Editing Link (SSB)
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{{ArticleIcons| | {{ArticleIcons|ssb64=y}} | ||
{{disambig2|Link's appearance in ''Super Smash Bros''|the character in other contexts|Link}} | {{disambig2|Link's appearance in ''Super Smash Bros.''|the character in other contexts|Link}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Link | |name = Link | ||
|image = [[File:Link SSB.png]] | |image = [[File:Link SSB.png|Link]] | ||
|game = SSB | |game = SSB | ||
|ssbgame1 = | |ssbgame1 = Melee | ||
|ssbgame2 = | |ssbgame2 = Brawl | ||
|ssbgame3 = SSB4 | |ssbgame3 = SSB4 | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = C | |tier = C | ||
|ranking = 11 | |||
|ranking = 11 | |||
}} | }} | ||
'''Link''' ({{ja|リンク|Rinku}}, ''Link'') appears as a starter character in ''[[Super Smash Bros.]]'' He is the sole | {{cquote|''Link is the young fighter who protects the peace in the world of Hyrule. His skills with the sword are both varied and powerful.'' | ||
|cite=Super Smash Bros<nowiki>'</nowiki>s instruction manual}} | |||
'''Link''' ({{ja|リンク|Rinku}}, ''Link'') appears as a starter character in ''[[Super Smash Bros.]]'' He is the sole representative of [[The Legend of Zelda (universe)|''The Legend of Zelda'' series]]. | |||
Link | Having many disjointed melee attacks and two projectile weapons, 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 cause problems for Link in approaching an opponent. In fact, much of Link's strategy consists of standing back, throwing a few [[projectile]]s, and waiting for an opening. Due to his slow ground movements and attacks, it is imperative that Link players be able to not only [[short hop]] but be able to input an attack immediately afterward. | ||
Link is known in high level competitive play as a very defensive character, relying on bombs and boomerangs to prevent gimps and using back aerial, up tilt, and up aerial for combos while using down aerial, forward smash, down smash, and projectiles for [[edgeguarding]]. Link's [[recovery]] is poor, making offstage play very risky. Link's recovery and the fact that he is very easy to combo make many of his matchups difficult. For these reasons, he is ranked 11th on the [[tier list]], outranking only {{SSB|Luigi}}. Link is slightly better in the [[PAL]] version and much better in the Japanese version of ''Smash 64''. In the PAL version, this is due to having faster [[air speed]] (improving his recovery and some of his combo ability), and his forward smash dealing 4% more damage. While in the Japanese version, Link's up tilt has more reliable combo ability and sends opponents on a more favourable angle to combo, as well as his [[Bomb (Link)|bombs]] being much easier to use in combos. | |||
==Attributes== | ==Attributes== | ||
[[File: | [[File:Linkending.jpg|thumb|250px|Link's ending picture in ''Super Smash Bros.'']] | ||
[[File:Ssb64link.jpg|thumb|Link | [[File:Ssb64link.jpg|thumb|Link 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. | ||
Link is known for relying on his two [[projectile]]s (his [[Boomerang]] and [[Bomb (Link)|bomb]]) to keep his opponents away and prevent them from [[approach]]ing. His projectiles can which can lead to some combos. They can also be used to [[edgeguard]]. However, while Link can camp well himself, he has trouble dealing with [[projectile camping]] from some characters (especially {{SSB|Fox}}), due to his poor mobility and jumps. | |||
Link is known for relying on his two [[projectile]]s (his [[Boomerang]] and | |||
Link is also heavy, which means he is harder to [[KO]] than normal, but it along with his size also makes him easier to [[combo]]. Link has some [[combo]] moves himself, including his up tilt, back aerial, and up aerial, as well as his aforementioned projectiles. His down aerial, forward smash, down smash, and projectiles are his main edgeguarding moves. He is one of the only two characters in the game (along with {{SSB|Pikachu}}) to not have a [[meteor smash]], which can give him some minor trouble edgeguarding. | Link is also heavy, which means he is harder to [[KO]] than normal, but it along with his size also makes him easier to [[combo]]. Link has some [[combo]] moves himself, including his up tilt, back aerial, and up aerial, as well as his aforementioned projectiles. His down aerial, forward smash, down smash, and projectiles are his main edgeguarding moves. He is one of the only two characters in the game (along with {{SSB|Pikachu}}) to not have a [[meteor smash]], which can give him some minor trouble edgeguarding. | ||
Link's biggest problem is his [[recovery]] | Link's biggest problem is his [[recovery]]. His very short jumps, fast [[falling speed]] (the second fastest in the game) and extremely poor distance given by [[Spin Attack]] (it even descends before the animation is over), with no options to extend it. Link is also edgeguarded and [[gimp]]ed easily. | ||
Link is low on the tier list because he is very easy to combo and edgeguard, which allows many characters to get him offstage quickly and finish him off, if not [[zero-death]]ing him outright. Link relies solely on his projectile camping to avoid this. Link is not helped by the fact that | Link is low on the tier list because he is very easy to combo and edgeguard, which allows many characters to get him offstage quickly and finish him off, if not [[zero-death]]ing him outright. Link relies solely on his projectile camping to avoid this. Link is not helped by the fact that [[Dream Land (SSB)|Dream Land]] is the only legal stage in competitive play. When [[Hyrule Castle]] was legal, he could rely on projectile camping there far more than on any other legal stage. | ||
== | {|style="margin:1em auto 1em auto" | ||
== | |width="33%" style="vertical-align:top"| | ||
{| class="wikitable sortable" style="text-align:center" | |||
|+Link's Physics Stats | |||
!Stat!!NTSC!!PAL!!JPN!!(A) | |||
|- | |||
|Body Size Multiplier||1.24||1.24||1.24||1.24 | |||
|- | |||
|Walking Speed Multiplier||0.37||0.37||0.4||0.37 | |||
|- | |||
|Brake Force||2||2||2||2 | |||
|- | |||
|Initial Dashing Speed||68||68||68||68 | |||
|- | |||
|Dash deceleration||5.4||5.4||5.4||5.4 | |||
|- | |||
|Max Running Speed||42||42||42||42 | |||
|- | |||
|Frame delay before jumping||7||7||7||7 | |||
|- | |||
|Starting X-Air Velocity Multiplier 1st jump||0.35||0.35||0.35||0.35 | |||
|- | |||
|Jumping Height Multiplier (for both jumps)||0.7||0.7||0.7||0.7 | |||
|- | |||
|Base Jumping Height (for both jumps)||36||36||36||36 | |||
|- | |||
|Starting X-Air Velocity Multiplier 2nd jump||0.35||0.34||0.35||0.34 | |||
|- | |||
|Multiplier for 2nd Jump||0.9||0.88||0.9||0.85 | |||
|- | |||
|X-Air Acceleration||0.04||0.05||0.04||0.04 | |||
|- | |||
|X-Air Maximum Speed||31||37||31||27 | |||
|- | |||
|X-Air Resistance||0||0||0||0 | |||
|- | |||
|Fall Speed Acceleration||3.4||3.4||3.2||3.4 | |||
|- | |||
|Maximum Falling Speed||64||64||64||64 | |||
|- | |||
|Maximum Fast Fall Speed||102||110||102||110 | |||
|- | |||
|Number of Jumps||2||2||2||2 | |||
|- | |||
|Weight||0.96||0.9||0.96||0.96 | |||
|- | |||
|Small combo connection F||24||24||24||24 | |||
|- | |||
|Dash traveling connection F||16||16||16||16 | |||
|- | |||
|Shield Radius||280||280||260||280 | |||
|- | |||
|Y-Velocity after shield is broken||90||90||90||90 | |||
|- | |||
|Shadow Radius||200||200||200||200 | |||
|- | |||
|Range||112.5||112.5||112.5||112.5 | |||
|} | |||
|} | |||
==Moveset== | ==Moveset== | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=5% | |neutral1dmg=5% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutralinfdmg=1% per jab | |neutralinfdmg=1% per jab | ||
|neutraldesc=A vertical slash, a horizontal slash, and a stab. If | |neutraldesc=A vertical slash, a horizontal slash, and a stab. If Link is close to an opponent, the third hit will be replaced by a series of rapid jabs that can angle diagonally upwards, straight, and diagonally downwards. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=17% (hilt), 18% (blade) | |ftiltdmg=17% (hilt), 18% (blade) | ||
|ftiltdesc= | |ftiltdesc=Brings his sword up and slashes down. Somewhat slow but above average damage and knockback for a f-tilt. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=10% | |utiltdmg=10% | ||
|utiltdesc=Quickly swings | |utiltdesc=Quickly swings his sword in a small arch above him. Can be chained together and good for leading into combos, usually forward tilt or neutral aerial. There is the slighted arch in the foe's upward trajectory; 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 14% damage and being able to [[shield break]] and a better angle for combos. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc= | |dtiltdesc=He slashes his sword sluggishly below him. Usually knocks foes upwards. At lower percentages, this can be followed by a f-smash, a f-tilt, or even a grab attack. At higher damages, in most cases, it knocks the foe far enough such that there's no way to quickly follow it up. | ||
|dashname= | |dashname= | ||
|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= | |dashdesc=He sticks his sword straight out mid-dash and stops. Good range and speed, and can KO usually around 150%. Great for combo finishers. There is, however, some cooldown lag. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg= | |fsmashdmg=12% (tip), 20% (non-tip) | ||
|fsmashdesc= | |fsmashdesc=He quickly twirls his sword twice and then slashes forward in a similar fashion to his f-tilt, but has a bigger blue effect if it hits. Good finisher. | ||
|usmashname= | |usmashname= | ||
|usmashdmg= | |usmashdmg=22% if all hits connect | ||
|usmashdesc= | |usmashdesc=Good move 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 KO-ing, however, at lower percentages it can lead into itself, and aerial follow up, or a [[Spin Attack]]. In most other cases, though, a uair or simply some other juggling plan (usually a Bomb readied before the move) is recommended or used. The range of the move itself isn't that far, it resembles a bunch of Link's u-tilts in rapid succession, though with less of an arch. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg=16% | |dsmashdmg=16% | ||
|dsmashdesc=Swiftly slashes in front of | |dsmashdesc=Swiftly slashes in front of him and then back. The move is a good close up defensive move but also has a good KOing property. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming the Link player 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= | |nairname= | ||
|nairdmg=10% (clean), 8% (late) | |nairdmg=10% (clean), 8% (late) | ||
|nairdesc= | |nairdesc=[[Sex kick]]. Link's nair is best used as a defensive move, seeing how even when it first comes out, there is not much KO power unless used in the air for an [[edge-guarding|edgeguard]]. Moderately good combo move. | ||
|fairname= | |fairname= | ||
|fairdmg=20% (clean), 12% (late) | |fairdmg=20% (clean), 12% (late) | ||
|fairdesc= | |fairdesc=Slashes once in front of him, swirls in a complete circle and sticks out his sword again (best viewed on 1/4 speed in [[Training mode|training]]). The first hit does 20% damage with a good amount of knockback, whereas the second doing 60% of that amount, but still with strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos, because of the knockback. | ||
|bairname= | |bairname= | ||
|bairdmg= | |bairdmg=20% if both hits connect | ||
|bairdesc=Two kicks behind | |bairdesc=Two kicks behind. They both combine into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky going for a Link player 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= | |uairname= | ||
|uairdmg=16% | |uairdmg=16% | ||
|uairdesc= | |uairdesc=Decent KO power, can also juggle. The hitbox of this move is Link's blade, which is directly aimed up. Useful on platforms due to combos. | ||
|dairname= | |dairname= | ||
|dairdmg=16% | |dairdmg=16% | ||
|dairdesc=Aims his sword directly below him for a long duration | |dairdesc=Aims his sword directly below him for a long duration. 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. Also 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 the knockback. | ||
|grabname=[[Hookshot]] | |grabname=[[Hookshot]] | ||
|grabdesc= | |grabdesc=Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". He uses the Hookshot while standing. 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 the large grab range. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=14% (throw), 8% (collateral) | |fthrowdmg=14% (throw), 8% (collateral) | ||
|fthrowdesc= | |fthrowdesc=Violently 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= | |bthrowname= | ||
|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 | |bthrowdesc=Takes the foe and kicks them directly behind him. Somewhat better KO power than his f-throw. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=6% | |floorbdmg=6% | ||
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|nsname=Boomerang | |nsname=Boomerang | ||
|nsdmg=9% (throw), 8% (return) | |nsdmg=9% (throw), 8% (return) | ||
|nsdesc= | |nsdesc=One of Link's two projectiles. Doing a "smash throw" (smash the Control Stick forward while pressing B; similar to performing a smash attack) increases the distance the boomerang can travel. The Control Stick can be tilted up or down to aim the boomerang's trajectory. Can edgeguard, and can be used during combos if Link is a distance away from the opponent, as the hitstun caused by it allows Link to continue his combo. | ||
|usname=Spin Attack | |usname=Spin Attack | ||
|usdmg= | |usdmg=Ground: 21% if both hits connect (clean), 13% if both hits connect (late) Air: 16% (clean), 8% (late) | ||
|usdesc= | |usdesc=Though generally not good for recovery (though it is usually Link's only recovery option), Spin Attack is a powerful attack, especially on the ground. It covers a very short distance while recovering, which gives Link an abysmal recovery, which is often cited as the main reason why he is in bottom tier, as he can very easily be [[edge-guarding|edgeguarded]] by most characters, especially {{SSB|Pikachu}} and {{SSB|Kirby}}. | ||
|dsname=Bomb | |dsname=Bomb | ||
|dspage=Bomb (Link) | |dspage=Bomb (Link) | ||
|dsdmg=5-17% (see [[Bomb (Link)#Link's Bombs|here]] for full details) | |dsdmg=5-17% (see [[Bomb (Link)#Link's Bombs|here]] for full details) | ||
|dsdesc= | |dsdesc=Link's second projectile, it functions as an item. There are many techniques that can be performed with bombs, which can be read about [[Bomb (Link)#Techniques|here]]. | ||
}} | }} | ||
===[[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. | ||
| | |image=Link entrance.png}} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
{{Taunt/SSB|char=Link|desc= | {{Taunt/SSB|char=Link|desc=Lowers his right leg and raises his left arm (his sword arm), then pulls his right leg up, pushes his right knee out to his left, points his foot downwards so that the end of his left boot comes to about halfway up his left shinguard.}} | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
Line 187: | Line 186: | ||
|char=Link | |char=Link | ||
|game=SSB | |game=SSB | ||
|desc-us=Go Link | |desc-us=Go Link *claps 3 times* | ||
|desc-jp= | |desc-jp=Link-Link | ||
|pitch-us=Group chant | |pitch-us=Group chant | ||
|pitch-jp=Group chant}} | |pitch-jp=Group chant}} | ||
Line 201: | Line 200: | ||
|char=Link}} | |char=Link}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===Matchups=== | ||
====International versions==== | |||
{{SSB64MatchupTable|link=y}} | |||
=== | ====Japanese version==== | ||
{{SSB64MatchupTable-JPN|link=y}} | |||
===Notable players=== | |||
:''See also: [[:Category:Link professionals (SSB)]]'' | |||
*{{Sm|A$|USA}} | |||
*{{Sm|DSC|Australia}} | |||
*{{Sm|Firo|USA}} | |||
*{{Sm|Isai|USA}} | |||
*{{Sm|Kort|Brazil}} | |||
*{{Sm|Sekirei|Japan}} | |||
*{{Sm|The Z|Canada}} | |||
*{{Sm|WOTG|USA}} | |||
==In Single-player== | ==In Single-player== | ||
*In the game's single-player mode, Link is the first character the player battles | *In the game's single-player mode, Link is the first character the player battles, in which they must face him on [[Hyrule Castle]]. | ||
*If the player is against Link in Single Player Mode on Very Easy, he will not attack or move until the player makes the first few strikes or after a period of time. | *If the player is against Link in Single Player Mode on Very Easy, he will not attack or move until the player makes the first few strikes or after a period of time. | ||
==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!'' | ||
Works: | Works: | ||
*''[[The Legend of Zelda]]'' ( | *''[[The Legend of Zelda]]'' ([[nwiki:NES|NES]]) | ||
*''The Legend of Zelda: A Link to the Past'' (SNES) | *''The Legend of Zelda: A Link to the Past'' (SNES) | ||
*''[[The Legend of Zelda: Ocarina of Time]]'' ([[N64]]) | *''[[The Legend of Zelda: Ocarina of Time]]'' ([[N64]]) | ||
==[[Alternate costume (SSB)#Link|Alternate costumes]]== | ==[[Alternate costume (SSB)#Link|Alternate costumes]]== | ||
[[Image:Link Palette (SSB).png|frame|center|Link's changeable clothing in ''SSB'']] | |||
| | |||
| | |||
==Trivia== | ==Trivia== | ||
*Link is one of the two characters to lack a [[meteor smash]], the other being {{SSB|Pikachu}}. | *Link is one of the two characters to lack a [[meteor smash]], the other being {{SSB|Pikachu}}. | ||
*When Link picks up a battering item, his dash attack will show him using his sword and the item he's wielding. | *When Link picks up a battering item, his dash attack will show him using his sword and the item he's wielding. | ||
*In the | *In the Japanese version of ''Smash 64'', Link's sword has a reflective "metal" effect, while the western version does not, making his sword look more like plastic. | ||
==References== | ==References== | ||
<references/> | |||
{{SSBCharacters}} | {{SSBCharacters}} | ||
{{Zelda universe}} | {{Zelda universe}} | ||
[[Category: | [[Category:Characters (SSB)]] | ||
[[ | [[Category:The Legend of Zelda universe]] | ||
[[Category:Link (SSB)]] |