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'''Link''' ({{ja|リンク|Rinku}}, ''Link'') appears as a starter character in ''[[Super Smash Bros.]]'' He is the sole fighter from {{uv|The Legend of Zelda}} series. Link is perhaps the most well-equipped character with either long ranged and melee options of attack, with two projectiles (which would become three in later iterations), his long-reaching {{h2|List of swords|Master Sword}} and his Hookshot. His design is based on his appearance as an adult in ''[[The Legend of Zelda: Ocarina of Time]]''. | '''Link''' ({{ja|リンク|Rinku}}, ''Link'') appears as a starter character in ''[[Super Smash Bros.]]'' He is the sole fighter from {{uv|The Legend of Zelda}} series. Link is perhaps the most well-equipped character with either long ranged and melee options of attack, with two projectiles (which would become three in later iterations), his long-reaching {{h2|List of swords|Master Sword}} and his Hookshot. His design is based on his appearance as an adult in ''[[The Legend of Zelda: Ocarina of Time]]''. | ||
Link is voiced by | Link is voiced by Nobuyuki Hiyama, who also voiced him in ''Ocarina of Time'', with his voice clips recycled from the game. | ||
Link is currently ranked 11th on the [[tier list]], the second lowest ranked character, outranking only {{SSB|Luigi}} | Link is currently ranked 11th on the [[tier list]], the second lowest ranked character, outranking only {{SSB|Luigi}}, and is his worst placement in the series. Link is known in high level competitive play as a very defensive character, relying on {{b|bomb|Link}}s and [[Boomerang]]s to prevent gimps and using his up tilt and up and back aerials for combos, while using his forward and down smash, down aerial, and [[projectile]]s for [[edgeguarding]]. Having many disjointed melee attacks and his aforementioned two projectiles, Link can be a hassle to [[approach]], while also having an average approach himself courtesy of his extremely high traction. | ||
However, his lack of speed and maneuverability | However, his lack of speed and maneuverability cause problems for Link in approaching the opponent. In fact, much of Link's strategy consists of standing back, throwing [[projectile]]s, and waiting for an opening. Due to his slow ground movement and attacks, it is imperative for Link players to be able to not only [[short hop]] but be able to input an attack immediately afterward. Link's [[recovery]] is awful, and widely considered to be one of the worst recoveries in the series, making offstage play very risky. He is also very easy to combo due to his weight and being a fast faller. Link's recovery and combo vulnerability make many of his matchups difficult. Link is slightly better in the [[PAL]] version due to having faster [[air speed]] (improving his recovery and some of his combo ability), and his forward smash dealing 4% more damage, and much better in the Japanese version where he is ranked 9th on the tier list, due to Link's up tilt having more reliable combo ability and sending opponents on a more favorable angle to combo, as well as his bombs being much easier to use in combos. Regardless, he has poor matchups on the NTSC-U version, and poor results due to his low playerbase. | ||
==Attributes== | ==Attributes== | ||
[[File:SSB64 Congratulations Link.png|thumb|250px|Link's | [[File:SSB64 Congratulations Link.png|thumb|250px|Link's ending picture in ''Super Smash Bros.'']] | ||
[[File:Ssb64link.jpg|thumb|Link using Spin Attack in the ''Smash 64'' instruction booklet.]] | [[File:Ssb64link.jpg|thumb|Link using Spin Attack in the ''Smash 64'' instruction booklet.]] | ||
In general, Link's attacks are slow, long-ranged, and powerful. This gives him good KOing ability, with his down aerial and forward smash being especially powerful finishers. However, his moves are laggy and easy to [[punish]] if they aren't landed. His [[grab]] is also ranged, being one of the three tether grabs in the game, but it is also very slow and leaves Link very vulnerable if it misses. Link himself is also rather slow, with the second lowest [[dashing]] speed in the game and very short jumps. Despite this, his [[air speed]] and [[walking]] speed are above average. Link is also very stable in terms of gameplay. | In general, Link's attacks are slow, long-ranged, and powerful. This gives him good KOing ability, with his down aerial and forward smash being especially powerful finishers. However, his moves are laggy and easy to [[punish]] if they aren't landed. His [[grab]] is also ranged, being one of the three tether grabs in the game, but it is also very slow and leaves Link very vulnerable if it misses. Link himself is also rather slow, with the second lowest [[dashing]] speed in the game and very short jumps. Despite this, his [[air speed]] and [[walking]] speed are above average. Link is also very stable in terms of gameplay. | ||
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==Differences between game versions== | ==Differences between game versions== | ||
===NTSC-J to NTSC-U=== | ===NTSC-J to NTSC-U=== | ||
Link was | Link was severely nerfed in his transition to the NTSC-U version. Many of his combo starters were toned down or removed and his recovery is even worse, while his moves deal less damage. While the higher [[SDI]] presence makes it easier for him to escape combos, this doesn't really have an effect due to how easy he still is to combo. This makes him worse than in the Japanese version. | ||
====Aesthetics==== | ====Aesthetics==== | ||
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====Attributes==== | ====Attributes==== | ||
*{{nerf|Link's Master Sword is slightly shorter, worsening his range.}} | |||
*{{nerf|Link walks slightly slower (0.4 → 0.37).}} | *{{nerf|Link walks slightly slower (0.4 → 0.37).}} | ||
*{{nerf|Link's [[gravity]] is higher (3.2 → 3.4). While this does improve his vertical endurance and his ability to land, it also makes him more susceptible to combos and more notably, it reduces the height of his jumps and his Spin Attack, hindering his | *{{nerf|Link's [[gravity]] is higher (3.2 → 3.4). While this does improve his vertical endurance and his ability to land, it also makes him more susceptible to combos and more notably, it reduces the height of his jumps and his Spin Attack, hindering his recovery.}} | ||
*{{buff|Link's shield is slightly larger (260 → 280).}} | *{{buff|Link's shield size is slightly larger (260 → 280).}} | ||
====Ground attacks==== | ====Ground attacks==== | ||
*{{nerf|Up tilt deals 5% less damage (15% → 10%), | *{{nerf|Up tilt deals 5% less damage (15% → 10%), hindering its KO potential and making it much less safe when shielded. It also sends opponents at a more horizontal angle (90° → 79°), removing its ability to combo into itself at low percents for easy combos.}} | ||
**{{buff|However, | **{{buff|However, this improves its combo potential at higher percents.}} | ||
*{{nerf|Up tilt has smaller hitboxes (120u/90u → 100u/80u) and the far hitbox has been moved closer to Link (z offset: 260 → 240).}} | *{{nerf|Up tilt has smaller hitboxes (120u/90u → 100u/80u) and the far hitbox has been moved closer to Link (z offset: 260 → 240).}} | ||
*{{nerf|Up smash | *{{nerf|Up smash's first two hits deal 1% damage making it deal 2% less damage overall (24% → 22%).}} | ||
====Aerial attacks==== | ====Aerial attacks==== | ||
*{{nerf|Down aerial deals less damage (18% → 16%) and has | *{{nerf|Down aerial deals 2% less damage (18% → 16%) and has decreased base knockback (30 → 25).}} | ||
*{{nerf|Down aerial's tip has a smaller hitbox (180u → 150u).}} | *{{nerf|Down aerial's tip has a smaller hitbox (180u → 150u).}} | ||
====Special attacks==== | ====Special attacks==== | ||
*{{nerf|[[Spin Attack]] | *{{nerf|[[Boomerang]] covers less distance.}} | ||
*{{nerf|[[Spin Attack]] covers less distance in the air, worsening Link's recovery.}} | |||
*{{nerf|[[Bomb]]s deal less damage when they explode (8% → 5%).}} | *{{nerf|[[Bomb]]s deal less damage when they explode (8% → 5%).}} | ||
*{{buff|Bombs deal more damage when thrown (4% → 5%).}} | *{{buff|Bombs deal more damage when thrown (4% → 5%).}} | ||
*{{buff|Bombs deal more knockback when they explode, improving their combo potential.}} | *{{buff|Bombs deal more knockback when they explode, improving their combo potential.}} | ||
===NTSC-U to PAL ( | ===NTSC-U to PAL (AUS)=== | ||
Link | Link was once again nerfed in his transition to the Australian PAL version. His air speed and his double jump height were decreased, making his recovery even worse, although he is less vulnerable to juggles due to his faster fast falling speed | ||
*{{nerf|Link's air speed is lower (31 → 27).}} | |||
*{{ | *{{nerf|Link's Midair Jump Multiplier was decreased (0.9 → 0.85).}} | ||
*{{ | *{{nerf|Link's starting horizontal air velocity multiplier for his midair jump was given a slight decrease (0.35 → 0.34).}} | ||
*{{ | |||
*{{buff|Link's fast falling speed was significantly increased (102 → 110).}} | *{{buff|Link's fast falling speed was significantly increased (102 → 110).}} | ||
===PAL ( | ===PAL (AUS) to PAL (EUR)=== | ||
Link received some buffs in the transition to the European PAL version. His air speed is much higher (now being almost as high as Pikachu's) and his double jump has regained some of the height it had lost in the Australian version, improving his recovery. His forward smash has received an increase to its power, and he is also significantly heavier which noticeably increases his survivability, but also makes him even more vulnerable to combos. Ultimately, Link is stronger in the European version than in the NTSC-U version, although he did not get significantly improved overall. | |||
*{{ | *{{buff|Link is heavier (0.96 → 0.9).}} | ||
*{{ | *{{buff|Link has much higher air speed (27 → 37).}} | ||
*{{ | *{{buff|Link's air acceleration is higher (0.04 → 0.05).}} | ||
*{{ | *{{buff|Link's midair jump multiplier was given a very slight increase (0.85 → 0.88).}} | ||
*{{ | *{{buff|Forward smash deals more damage (20% (clean)/12% (late) → 24%/14%) improving its KO potential.}} | ||
==Moveset== | ==Moveset== | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname=Triple Stab | ||
|neutral1dmg=5% | |neutral1dmg=5% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
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|neutralinfdmg=1% per jab | |neutralinfdmg=1% per jab | ||
|neutraldesc=A vertical slash, a horizontal slash, and a stab. If the attack is button mashed, the third hit will be replaced by a series of rapid jabs that can angle diagonally upwards, straight, and diagonally downwards. | |neutraldesc=A vertical slash, a horizontal slash, and a stab. If the attack is button mashed, the third hit will be replaced by a series of rapid jabs that can angle diagonally upwards, straight, and diagonally downwards. | ||
|ftiltname=Forward Chop | |ftiltname=Forward Chop | ||
|ftiltdmg=17% (hilt), 18% (blade) | |ftiltdmg=17% (hilt), 18% (blade) | ||
|ftiltdesc=A delayed downward swing. Somewhat slow but above average damage and knockback for a forward tilt. | |ftiltdesc=A delayed downward swing. Somewhat slow but above average damage and knockback for a forward tilt. | ||
|utiltname=Half-Moon Slash | |utiltname=Half-Moon Slash | ||
|utiltdmg=10%, 15% (NTSC-J) | |utiltdmg=10%, 15% (NTSC-J) | ||
|utiltdesc=Quickly swings the Master Sword in a small arc above him. Can be chained together and good for leading into combos, usually forward tilt or neutral aerial. The attack's trajectory is based on where they are positioned on hit; when facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. Changes heavily in Japanese version of Smash 64, doing 15% damage and being able to [[shield break]] and a better angle for combos. | |utiltdesc=Quickly swings the Master Sword in a small arc above him. Can be chained together and good for leading into combos, usually forward tilt or neutral aerial. The attack's trajectory is based on where they are positioned on hit; when facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. Changes heavily in Japanese version of Smash 64, doing 15% damage and being able to [[shield break]] and a better angle for combos. | ||
|dtiltname=Grasscutter | |dtiltname=Grasscutter | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=A ground-level slash. Usually knocks foes upwards. At lower percentages, this can be followed by a forward smash, a forward tilt, or even a grab. At high percents, it loses combo potential due to sending opponents too far for a follow-up. | |dtiltdesc=A ground-level slash. Usually knocks foes upwards. At lower percentages, this can be followed by a forward smash, a forward tilt, or even a grab. At high percents, it loses combo potential due to sending opponents too far for a follow-up. | ||
|dashname=Dash Thrust | |dashname=Dash Thrust | ||
|dashdmg=16% (clean body), 11% (late body), 14% (clean blade), 10% (late blade) | |dashdmg=16% (clean body), 11% (late body), 14% (clean blade), 10% (late blade) | ||
|dashdesc=Comes to a stop mid-dash, stabbing in front of himself. Good range and speed, and can KO usually around 150%. Great for combo finishers. Moderate ending lag. | |dashdesc=Comes to a stop mid-dash, stabbing in front of himself. Good range and speed, and can KO usually around 150%. Great for combo finishers. Moderate ending lag. | ||
|fsmashname= | |fsmashname=Smash Slash | ||
|fsmashdmg=20% (clean), 12% (late), 24% (EUR clean), 14% (EUR late) | |fsmashdmg=20% (clean), 12% (late), 24% (EUR clean), 14% (EUR late) | ||
|fsmashdesc=Twirls his sword twice in hand, then slashes downward in a similar fashion to his forward tilt, but with more power and lag. Much stronger if hit with the main blade, with very good knockback | |fsmashdesc=Twirls his sword twice in hand, then slashes downward in a similar fashion to his forward tilt, but with more power and lag. Much stronger if hit with the main blade, with very good knockback. | ||
|usmashname=Triple | |usmashname=Triple Slash | ||
|usmashdmg=7% (hit 1), 3% (hit 2), 12% (hit 3), 22% (total), 8% (NTSC-J hit 1), 4% (NTSC-J hit 2), 24% (NTSC-J total) | |usmashdmg=7% (hit 1), 3% (hit 2), 12% (hit 3), 22% (total), 8% (NTSC-J hit 1), 4% (NTSC-J hit 2), 24% (NTSC-J total) | ||
|usmashdesc=Three quick, narrow slashes while looking upwards. Lacks range but good for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KOing, but at lower percentages it can lead into itself, an aerial, or [[Spin Attack]]. In most other cases, an up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended. | |usmashdesc=Three quick, narrow slashes while looking upwards. Lacks range but good for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KOing, but at lower percentages it can lead into itself, an aerial, or [[Spin Attack]]. In most other cases, an up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended. | ||
|dsmashname= | |dsmashname=Forward and Backward Slash | ||
|dsmashdmg=16% | |dsmashdmg=16% | ||
|dsmashdesc=Swiftly slashes in front of himself, then behind. A good close-range defensive move but also effective for KOing. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming Link is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on. | |dsmashdesc=Swiftly slashes in front of himself, then behind. A good close-range defensive move but also effective for KOing. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming Link is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on. | ||
|nairname=Link Kick | |nairname=Link Kick | ||
|nairdmg=10% (clean), 8% (late) | |nairdmg=10% (clean), 8% (late) | ||
|nairdesc=An aerial [[sex kick]]. Best used as a defensive move due to its speed and lack of KO power. Moderately good combo move, and effective for [[edge-guarding]]. | |nairdesc=An aerial [[sex kick]]. Best used as a defensive move due to its speed and lack of KO power. Moderately good combo move, and effective for [[edge-guarding]]. | ||
|fairname= | |fairname=Forward Cleave | ||
|fairdmg=20% (clean), 12% (late) | |fairdmg=20% (clean), 12% (late) | ||
|fairdesc=Does a swirling slash in a complete circle. Has two hitboxes: the early hit does 20% damage with a good amount of knockback, while a late hit deals less damage, but keeps its decent strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos due to its knockback. | |fairdesc=Does a swirling slash in a complete circle. Has two hitboxes: the early hit does 20% damage with a good amount of knockback, while a late hit deals less damage, but keeps its decent strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos due to its knockback. | ||
|bairname=Double Kick | |bairname=Double Kick | ||
|bairdmg=10% (hits 1-2), 20% (total) | |bairdmg=10% (hits 1-2), 20% (total) | ||
|bairdesc=Two kicks behind himself. They combo into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky to use this move near a ledge due to the length of this move, as Link's recovery may not always be good enough to make it back to the stage. Very useful for combos. | |bairdesc=Two kicks behind himself. They combo into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky to use this move near a ledge due to the length of this move, as Link's recovery may not always be good enough to make it back to the stage. Very useful for combos. | ||
|uairname=Up Thrust | |uairname=Up Thrust | ||
|uairdmg=16% | |uairdmg=16% | ||
|uairdesc=Stabs upward, similarly to his {{iw|zeldawiki|Up Thrust}} from ''Zelda II: The Adventure of Link''. Decent KO power, can also juggle. Link's blade carries the move's hitbox. Useful on platforms to extend combos. | |uairdesc=Stabs upward, similarly to his {{iw|zeldawiki|Up Thrust}} from ''Zelda II: The Adventure of Link''. Decent KO power, can also juggle. Link's blade carries the move's hitbox. Useful on platforms to extend combos. | ||
|dairname= | |dairname=Down Thrust | ||
|dairdmg=16%, 18% (NTSC-J) | |dairdmg=16%, 18% (NTSC-J) | ||
|dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. This has great horizontal knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Has substantial landing lag when the player lands on the ground while using the move if not [[Z- | |dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. This has great horizontal knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Has substantial landing lag when the player lands on the ground while using the move if not [[L-canceling|Z-cancelled]]. Usually considered to be Link's best aerial for shield pressure when Z-cancelled. Used competitively to end combos due to its knockback. Along with [[Pikachu]]'s, this is the only down aerial in SSB to lack a [[meteor smash]] hitbox. | ||
|grabname=[[Hookshot]] | |grabname=[[Hookshot]] | ||
|grabdesc=Uses the Hookshot while standing. Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to Link's high grab range. | |grabdesc=Uses the Hookshot while standing. Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to Link's high grab range. | ||
|fthrowname=Kick Off | |fthrowname=Kick Off | ||
|fthrowdmg=14% (throw), 8% (collateral) | |fthrowdmg=14% (throw), 8% (collateral) | ||
|fthrowdesc=Kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials. | |fthrowdesc=Kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials. | ||
|bthrowname=Reverse Kick Off | |bthrowname=Reverse Kick Off | ||
|bthrowdmg=16% (throw), 8% (collateral) | |bthrowdmg=16% (throw), 8% (collateral) | ||
|bthrowdesc=Takes the foe and kicks them directly behind him. Somewhat better KO power than his forward throw. | |bthrowdesc=Takes the foe and kicks them directly behind him. Somewhat better KO power than his forward throw. | ||
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|dsdesc=Pulls out a bomb, which functions as an item that explodes on contact with an opponent or after its fuse runs out. Link's second projectile. There are many techniques that can be performed with bombs, which can be read about [[Bomb (Link)#Techniques|here]]. Though difficult to time, the hitstun caused by the bomb allows Link to force himself out of [[helpless]]ness to attempt recovering again. | |dsdesc=Pulls out a bomb, which functions as an item that explodes on contact with an opponent or after its fuse runs out. Link's second projectile. There are many techniques that can be performed with bombs, which can be read about [[Bomb (Link)#Techniques|here]]. Though difficult to time, the hitstun caused by the bomb allows Link to force himself out of [[helpless]]ness to attempt recovering again. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{Appearance | {{Appearance | ||
|desc=Descends from a column of light | |desc=Descends from a column of light, similar to the end-of-dungeon teleports in ''Ocarina of Time'', before unsheathing his sword as he hits the ground. | ||
|char=Link | |char=Link | ||
|game=SSB}} | |game=SSB}} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===Most historically significant players=== | ||
:''See also: [[:Category:Link | :''See also: [[:Category:Link professionals (SSB)]]'' | ||
<!--This character has a 10 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 | |||
*{{Sm| | A lot of them could be removed --> | ||
*{{Sm|Hebiichigo|Japan}} - | ''Numbers in brackets indicate position in [[2019-2020 Smash 64 Power Rankings]]'' | ||
*{{Sm|Isai|USA}} - | *{{Sm|A$|USA}} - 3rd at [[Zenith 2013]]. Switched to other characters | ||
*{{Sm|Kort|Brazil}} - | *{{Sm|DSC|Australia}} - Ranked 5th in Australia in 2017. | ||
*{{Sm|Sekirei|Japan}} - | *{{Sm|Firo|USA}} - More known for his Ness. | ||
*{{Sm|Gyaki|Japan}} - 2nd best Link in Japan, placed 5th at [[Snosa III]] and 2nd at [[Kansai 2017]]. | |||
*{{Sm|Hebiichigo|Japan}} - Japan's 3rd best Link. | |||
*{{Sm|Isai|USA}} (#12) - Placed 2nd at [[Apex 2012]] and won [[MELEE-FC Diamond|FC Diamond]] (2007) and [[B.E.A.S.T 7]] (2017) with Link. | |||
*{{Sm|Kort|Brazil}} - More known for his Pikachu. | |||
*{{Sm|Sekirei|Japan}} - Best Link in the world. | |||
*{{Sm|Wincancel|Canada}} | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Throughout the history of | Throughout the history of Smash 64, Link has always been regarded as one of the worst characters in the game. On the first tier list for 64, he was dead last in bottom tier, sharing it with Samus. He rose up to 11th on the second tier list then he would remain, but share the same placement of 10th-11th with Luigi on the third list. He would regain the placement of 11th tier on the fourth and most current tier list where he remains the second worst character in the game. | ||
However, in spite of his placement, Link has achieved high results in a few tournaments due to the performance of players such as Isai, Gyaki and Sekirei. Even with these impressive placements, it is unknown if Link will ever get out of the bottom two spots that he has consistently remained in throughout the game's lifespan. | |||
==In Single-player== | ==In Single-player== | ||
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==Techniques== | ==Techniques== | ||
===Extended Boomerang=== | ===Extended Boomerang=== | ||
Link's boomerang ([[neutral special]] attack) goes farther if it is treated as a [[smash]] attack. Quickly tap the control stick to the side while hitting | Link's boomerang ([[neutral special]] attack) goes farther if it is treated as a [[smash]] attack. Quickly tap the control stick to the side while hitting [[B]] to extend the range. | ||
===Extended boomerang ledge boost=== | ===Extended boomerang ledge boost=== | ||
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===Bomb recovery=== | ===Bomb recovery=== | ||
{{Main|Bomb recovery}} | {{Main|Bomb recovery}} | ||
Like {{SSB|Samus}}, Link can use his bombs to aid his [[recovery]]. However, unlike Samus, Link must use a bit of technical skill and timing. While recovering, one should pull out a bomb and drop it slowly below Link, then continue to DI towards the [[stage]], and use a back aerial. This will cause Link to explode toward the platform. One should then use his [[ | Like {{SSB|Samus}}, Link can use his bombs to aid his [[recovery]]. However, unlike {{SSB|Samus}}, Link must use a bit of technical skill and timing. While recovering, one should pull out a bomb and drop it slowly below Link, then continue to DI towards the [[stage]], and use a back aerial. This will cause Link to explode toward the platform. One should then use his [[Up B]] and land back safely. Note that Link will not be able to grab the [[edge]] because the explosion causes him to face the other direction. To counter this, one must throw his [[boomerang]] before using his [[Up B]]. This technique is extremely situational and difficult to perform. Despite the difficulty of pulling off the technique, it does not greatly help Link's recovery. | ||
===Black-cat setup=== | ===Black-cat setup=== | ||
A technique popularized by {{Sm|Kort}} involving a set up of positioning a bomb for a boomerang hit as an edgeguarding technique. The technique requires Link to throw a bomb on stage opposite to where the enemy is (preferably when the enemy is offstage), followed by a toss of a boomerang against the bomb, causing the boomerang to 1) ricochet flying in the opposite direction towards the enemy, 2) accelerate at a faster speed then the previous speed then initially thrown, and finally 3) will go through Link without causing Link to catch the boomerang, allowing for Link to reduce lag caused by the grab of a returning boomerang.<ref>[https://www.youtube.com/watch?v=uLEqW5gOSVA]</ref> | A technique popularized by {{Sm|Kort}} involving a set up of positioning a bomb for a boomerang hit as an edgeguarding technique. The technique requires Link to throw a bomb on stage opposite to where the enemy is (preferably when the enemy is offstage), followed by a toss of a boomerang against the bomb, causing the boomerang to 1) ricochet flying in the opposite direction towards the enemy, 2) accelerate at a faster speed then the previous speed then initially thrown, and finally 3) will go through Link without causing Link to catch the boomerang, allowing for Link to reduce lag caused by the grab of a returning boomerang.<ref name="youtube">[https://www.youtube.com/watch?v=uLEqW5gOSVA]</ref> | ||
==Description== | ==Description== | ||
===From the Game=== | ===From the Game=== | ||
''Link is the valiant boy hero of "[[The Legend of Zelda (universe)|Legend of Zelda" series]] in which he fights against the evil [[Ganon]] to recover the Triforce. Though his tools may change with each adventure, his strength and righteousness remain constant. With his trusty sword and a variety of weapons, he takes his adventures head on!'' | ''Link is the valiant boy hero of "[[The Legend of Zelda (universe)|Legend of Zelda" series]] in which he fights against the evil [[Ganon]] to recover the Triforce. Though his tools may change with each adventure, his strength and righteousness remain constant. With his trusty sword and a variety of weapons, he takes his adventures head on!'' | ||
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*In the PAL version of ''Smash 64'', Link is the second heaviest character and no longer shares his weight with {{SSB|Captain Falcon}}. | *In the PAL version of ''Smash 64'', Link is the second heaviest character and no longer shares his weight with {{SSB|Captain Falcon}}. | ||
*On the [[Character selection screen]], Link's portrait greatly resembles his artwork from ''{{iw|zeldawiki|The Legend of Zelda: Ocarina of Time}}''. | *On the [[Character selection screen]], Link's portrait greatly resembles his artwork from ''{{iw|zeldawiki|The Legend of Zelda: Ocarina of Time}}''. | ||
*This is the only game in which Link is the only | *This is the only game in which Link is the only "Legend of Zelda" fighter. | ||
==References== | ==References== |