Editing Link (SSB4)
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{{Infobox Character | {{Infobox Character | ||
|name = Link | |name = Link | ||
|image | |image = [[File:Link SSB4.png|250px]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
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Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing, and camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial. | Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing, and camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial. | ||
In terms of [[customization]], Link's custom moves benefit him. Power Bow grants Link's arrows incredible power, being able to KO significantly easier. However, this comes at the cost of heavily decreased range and increased charge time, with uncharged arrows lacking any utility. Quickfire Bow fires | In terms of [[customization]], Link's custom moves benefit him. Power Bow grants Link's arrows incredible power, being able to KO significantly easier. However, this comes at the cost of heavily decreased range and increased charge time, with uncharged arrows lacking any utility. Quickfire Bow fires [[magic]]al arrows at an extremely quick rate that are also unaffected by gravity, granting them spammability. However, they are much weaker and have shorter range. Boomerang removes the [[windbox]] from the Gale Boomerang and makes it act like the Boomerang from ''Smash 64'' and ''Melee''; it can now be angled easier, has four hitboxes instead of two and deals damage when returning to Link. However, most of Link's setups are now removed since the Boomerang can no longer pull opponents in. Ripping Boomerang possesses no windboxes, deals less damage and has shorter range, but it hits multiple times, goes through opponents, has four hitboxes similar to Boomerang, and stuns victims, making it good for setups. Shocking Spin is an [[electric]]ally charged Spin Attack with significantly stronger damage and KO potential, and the aerial version semi-spikes. However, the grounded version has increased ending lag, while the aerial version lacks back hitboxes and worsens Link's already sub-par recovery by decreasing its horizontal momentum and vertical distance; additionally, while the aerial version can semi-spike, it only works if the opponent is in front. Whirling Leap drastically improves Link's recovery, granting him significantly improved vertical and horizontal distance, alongside very high aerial control during its duration. However, it is solely limited to being a recovery option due to its lack of any hitboxes. Giant Bomb has Link pull out a massive bomb that has a greater explosion radius and damage. However, it has slightly more startup lag and does not explode upon impact, limiting its tactical use compared to the standard Bomb. Meteor Bomb is a much smaller Bomb with a shorter fuse that meteor smashes anyone it hits with moderate knockback. This gives it unique edgeguarding potential and can set up for interesting combos, but as it also affects Link, this prevents him from extending his recovery unless the bomb is used to interrupt potentially deadly vertical KOs. | ||
Overall, Link is very capable at both spacing and [[camping]], yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame. | Overall, Link is very capable at both spacing and [[camping]], yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame. | ||
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'''{{GameIcon|ssb4-3ds}} 1.0.5''' | '''{{GameIcon|ssb4-3ds}} 1.0.5''' | ||
*{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}} | *{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}} | ||
*{{change|Due to the release of {{ | *{{change|Due to the release of the {{GameIcon|ssb4-u}}, the Quickfire Bow and Power Bow custom moves were altered in order to match the ''Wii U'' version.}} | ||
**{{nerf|As a result, Power Bow's start-up lag and endlag were dramatically increased. Before, it charged around the same speed as his normal Hero's Bow; now it is one of the slowest charging specials in the game.}} | **{{nerf|As a result, Power Bow's start-up lag and endlag were dramatically increased. Before, it charged around the same speed as his normal Hero's Bow; now it is one of the slowest charging specials in the game.}} | ||
**{{buff|Conversely, Quickfire Bow's start-up lag and endlag were heavily decreased. This allows it to have better zoning potential and allows Link to more properly keep opponents in check.}} | **{{buff|Conversely, Quickfire Bow's start-up lag and endlag were heavily decreased. This allows it to have better zoning potential and allows Link to more properly keep opponents in check.}} | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Neutral attack's first hit's | *{{nerf|Neutral attack's first hit's hitbox duration decreased: 27 frames → 19 and its [[interruptibility]] frames have been removed. These changes remove its jab cancel "death combo".}}[https://www.youtube.com/watch?v=10sepuQSpds] | ||
*{{nerf|Down tilt's knockback growth decreased, hindering its spacing potential.}} | |||
*{{nerf| | *{{nerf|Aside from {{SSB4|Charizard}}, down tilt no longer [[meteor smash]]es an opponent hanging on an edge.}} | ||
*{{ | *{{nerf|Non-tipped dash attack deals 1% less damage|13%|12% and its knockback growth decreased: 78 → 72, hindering its KO potential.}} | ||
*{{buff|Dash attack's start-up lag decreased|frame 21|20.}} | |||
*{{change|Forward smash's sourspot placement adjusted.}} | |||
*{{buff|Parts of forward smash have been made irreversible.}} | |||
*{{nerf| | *{{buff|Down aerial's range increased.}} | ||
*{{change|Uncharged [[Spin Attack]] deals 2% more damage|12%|14%, although its back hit's knockback was compensated. This improves its front hit's KO potential, but hinders its back half's KO potential.}} | |||
*{{buff|Spin Attack's start-up|frame 11 (front)/frame 13 (back)|8/10 and ending lag decreased: frame 86 → 82.}} | |||
*{{change|Spin Attack and Shocking Spin Attack's second hitboxes' Z-offsets increased|6.6u|7u.}} | |||
*{{ | |||
*{{buff| | |||
*{{buff| | |||
*{{ | |||
*{{ | |||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{buff|Down tilt | *{{buff|Down tilt deals 1% less damage|12%|11%; its knockback decreased; and its start-up lag decreased. Altogether, these changes grant it combo potential at low to medium percentages.}} | ||
*{{buff|Up smash's hits connect together better.}} | *{{buff|Up smash's hits connect together better.}} | ||
*{{buff| | *{{buff|Clawshot grabs cover more distance and they have a longer duration (6 frames → 8), considerably improving their range.}} | ||
*{{buff|All grabs have less ending lag (FAF 66 (standing)/77 (dash)/79 (pivot) → 62/66/67.}} | *{{buff|All grabs have less ending lag (FAF 66 (standing)/77 (dash)/79 (pivot) → 62/66/67.}} | ||
*{{buff|Forward throw | *{{buff|Forward throw's ending lag decreased|frame 39|34.}} | ||
*{{ | *{{buff|Down throw deals 1% less damage|7%|6% and its angle altered: 110° → 83°, significantly improving its combo potential.}} | ||
*{{buff|[[Spin Attack]]'s knockback growth increased|84 (stage 1)/80 (stage 2)/80 (stage 3)|86/86/82, improving its KO potential.}} | |||
*{{buff| | *{{buff|Stage 2 Shocking Spin Attack's knockback growth increased|80|82, improving its KO potential.}} | ||
*{{buff| | |||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|Dash and pivot grabs' start-up lag decreased | *{{buff|Dash and pivot grabs' start-up lag decreased|frame 15 (dash)/frame 16 (pivot)|14/15.}} | ||
*{{change|Spin Attack's hitbox placements adjusted.}} | *{{change|Spin Attack's hitbox placements adjusted.}} | ||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|Shocking Spin deals more damage | *{{buff|Shocking Spin deals more damage|14%/9%/7%/5%|16%/11%/8%/6% and it received an additional hitbox that deals 14%.}} | ||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
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|dtiltname= | |dtiltname= | ||
|dtiltdmg=11% | |dtiltdmg=11% | ||
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt, but low ending lag with vertical knockback, granting it combo potential into aerials (most notably forward aerial, dealing 35% if both hits connect) and making it safe on shield with proper spacing. It also has a hitbox close to the | |dtiltdesc=A kneeling inward slash. Has slow startup for a tilt, but low ending lag with vertical knockback, granting it combo potential into aerials (most notably forward aerial, dealing 35% if both hits connect) and making it safe on shield with proper spacing. It also has a hitbox close to the base of the Master Sword that [[meteor smash]]es aerial opponents, but deals weak knockback. It is also very difficult to land due to its small size and lower priority than the other hitboxes, leaving it unable to hit characters hanging on an edge except for {{SSB4|Charizard}}. | ||
|dashname=Jump Slash | |dashname=Jump Slash | ||
|dashdmg=14% (tip), 13% (middle), 12% (base) | |dashdmg=14% (tip), 13% (middle), 12% (base) | ||
|dashdesc=The {{s|zeldawiki|Jump Attack}}. It is the second strongest dash attack in the game without knockback modifications, only behind {{SSB4|King Dedede}}'s, KOing at around 110% from center stage when sweetspotted. However, it also has the second slowest startup of them (at frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly. | |dashdesc=The {{s|zeldawiki|Jump Attack}}. It is the second strongest dash attack in the game without knockback modifications, only behind {{SSB4|King Dedede}}'s, KOing at around 110% from center stage when sweetspotted. However, it also has the second slowest startup of them (at frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly. | ||
|fsmashcount=2 | |fsmashcount=2 | ||
|fsmashname=Sword Slice | |fsmashname=Sword Slice | ||
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip) | |fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip) | ||
|fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip) | |fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip) | ||
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|dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce) | |dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce) | ||
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The early hit is unique from the rest of attack: against grounded targets, it has weak vertical knockback allowing it to combo into the bounce hit for a large amount of damage (26%), but giving it poor KO potential, while against aerial targets, it is a meteor smash with higher knockback. On the other hand, the clean and late hit send both grounded and aerial targets vertically with high knockback; the clean hit in particular can KO at around 120%, making it one of the strongest down aerials in the game, but it is hard to land due to its much shorter duration than both the early and late hits. Like up aerial, the move has very long lasting hitboxes, but high landing lag and mostly vertical range. | |dairdesc=The {{s|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The early hit is unique from the rest of attack: against grounded targets, it has weak vertical knockback allowing it to combo into the bounce hit for a large amount of damage (26%), but giving it poor KO potential, while against aerial targets, it is a meteor smash with higher knockback. On the other hand, the clean and late hit send both grounded and aerial targets vertically with high knockback; the clean hit in particular can KO at around 120%, making it one of the strongest down aerials in the game, but it is hard to land due to its much shorter duration than both the early and late hits. Like up aerial, the move has very long lasting hitboxes, but high landing lag and mostly vertical range. | ||
|zairname=[[Clawshot]] | |zairname=[[Clawshot]] | ||
|zairdmg=2.5% (hit 1), 4% (hit 2) | |zairdmg=2.5% (hit 1), 4% (hit 2) | ||
|zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward. Has great range and very low landing lag making it a useful spacing tool, and its low knockback also allows it to combo into most ground attacks. The Clawshot also serves as a [[tether recovery]]. | |zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward. Has great range and very low landing lag making it a useful spacing tool, and its low knockback also allows it to combo into most ground attacks. The Clawshot also serves as a [[tether recovery]]. | ||
|grabname=Clawshot | |grabname=Clawshot | ||
|grabdesc=Fires his Clawshot forward. In {{for3ds}}, the chain snaps straight back once fully extended, like the Hookshot from ''SSB''. In {{forwiiu}}, the chain drags on the ground like his Hookshot did in ''Melee'' and ''Brawl''. The Clawshot grants each of Link's grabs very long ranges, but they also have high startup and ending lag. | |grabdesc=Fires his Clawshot forward. In {{for3ds}}, the chain snaps straight back once fully extended, like the Hookshot from ''SSB''. In {{forwiiu}}, the chain drags on the ground like his Hookshot did in ''Melee'' and ''Brawl''. The Clawshot grants each of Link's grabs very long ranges, but they also have high startup and ending lag. | ||
|pummelname= | |pummelname= | ||
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|nsc2name=Quickfire Bow | |nsc2name=Quickfire Bow | ||
|nsc2dmg=4% (uncharged), 8% (fully charged) | |nsc2dmg=4% (uncharged), 8% (fully charged) | ||
|nsc2desc=Fires | |nsc2desc=Fires [[magic]]al arrows that charge quickly and travel in a straight line. Uncharged arrows are decently [[spam]]mable due to being fired faster, but charged arrows have a lower maximum damage output. The arrows also have shorter range. | ||
|ssdefname=Gale Boomerang | |ssdefname=Gale Boomerang | ||
|ssdefdmg=7% (near), 5% (middle), — (far/return) | |ssdefdmg=7% (near), 5% (middle), — (far/return) | ||
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|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. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit. | |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. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit. | ||
}} | }} | ||
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''See also: [[:Category:Link players (SSB4)]]'' | ''See also: [[:Category:Link players (SSB4)]]'' | ||
*{{Sm|Izaw|Sweden}} - One of the best Link players in Europe. Placed | *{{Sm|Izaw|Sweden}} - One of the best Link players in Europe. Placed 7th at {{Trn|BEAST 5}}, 9th at both {{Trn|BEAST 6}} and {{Trn|Eclipse 2}}, and 25th at {{Trn|PPT Summer}} with a win over {{Sm|Pink Fresh}}. | ||
*{{Sm|Scizor|USA}} - One of the best Link players in the United States. Placed 9th at {{Trn|2GGC: West Side Saga}}, 13th at {{Trn|2GGT: FOW Saga}}, and 33rd at {{Trn|2GGC: GENESIS Saga}} with wins over players such as {{Sm|Mr.E}}, {{Sm|K9sbruce}}, and {{Sm|Charliedaking}}. | |||
*{{Sm|Scizor|USA}} - One of the best Link players in the United States | *{{Sm|Sova Unknown|USA}} - One of the best Link players in the United States. Placed 5th at {{Trn|Glitch}}, 13th at {{Trn|Paradigm Shift}}, 17th at {{Trn|Glitch 2}}, and 25th at {{Trn|KTAR XIX}} with wins over players such as {{Sm|Umeki}} and {{Sm|Raptor}}. | ||
*{{Sm|Sova Unknown|USA}} - One of the best Link players in the United States. | *{{Sm|T|Japan}} (#46) - The best Link player in the world. Placed 2nd at {{Trn|Umebura 24}}, 3rd at {{Trn|2GGC: Civil War}}, 9th at both {{Trn|2GGC: West Side Saga}} and {{Trn|EVO Japan 2018}}, and 13th at {{Trn|Umebura Japan Major 2017}} with wins over players such as {{Sm|KEN}}, {{Sm|Abadango}}, and {{Sm|Fatality}}. Ranked 17th on the [[JAPAN Power Rankings]]. | ||
*{{Sm|T|Japan}} - The best Link player | *{{Sm|Tsage|USA}} - One of the best Link players in the United States. Placed 7th at {{Trn|GUMS 15}}, 9th at {{Trn|Shift}}, 17th at {{Trn|GUMS 14}}, 25th at {{Trn|GUMS 13}}, and 49th at {{Trn|Shine 2016}} with wins over players such as {{Sm|Captain L}}, {{Sm|MattyG}}, and {{Sm|Axiom XL}}. Ranked 24th on the [[New England Power Rankings]]. | ||
*{{Sm|Tsage|USA}} - One of the best Link players in the United States. | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
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*Link's alt. trophies in ''Super Smash Bros. for Wii U'' and {{for3ds}} appear very similar to his ancestor's [[All-Star Mode|All-Star]] and [[Adventure Mode]] trophies, respectively, in ''Super Smash Bros. Melee''. | *Link's alt. trophies in ''Super Smash Bros. for Wii U'' and {{for3ds}} appear very similar to his ancestor's [[All-Star Mode|All-Star]] and [[Adventure Mode]] trophies, respectively, in ''Super Smash Bros. Melee''. | ||
*Not counting ''Melee'', this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage. | *Not counting ''Melee'', this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage. | ||
*This is the last ''Smash'' game where Link has his iconic green tunic as his default costume being replaced with his appearance in Breath of the Wild in the next smash title, and his red and blue costumes being based on the Goron and Zora tunics, respectively, first seen in ''Ocarina of Time'', as well as the final game where he uses a tether, and where he is left-handed. | |||
*Despite being relegated to being a trophy in ''3DS'', ''Wii U'' is the only game where Link's adult form from ''Ocarina of Time'' (which inspired his appearance in the first two ''Smash'' games) does not make any appearance at all. | *Despite being relegated to being a trophy in ''3DS'', ''Wii U'' is the only game where Link's adult form from ''Ocarina of Time'' (which inspired his appearance in the first two ''Smash'' games) does not make any appearance at all. | ||
*Of all the veterans that retain their voice clips from ''Brawl'', Link, {{SSB4|Ganondorf}}, and {{SSB4|Captain Falcon}} are the only ones to not make use of knockback voice clips that weren't used in-game in ''Brawl'' despite having them. | *Of all the veterans that retain their voice clips from ''Brawl'', Link, {{SSB4|Ganondorf}}, and {{SSB4|Captain Falcon}} are the only ones to not make use of knockback voice clips that weren't used in-game in ''Brawl'' despite having them. |