Toast}}, the latter of whom was beginning to pick up steam by the end of 2019, and ultimately saw a top 8 finish at the supermajor {{Trn|Frostbite 2020}}. These consistently strong results from Young Link players carried over to the post-online metagame, where many Young Link players continued to place well at majors. As a result, despite opinions on the character mellowing out, Young Link is still considered a high-tier character, which is reflected in his placement on the current tier list, where he is ranked 29th.
However as time went on, players began discovering his weaknesses, which include inconsistent KO power and a linear, slow recovery, making him relatively easy to edgeguard. In addition, most players who used Young Link at a top-player level, including Tweek, used the character as a secondary, and these players eventually phased Young Link out of their character pool. Despite these shortcomings, Young Link's representation in the first year still remained strong at a regional level thanks to buffs received in update 7.0.0 that improved his KO power, as well as the efforts of players such as {{Sm|skittles|p=Iowa}}, {{Sm|Supahsemmie}}, and {{Sm|Toast}}, the latter of whom was beginning to pick up steam by the end of 2019, and ultimately saw a top 8 finish at the supermajor {{Trn|Frostbite 2020}}. These consistently strong results from Young Link players carried over to the post-online metagame, where many Young Link players continued to place well at majors. As a result, despite opinions on the character mellowing out, Young Link is still considered a high-tier character, which is reflected in his placement on the current tier list, where he is ranked 29th.


In the online scene, due to the COVID-19 pandemic, Young Link is considered much stronger pick in Wi-Fi tournaments due to having safer aerials and stronger projectiles thanks to increased lag and reaction time. As a result, players such as skittles and {{Sm|colinies}} saw several high placements at notable online tournaments.
In the online scene, due to the COVID-19 pandemic, Young Link is considered much stronger pick in Wi-Fi tournaments due to having safer aerials and stronger projectiles thanks to increased lag and reaction time. As a result, players such as skittles and {{Sm|colinies}} saw several high placements at notable online tournaments.
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''See also: [[:Category:Young Link professionals (SSBU)]]''
*{{Sm|Jdizzle|Australia}} - The best Young Link player in Australia. Placed 1st at {{Trn|Battle Arena Melbourne 12}}, 2nd at {{Trn|Phantom 2020}}, 7th at {{Trn|Gen 1.0}}, and 17th at both {{Trn|Let's Make Big Moves 2022}} and {{Trn|Ultimate WANTED 3}} with wins over players such as {{Sm|Zomba}}, {{Sm|KEN}}, and {{Sm|Gackt}}. Ranked 1st on the [[Australian Power Rankings]].
*{{Sm|Kobe|USA}} - One of the best Young Link players in the United States. Placed 4th at {{Trn|InfinityCON Tally 2021}}, 9th at both {{Trn|Tampa Never Sleeps 8}} and {{Trn|CEO Dreamland 2020}}, 13th at {{Trn|Riptide}}, and 17th at {{Trn|Let's Make Big Moves 2022}} with wins over players such as {{Sm|Cosmos}}, {{Sm|Goblin}}, and {{Sm|MVD}}.
*{{Sm|skittles|USA|p=Iowa}} - One of the best Young Link players in the world. Placed 1st at {{Trn|LEVELUP Arena 4}}, 4th at {{Trn|SWT: NA West Ultimate Regional Finals}}, 5th at {{Trn|Riptide 2022}}, 9th at {{Trn|Rise 'N Grind}}, and 17th at {{Trn|Low Tide City 2021}} with wins over players such as {{Sm|Cosmos}}, {{Sm|Chag}}, and {{Sm|Zomba}}. Ranked 42nd on the [[PGRU v3 NA]]. He is also considered the best online Young Link player in the United States, placing 1st at both {{Trn|The Online Olympus}} and {{Trn|SWT: NA Northwest Ultimate Online Qualifier}} and is ranked ranked 8th on the [[Wi-Fi Warrior Rank v7]].
*{{Sm|Suinoko|Japan}} - The best Young Link player in Japan. Placed 9th at {{Trn|KVOxTSB 2019}}, 17th at {{Trn|Sumabato SP 4}}, 25th at {{Trn|Umebura Japan Major 2019}}, and 33rd at both {{Trn|Umebura SP 4}} and {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|KEN}}, {{Sm|Abadango}}, and {{Sm|Raito}}. Currently ranked 68th on the [[Japan Player Rankings]].
*{{Sm|Supahsemmie|Netherlands}} - The best Young Link player in Europe. Placed 2nd at {{Trn|DreamHack Rotterdam 2022}}, 5th at {{Trn|BOSS BATTLES: For Glory}}, 9th at {{Trn|Temple: Hermès Edition}}, and 13th at both {{Trn|Syndicate 2019}} and {{Trn|Valhalla III}} with wins over players such as {{Sm|Tilde}}, {{Sm|Space}}, and {{sm|Leon}}. Ranked 9th on the [[PGRU v3 EU]].
*{{Sm|Toast|USA}} - One of the best Young Link players in the world. Placed 2nd at {{Trn|Just Roll With It! 12}}, 3rd at {{Trn|CEO 2022}}, 7th at {{Trn|Frostbite 2020}}, 9th at {{Trn|CEO 2021}}, and 13th at {{Trn|Let's Make Big Moves}} with wins over players such as {{Sm|Tweek}}, {{Sm|Light|p=Connecticut}}, and {{Sm|kameme}}. Ranked in the Area 51 position on the [[PGRU v3 NA]].


=={{SSBU|Classic Mode}}: Hyrule Smash!==
=={{SSBU|Classic Mode}}: Hyrule Smash!==
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==Trivia==
==Trivia==
*Young Link's official artwork is based upon the pose he strikes after using his grounded [[Spin Attack]].
*Young Link's official artwork is based upon the pose he strikes after using his grounded [[Spin Attack]].
*Young Link and {{SSBU|Pichu}} share the longest gap between playable appearances in the ''Super Smash Bros.'' series, with seventeen years between ''Melee'' and ''Ultimate''.
*Young Link and {{SSBU|Pichu}} share the longest gap between playable appearances in the ''Super Smash Bros.'' series, with seventeen years between ''Melee'' and ''Ultimate''. This was noted by both of their ''Super Smash Bros.'' blog's "Today's Fighter" descriptions.
**This has been noted by both of their ''Super Smash Bros.'' blog's "Today's Fighter" descriptions.
*Young Link, {{SSBU|Dr. Mario}}, and {{SSBU|Pichu}} are the only non-Echo Fighters who are full clones.
*Young Link's light blue costume gives him a pair of beige trousers. Although it may appear that his legs were just recolored, they use a different texture to look like clothing.
**Similarly, Link's ''Twilight Princess'' and "Fierce Deity" costumes (being recolored from his Tunic of the Wild alternate costume, which exposes his knees), were colored in a way so that his trousers were indeed lengthened and not simply just recolored.  
*Due to Young Link's hair having more physics-based movement, in certain animations such as taking damage, it's possible to see that his sideburns are not fully modeled under his hair.<ref>[https://i.imgur.com/kEUlESu.jpg]</ref><ref>[https://i.imgur.com/pT3vxBf.jpg]</ref>
*Due to Young Link's hair having more physics-based movement, in certain animations such as taking damage, it's possible to see that his sideburns are not fully modeled under his hair.<ref>[https://i.imgur.com/kEUlESu.jpg]</ref><ref>[https://i.imgur.com/pT3vxBf.jpg]</ref>
**Additionally, the cuffs of his boots is not fully modeled when looking at them from below.<ref>[https://i.imgur.com/a5c5PG6.jpg]</ref>
**Additionally, the cuffs of his boots is not fully modeled when looking at them from below.<ref>[https://i.imgur.com/a5c5PG6.jpg]</ref>
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*In German, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''der''' Junger Link). He shares this trait with {{SSBU|Dark Pit}}.
*In German, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''der''' Junger Link). He shares this trait with {{SSBU|Dark Pit}}.
*When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Young Link's KO scream is a noticeably higher pitched version of one of his KO screams. He shares this trait with Inkling.
*When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Young Link's KO scream is a noticeably higher pitched version of one of his KO screams. He shares this trait with Inkling.
*Young Link is one of only five characters to predominantly use his left hand to wield his weapon, sharing this trait with {{SSBU|Sephiroth}}, {{SSBU|Toon Link}}, {{SSBU|Ice Climbers}}, and {{SSBU|Rosalina & Luma}}.


==References==
==References==
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