Editing Link (SSB4)
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
{{Disambig2|Link's appearance in ''Super Smash Bros. 4''|the character in other contexts|Link}} | {{Disambig2|Link's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Link}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Link | |name = Link | ||
|image = [[ | |image = [[Image:Link SSB4.png|250px|Link]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
|ssbgame2 = SSBM | |ssbgame2 = SSBM | ||
|ssbgame3 = SSBB | |ssbgame3 = SSBB | ||
|ssbgame4 = | |ssbgame4 = Ultimate | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = D | |tier = D | ||
|ranking = 31 | |ranking = 31 | ||
}} | }} | ||
'''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a playable character in '' | '''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a playable character in ''Super Smash Bros. 4''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> He was also among the first wave of [[amiibo]] that are compatible with ''SSB4''. Akira Sasanuma reprises his role as Link's voice actor, albeit via voice clips recycled from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''. | ||
Link is currently ranked 31st out of 55 on the [[tier list]], placing him in the D tier. In addition to rendering Link as the second highest ranking mid-tier character, this is a significant improvement over his bottom-tier placement in ''Brawl'', where he was ranked 35th out of 38 and his best placement to date. Link possesses multiple [[projectile]]s in the form of his [[Hero's Bow]], [[Gale Boomerang]] and [[Bomb (Link)|Bomb]], each of which serve as great tools for combos, [[camp]]ing, [[gimp]]ing, and disrupting [[approach]]es. Aside from his projectiles, Link's {{s|zeldawiki|Master Sword}} grants him [[disjoint]]ed range and above average power. | |||
In addition to his retained strengths, his recovery has been greatly buffed from ''Brawl'', thanks to [[Spin Attack]] and [[Hookshot and Clawshot|Clawshot]] covering noticeably more distance, and Bomb's shorter fuse improving its [[Bomb (Link)#Bomb recovery|recovery potential]]. As a heavyweight, his respectable durability allows him to take advantage of the [[rage]] mechanic introduced in ''SSB4'', which further bolsters his already powerful attacks. | |||
However, Link remains held back by his relatively sluggish frame data. He has moves that are quite easily [[punish]]able if they are whiffed, while his heavy weight and slow mobility without [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]] render him vulnerable to combos, especially from the fast, rushdown-oriented characters that are prevalent in the metagame. Despite Link's new assets, several of his fellow [[veteran]]s gained more significant buffs, which downplays the effects that his own buffs grant him in competitive play. | |||
While Link's early tournament results were mediocre at best, he has managed to attain a dedicated playerbase that consists of professionals such as {{Sm|Izaw}}, {{Sm|Scizor}}, {{Sm|Sova Unknown}} and {{Sm|T}}, who have managed to achieve top 8 and 16 placements more frequently, even at the national level. T, in particular, has demonstrated Link's viability: in addition to placing 3rd at [[2GGC: Civil War]], one of the most competitive ''SSB4'' tournaments in the world, he was ranked 32nd on [[Panda Global Rankings]]' v3 list. | |||
==Attributes== | |||
Link is a [[Weight|heavyweight]] and the majority of his attributes are largely reflective of his weight class. His only attribute that is atypical of a heavyweight is his [[walk]]ing speed, which is above average. His most unique attribute is his [[fast fall]]; while his regular falling speed is tied with that of {{SSB4|R.O.B.}}, {{SSB4|Ryu}}, and standard {{SSB4|Mii Swordfighter}} as the 24th fastest in the game, his fast fall is actually the third fastest in the game, behind {{SSB4|Fox}} and {{SSB4|King Dedede}}. This is because Link uniquely increases his falling speed by 90% when fast-falling, as opposed to the standard 60% that all other characters (bar Ryu) adhere to. | Link is a [[Weight|heavyweight]] and the majority of his attributes are largely reflective of his weight class. His only attribute that is atypical of a heavyweight is his [[walk]]ing speed, which is above average. His most unique attribute is his [[fast fall]]; while his regular falling speed is tied with that of {{SSB4|R.O.B.}}, {{SSB4|Ryu}}, and standard {{SSB4|Mii Swordfighter}} as the 24th fastest in the game, his fast fall is actually the third fastest in the game, behind {{SSB4|Fox}} and {{SSB4|King Dedede}}. This is because Link uniquely increases his falling speed by 90% when fast-falling, as opposed to the standard 60% that all other characters (bar Ryu) adhere to. | ||
Like his [[Toon Link (SSB4)|alternate timeline counterpart]], Link possesses two [[shield]]s instead of just one. In Link's case, he wields the [[Shield (Link)|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still or walking. Like Toon Link, Link also wields his respective version of the {{s|zeldawiki|Master Sword}}, which grants him disjointed range and above average strength, the latter of which is most evident in his forward tilt, smash attacks, dash attack and [[Spin Attack]]. However, his forward, up and down aerials also boast impressive power while possessing certain traits: his forward and back aerials can hit twice, his up and down aerials have long-lasting hitboxes, and his down aerial can [[meteor smash]]. | Like his [[Toon Link (SSB4)|alternate timeline counterpart]], Link possesses two [[shield]]s instead of just one. In Link's case, he wields the [[Shield (Link)|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still or walking.<ref name="Shield">[https://miiverse.nintendo.net/posts/AYMHAAABAABnUYnXguXRvQ Pic of the Day: October 10, 2013]</ref> Like Toon Link, Link also wields his respective version of the {{s|zeldawiki|Master Sword}}, which grants him disjointed range and above average strength, the latter of which is most evident in his forward tilt, smash attacks, dash attack and [[Spin Attack]]. However, his forward, up and down aerials also boast impressive power while possessing certain traits: his forward and back aerials can hit twice, his up and down aerials have long-lasting hitboxes, and his down aerial can [[meteor smash]]. | ||
Link is one of the handful of characters in ''SSB4'' with a [[Grab#Tether grab|tether grab]], with his [[Clawshot]] being a useful supplement to not just his recovery, but also his zoning and combo games. Although its damage output has been lowered since ''Brawl'', Clawshot still boasts impressive range, has minimal landing lag, and comes out even faster than before as an attack. It also assists his combo game, due to his down throw's impressive combo potential, while his up throw possesses KO potential. Lastly and most importantly, Clawshot is a pivotal part of Link's recovery, especially due to his sluggish mobility. | Link is one of the handful of characters in ''SSB4'' with a [[Grab#Tether grab|tether grab]], with his [[Hookshot and Clawshot|Clawshot]] being a useful supplement to not just his recovery, but also his zoning and combo games. Although its damage output has been lowered since ''Brawl'', Clawshot still boasts impressive range, has minimal landing lag, and comes out even faster than before as an attack. It also assists his combo game, due to his down throw's impressive combo potential, while his up throw possesses KO potential. Lastly and most importantly, Clawshot is a pivotal part of Link's recovery, especially due to his sluggish mobility. | ||
Link's special moves all have their uses. [[Hero's Bow]] is a strong option against characters who struggle at [[approach]]ing and is good for providing long-ranged pressure. [[Gale Boomerang]] is a decent spacing option and has follow-up potential upon contact or via its [[ | Link's special moves all have their uses. [[Hero's Bow]] is a strong option against characters who struggle at [[approach]]ing and is good for providing long-ranged pressure. [[Gale Boomerang]] is a decent spacing option and has follow-up potential upon contact or via its [[wind]]-based drag effect. Gale Boomerang's drag effect also grants it [[gimp]]ing potential in the form of [[Gale Guarding]]. [[Spin Attack]]'s overall recovery distance has noticeably improved since ''Brawl'', while its already impressive power has been further increased, which in turn improves its KO potential or as a way to punish rolls. However, Link's [[Bomb (Link)|Bomb]] is perhaps the most versatile weapon within his arsenal thanks to its utility. Throwing a Bomb at an opponent can cause enough [[hitstun]] to help Link's approach and/or set up combos. Conversely, if the opponent shields it, the Bomb simply bounces off, allowing it to be used for spacing. Even holding a Bomb long enough for it to explode can be useful; while doing so damages Link, it gives him a small vertical boost and removes him from being [[helpless]], aiding his recovery and/or allowing him to break out of combos. Like in ''Brawl'', his bombs can also be used for a technique called [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]], which noticeably supplements his ground mobility. When combined with the overall fastest [[item throw]] animations in the game, Link's Bomb allows him to pressure opponents at a deceptively fast speed. | ||
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 [[Wind|wind]] effect from the Gale Boomerange 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. | ||
==Changes from '' | ==Changes from ''Brawl''== | ||
Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. Both his ground and aerial games have been improved | Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. As he received many faster and stronger attacks in exchange for slightly lowered damage outputs, these buffs overall outweigh the nerfs. Both his ground and aerial games have been improved, and his combo game has strengthened as a whole. His grab game has also considerably improved, with some grabs having better angle placements or knockback altogether. He also is a potent [[edgeguard]]er, with his down aerial now being capable of [[meteor smash]]ing to go alongside his other offensive options against opponents on the edge. Additionally, significant buffs to [[Spin Attack]] and Clawshot improve his recovery, which in turn further improves his excellent endurance. Lastly, his camping game has also been improved due to his projectiles, most notably Bomb, being buffed in certain ways. | ||
Link also benefits from the general physics changes brought about by ''SSB4''. The [[Edge-guarding#Ledge Trump|edge trump]] mechanic | Link also benefits from the general physics changes brought about by ''SSB4''. The [[Edge-guarding#Ledge Trump|edge trump]] mechanic further improves his recovery, while the [[rage]] mechanic further boosts his power and can be utilized well, thanks to his excellent endurance. Lastly, Link is one of the only characters to not be noticeably affected by the general nerf to camping. Ultimately, Link is significantly better than how he was in ''Brawl'' and is arguably better than he was was in ''Melee'', although his current viability is somewhat debatable because of the majority of the returning cast having also been buffed to varying degrees. | ||
Ultimately, Link is | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''SSB4'', Link's overall color scheme is significantly more vibrant, and his hair is of a significantly higher visual quality than in ''Brawl''. Link's hair is also sandy | *{{change|Due to the aesthetic used in ''SSB4'', Link's overall color scheme is significantly more vibrant, and his hair is of a significantly higher visual quality than in ''Brawl''. Link's hair is also sandy blonde, instead of blonde.}} | ||
*{{change|Link has a new [[idle pose]]. He now readies his sword-wielding arm by slightly rearing it back while keeping his [[Shield (Link)|Hylian Shield]] in front of himself, instead of twirling the {{s|zeldawiki|Master Sword}} by his side and bringing his shield-wielding arm to his side. Link also always holds his Hylian Shield in front of himself during his other idle poses. However, he will revert to his idle poses from ''Brawl'' while holding a small [[item]].}} | *{{change|Link has a new [[idle pose]]. He now readies his sword-wielding arm by slightly rearing it back while keeping his [[Shield (Link)|Hylian Shield]] in front of himself, instead of twirling the {{s|zeldawiki|Master Sword}} by his side and bringing his shield-wielding arm to his side. Link also always holds his Hylian Shield in front of himself during his other idle poses. However, he will revert to his idle poses from ''Brawl'' while holding a small [[item]].}} | ||
*{{change|The Master Sword's trail is now sky blue with white accents and produces afterimages, instead of being a sky blue blur.}} | *{{change|The Master Sword's trail is now sky blue with white accents and produces afterimages, instead of being a sky blue blur.}} | ||
*{{change|The Hylian Shield's metal decals and rim are now silver and polished, instead of gray and tarnished.}} | *{{change|The {{s|zeldawiki|Hylian Shield}}'s metal decals and rim are now silver and polished, instead of gray and tarnished.}} | ||
===Attributes=== | ===Attributes=== | ||
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*{{buff|Link [[dash]]es faster (1.328 → 1.3944).}} | *{{buff|Link [[dash]]es faster (1.328 → 1.3944).}} | ||
*{{buff|Link's [[air speed]] is faster (0.8084 → 0.88).}} | *{{buff|Link's [[air speed]] is faster (0.8084 → 0.88).}} | ||
*{{buff|Link's [[fast fall]]ing speed is faster (2.666 → 3.04).}} | *{{buff|Link's [[fast fall]]ing speed is faster (2.666 → 3.04), improving his air game and making him less susceptible to juggling.}} | ||
*{{change|Link's [[gravity]] is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his endurance | *{{change|Link's [[gravity]] is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his horizontal endurance.}} | ||
*{{buff|[[Roll]]s have decreased ending lag (frame 38 → 31).}} | |||
*{{buff|[[Roll]]s have decreased ending lag ( | *{{nerf|[[Sidestep]] has increased ending lag (frame 23 → 28).}} | ||
*{{nerf| | *{{buff|[[Air dodge]] has decreased ending lag (frame 50 → 34).}} | ||
*{{buff|[[Air dodge]] has decreased | *{{nerf|Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-17 (rolls), frames 2-20 → 3-18 (sidestep)).}} | ||
*{{nerf| | *{{change|Backward roll's animation has changed. It is now based on the backflip used by the {{s|zeldawiki|Hero of Time}}.}} | ||
*{{buff|Dashing [[item throw]] | *{{buff|Dashing [[item throw]] is faster (38 frames → 18), making it the fastest in the game. This improves his [[item]]-based zoning potential.}} | ||
*{{buff|The Hylian Shield now blocks projectiles even while Link is walking. Additionally, it now always protects his front while he is idle, | *{{buff|The Hylian Shield now blocks projectiles, even while Link is walking. Additionally, it now always protects his front while he is idle, thanks to his idle poses' updated animations. Lastly, Link now raises the Hylian Shield when a projectile or an explosion hits it.<ref name="Shield"/> Altogether, these changes significantly improve its reliability.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Neutral attack's first and second hits deal less damage (4% (hit 1)/3% (hit 2) → 2.5% (both)) and its second hit has decreased knockback (40 (base)/20 (growth) → 38/10), although its first hit's base knockback was compensated (16 → 35). Its first hit's angles have also been altered ([[Sakurai angle|361°]] → 95°/80°/361°). Altogether, these changes improve its [[jab cancel]]ing potential, and make its hits connect together better.}} | |||
*{{nerf|Neutral attack's first hit has increased ending lag (frame 20 → 28). When coupled with its altered angles, this significantly hinders its [[jab lock]]ing potential.}} | |||
*{{buff|Forward tilt has altered knockback (20 (base)/98 (growth) → 55/82), improving its KO potential. It also has decreased ending lag (frame 40 → 38).}} | |||
*{{ | *{{buff|Down tilt deals less damage (12% → 11%) and its extended hitbox has decreased knockback growth (50 → 30). It also has start-up (frame 13 → 11) and ending lag (frame 32 → 29). Altogether, these changes grant it combo potential at low to medium percentages.}} | ||
*{{nerf|Down tilt's meteor hitbox is smaller (4u/3.5u → 1.5u) and has decreased knockback (90 (base)/50 (scaling) → 0/62), significantly hindering its edge-guarding potential.}} | |||
*{{change|Down tilt's hitboxes have been re-positioned. Instead of having two hitboxes that launch at 80° and two others closer to Link that [[meteor smash]], it now has an extended hitbox covering the entire Master Sword that launches at 80°, and a single hitbox near the Master Sword's tip that only meteor smashes aerial opponents.}} | |||
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve forward and down tilts' shield pressuring potentials.}} | |||
*{{buff|Link has a new dash attack, the {{s|zeldawiki|Jump Attack}}. Compared to the previous dash attack, it deals more damage (10%/12%/11% → 14%/13%/12%) and has more knockback (30 (base)/80 (growth) → 70/85/85 (base)/85/85/77 (growth)), making it better at KOing.}} | |||
*{{nerf|Dash attack has more start-up (frame 8 → 20) and ending lag (frame 40 → 57) compared to the previous dash attack.}} | |||
*{{change|Dash attack has different angles (90°/80°/70°/60° → 45°/50°/55°) compared to the previous dash attack.}} | |||
*[[ | *{{buff|Forward smash's first hit's non-tip hitboxes deal 8% less damage (15% → 7%), although their knockback was somewhat compensated (25 (base)/90 (scaling) → 47/15). Its first hit's angles have also been altered (361° → 75°/361°/55°). Altogether, these changes make it connect together better with its second hit.}} | ||
*{{buff|Forward smash's first hit's tip hitbox has increased knockback (25 (base)/90 (scaling) → 30/100), improving its KO potential.}} | |||
*{{nerf|Forward smash's second hit deals less damage (17%/20%/19% → 13%/12%), although its knockback was somewhat compensated (20/25/30 (base)/90 (scaling) → 85/89).}} | |||
*{{nerf|Forward smash has increased ending lag (frame 50 (both) → 52 (hit 1)/68 (hit 2)).}} | |||
*{{change|The window of time that the attack button can be pressed after forward smash's first hit has been significantly tightened. This decreases the possibility of accidentally using its second hit, but makes it so that the delay between the first and second hits cannot be abused before using the second hit.}} | |||
*{{buff|Up smash's last hit deals 1% more damage (10%/9%/8% → 11%/10%/9%), although its knockback was somewhat compensated (70 (base)/80 (growth) → 60/96).}} | |||
*{{buff|Up smash's first and second hits have received several adjustments to their knockback and angles. When coupled with the weakening of [[SDI]], these changes enable its hits to connect together better.}} | |||
*{{nerf|Up smash has increased ending lag (frame 70 → 78).}} | |||
*{{buff|Down smash's first hit has altered knockback (26 (base)/90 (growth) → 40/88) and its angle has been altered (75° → 78°), improving its KO potential.}} | |||
*{{nerf|Down smash's second hit deals less damage (16%/17%/16% → 12%/11%/10%), although its knockback was somewhat compensated (20 (base)/90 (growth) → 80/63).}} | |||
*{{buff|Due to its angle being altered (75° → 30°), down smash's second hit is now a [[semi-spike]]. This significantly improves its edge-guarding potential.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{ | *{{change|Due to now consisting of a sweetspot and a sourspot instead of a consistent hitbox, clean neutral aerial no longer has a consistent damage output (10% → 11% (sweetspot)/9% (sourspot)). Its sweetspot improves its KO potential, but hinders its combo and locking potentials, and vice versa in regard to its sourspot.}} | ||
*{{buff|Neutral aerial has a longer duration (frames 7-27 → 7-31).}} | |||
*{{nerf|Neutral aerial auto-cancels later (frames 1-6, 32> → 1-3, 36>), removing its ability to auto-cancel with a [[short hop]].}} | |||
*{{buff|Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%) and its first hit has increased knockback (5 (base)/100 (growth) → 20/130), although its second hit's knockback was somewhat compensated (20 (base)/110 (growth) → 30/100). This significantly improves its first hit's KO potential.}} | |||
*{{nerf|Forward aerial has increased ending lag (frame 48 → 50).}} | |||
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve forward and down aerials' shield pressuring potentials.}} | |||
*{{change|Back aerial deals less damage (4% (hit 1)/7% (hit 2) → 3%/5%). This improves its combo potential and makes its hits connect together better, but hinders its second hit's spacing potential.}} | |||
*{{nerf|Back aerial has a shorter duration (frames 6-9 → 6-8 (hit 1), frames 18-23 → 18-22 (hit 2)).}} | |||
*{{buff|Up aerial has increased knockback growth (85 → 88) and its angle has been altered (80° → 85°), improving its KO potential. It also has decreased landing lag (30 frames → 23).}} | |||
*{{buff|Up aerial's animation has slightly changed. Link now leans farther back while performing the {{s|zeldawiki|Up Thrust}}. This new animation increases its range and narrows his hurtbox.}} | |||
*{{buff|Down aerial has received an early hitbox that deals 15% and launches at 55° (grounded opponents)/270° (aerial opponents).<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADMUKlaxXyxNw Pic of the Day: November 6, 2013]</ref> This allows it to combo into the bouncing hitbox at varying percentages, and significantly improves down aerial's edge-guarding potential.}} | |||
*{{buff|Down aerial has larger hitboxes (4.2u → 5.5u (early)/6u (clean/late)), increasing its range below Link. It also has decreased landing lag (50 frames → 32).}} | |||
*{{nerf|Down aerial deals less damage (22% (clean)/18% (late) → 15% (early/late)/18% (clean)) and has decreased base knockback (40/30 → 30 (clean), 40/50 → 30 (late)), hindering its KO potential. Its hilt hitbox has also been removed, decreasing its range above Link.}} | |||
*{{change|Grab aerial deals less damage (4% (hit 1)/6% (hit 2) → 2.5%/4%) and has decreased base knockback (60 → 50). These changes make its hits connect together better, but hinder its spacing potential.}} | |||
*{{buff|Grab aerial's first hit's angle has been altered (45° → 35°), improving its combo potential.}} | |||
*{{nerf|Grab aerial has increased start-up lag (frame 11 → 12).}} | |||
*{{buff|Grab aerial has increased range as a [[tether recovery]], significantly improving its recovery potential. Its hitboxes also transition faster (frames 11-16 (hit 1)/frames 23-24 (hit 2) → 12-21/22-23).}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have decreased ending lag ( | *{{buff|All grabs have decreased ending lag (frame 86 (standing)/96 (dash/pivot) → frame 62 (standing)/66 (dash)/67 (pivot)).}} | ||
*{{change|{{GameIcon|ssb4-u}}Prior to update 1.0.8, [[Clawshot]] came out earlier and went limp when fully extended, but also ended faster. However, this was merely aesthetic.}} | *{{change|{{GameIcon|ssb4-u}}Prior to update 1.0.8, [[Clawshot]] came out earlier and went limp when fully extended, but also ended faster. However, this was merely aesthetic.}} | ||
*{{change|{{GameIcon|ssb4-3ds}}Clawshot flies and retracts in a straight line like the Hookshot in ''SSB''. However, this is merely aesthetic.}} | *{{change|{{GameIcon|ssb4-3ds}}Clawshot flies and retracts in a straight line like the Hookshot in ''SSB''. However, this is merely aesthetic.}} | ||
*{{buff|Forward throw has decreased ending lag (frame 41 → 36).}} | |||
*{{buff|Down throw deals 1% less damage (7% → 6%) and has decreased knockback growth (90 → 85). Its angle has also been altered (110° → 83°). When coupled with the changes to hitstun canceling, these changes grant it combo potential at low to medium percentages.}} | |||
*{{change|Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Hero of Time.}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Hero's Bow]] | *{{buff|[[Hero's Bow]] charges faster and has increased knockback (7 (base)/50 (growth) → 10/66), improving its zoning potential.}} | ||
*{{nerf|The removal of {{b|Quickdraw|technique}}ing significantly hinders Hero's Bow's utility.}} | |||
*{{buff|The changes to hitstun canceling slightly improve clean [[Gale Boomerang]]'s combo potential at low percentages.}} | |||
*[[Gale Boomerang]] | *{{buff|Uncharged [[Spin Attack]] deals 2% more damage (12% → 14%) and its front hit has increased knockback growth (72 (early)/80 (clean/late) → 86 (early/clean)/82 (late)), improving its KO potential. It also has decreased start-up lag (frame 12 → 8).}} | ||
*{{nerf|Spin Attack's back hit has decreased knockback.}} | |||
*{{buff|Due to consisting of nine hits instead of five, aerial Spin Attack deals 8% more damage (14% → 22%) and its last hit has increased knockback growth (160 → 200), significantly improving its KO potential. It can now also hit opponents behind Link.}} | |||
*{{buff|Aerial Spin Attack covers significantly more distance and Link retains more momentum upon performing it. These changes significantly improve its recovery potential.}} | |||
*{{change|Grounded Spin Attack's animation has slightly changed. Link now spins while swinging the Master Sword in a slight undulating motion. This slightly re-positions its hitboxes.}} | |||
*{{buff|The weakening of SDI makes aerial Spin Attack significantly more difficult to escape from.}} | |||
*{{change|{{b|Bomb|Link}} deals 1% more damage (7% → 8%) at Link's feet or an opponent's feet when thrown from the ground. It also deals consistent damage (5%-9% → 9%) at Link's feet or an opponent's feet when smash thrown in the air.}} | |||
*{{buff|Bomb no longer damages Link if it explodes by hitting an opponent or another projectile. It also has increased durability. These changes improve its combo potential and safety.}} | |||
*{{ | *{{nerf|Bomb's explosion is now [[absorb]]able.}} | ||
*{{change|Bomb has a shorter fuse. This improves its [[Bomb (Link)#Bomb recovery|recovery]] potential, but hinders its [[mindgame]] potential.}} | |||
*{{change|{{GameIcon|ssb4-u}}Bomb is slightly larger. However, this is merely aesthetic.}} | |||
*{{nerf|[[Triforce Slash]] deals 13% less damage (83% → 60%).}} | |||
*[[Triforce Slash]] | |||
==Update history== | ==Update history== | ||
Line 171: | Line 141: | ||
'''{{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| | *{{change|{{GameIcon|ssb4-3ds}}Quickfire Bow and Power Bow now function like they do in the {{GameIcon|ssb4-u}} version.}} | ||
'''{{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's range has been doubled and it now grabs an opponent before falling to the ground.}} | ||
*{{buff|All grabs | *{{change|{{GameIcon|ssb4-u}}Clawshot now behaves like it does in the {{GameIcon|ssb4-3ds}} version.}} | ||
*{{buff|Forward throw | *{{buff|All grabs' ending lag decreased|frame 66/frame 77/frame 79|62/66/67.}} | ||
*{{ | *{{buff|Grab's start-up lag decreased|frame 14|12.}} | ||
*{{buff|Forward throw's ending lag decreased|frame 39|34.}} | |||
*{{buff| | *{{buff|Down throw deals 1% less damage|7%|6% and its angle altered: 110° → 83°, significantly improving its combo potential.}} | ||
*{{buff| | *{{buff|[[Spin Attack]]'s knockback growth increased|84 (stage 1)/80 (stage 2)/80 (stage 3)|86/86/82, improving its KO potential.}} | ||
*{{buff|Stage 2 Shocking Spin Attack's knockback growth increased|80|82, improving its KO potential.}} | |||
'''{{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]]''' | ||
Line 224: | Line 182: | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2.5% | |neutral2dmg=2.5% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. | |neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. It is a [[natural combo]] with fast start-up and low knockback, but can also be [[jab cancel]]ed, with notable follow-ups including down tilt, a grab, or [[Spin Attack]]. It is based on the final series of strikes that the {{s|zeldawiki|Hero of Time}} deals to [[Ganondorf|Ganon]] in ''The Legend of Zelda: Ocarina of Time''. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=13% | |ftiltdmg=13% | ||
|ftiltdesc=A lunging downward slash. It | |ftiltdesc=A lunging downward slash. It has moderate start-up, but has good range and above average knockback for a tilt attack. This attack resembles the [[zeldawiki:Targeting|Z-Targeting]] slash used by Link from ''The Legend of Zelda: Ocarina of Time''. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=9% | |utiltdmg=9% | ||
|utiltdesc=An overhead arcing slash. Has good juggling potential | |utiltdesc=An overhead arcing slash. Has good juggling potential at low percentages, good combo potential at medium percentages, and decent KO potential at high percentages. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=11% | |dtiltdmg=11% | ||
|dtiltdesc=A kneeling inward slash. | |dtiltdesc=A kneeling inward slash. Deals vertical knockback, which grants it good combo potential, while its fast start-up and ending lag makes it somewhat safe on shield. It can also [[meteor smash]] opponents in contact with the base of the Master Sword to Link's arm, except for those hanging on edges. | ||
|dashname= | |dashname= | ||
|dashdmg=14% (tip), 13% | |dashdmg=14% (tip), 13%/12% (non-tip) | ||
|dashdesc=The {{s|zeldawiki|Jump Attack}}. | |dashdesc=The {{s|zeldawiki|Jump Attack}}. Has high horizontal knockback when tipped and vertical knockback when hit close, and will KO at early percentages. Has high start-up and ending lag, making it very punishable if whiffed or used recklessly. | ||
|fsmashcount=2 | |fsmashcount=2 | ||
|fsmashname= | |fsmashname= | ||
|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) | ||
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Conversely, the second hit deals more consistent damage overall and is relatively powerful, but has heavy ending lag. | |fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Conversely, the second hit deals more consistent damage overall and is relatively powerful, but has heavy ending lag. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}}/{{ChargedSmashDmgSSB4|9}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}}/{{ChargedSmashDmgSSB4|9}} (hit 3) | ||
|usmashdesc= | |usmashdesc=Three overhead arcing slashes. The first two hits naturally combo into each other, while the third hit finishes the combo. Covers a wide range and can KO before 100%, but has high ending lag. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|16}}/{{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|16}}/{{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}} (hit 2) | ||
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory while | |dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory while having slightly increased damage and knockback the closer one is to Link. Conversely, the second hit is a powerful semi-spike that deals slightly more damage and knockback on the Master Sword's blade. | ||
|nairname= | |nairname= | ||
|nairdmg=11% | |nairdmg=11%/9% (clean), 6% (late) | ||
|nairdesc=A flying kick. It is a [[sex kick]] with relatively fast | |nairdesc=A flying kick. It is a [[sex kick]] with relatively fast start-up and little [[landing lag]]. Deals more damage and knockback in its first few active frames, especially at Link's foot, while its late hitbox deals minimal knockback. Overall, this is one of Link's most useful moves, as it allows him to break opponents' combos or start his own. | ||
|fairname= | |fairname= | ||
|fairdmg=11% (hit 1), 13% (hit 2) | |fairdmg=11% (hit 1), 13% (hit 2) | ||
|fairdesc=Two alternating, spinning outward slashes. The first hit has more knockback, while the second | |fairdesc=Two alternating, spinning outward slashes. The first hit has more knockback, while the second hit can only connect if the first hit does not or if the opponent has low damage. Has good KOing potential. | ||
|bairname= | |bairname= | ||
|bairdmg=3% (hit 1), 5% (hit 2) | |bairdmg=3% (hit 1), 5% (hit 2) | ||
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very | |bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very little landing lag, but is one of his least damaging attacks. | ||
|uairname= | |uairname= | ||
|uairdmg=15% (clean), 13% (late) | |uairdmg=15% (clean), 13% (late) | ||
|uairdesc=The {{s|zeldawiki|Up Thrust}}. It is quite powerful | |uairdesc=The {{s|zeldawiki|Up Thrust}}. It has moderate landing lag unless used alongside a full hop. It is quite powerful and has a long-lasting hitbox that is difficult to dodge, making it a good KOing and juggling option. | ||
|dairname= | |dairname= | ||
|dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce) | |dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce) | ||
|dairdesc=The {{s|zeldawiki|Down Thrust}}. | |dairdesc=The {{s|zeldawiki|Down Thrust}}. It has a different knockback angle against grounded opponents, which allows Link to "bounce" on targets and hit them twice for a large amount of damage (26%), provided he is not [[fast fall]]ing. The early hit is a powerful [[meteor smash]] against aerial opponents. Has a strong non-meteor smash hitbox afterward that is capable of KOing under 130%. However, it is more difficult to land the clean hit than the early hit, as it requires Link to hit with the rising hilt during its start-up, or immediately after the early hit, but before the weak hit. | ||
|zairname= | |zairname=[[Hookshot and Clawshot|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 | |zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward. Has great range and very little landing lag. Link can cancel his [[air dodge]] at any point via his tether, though it will not cancel the landing lag suffered from the dodge. The Clawshot also serves as a [[tether recovery]] that auto-snaps the edge. | ||
|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, | |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. However, each of his grabs have high start-up and ending lag due to being tether grabs. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2.1% | |pummeldmg=2.1% | ||
|pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel. | |pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 4% (throw) | |fthrowdmg=3% (hit 1), 4% (throw) | ||
|fthrowdesc=A front kick. | |fthrowdesc=A front kick. Mainly used to launch opponents off-stage, but has little utility beyond that. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (hit 1), 4% (throw) | |bthrowdmg=3% (hit 1), 4% (throw) | ||
|bthrowdesc=A back kick. | |bthrowdesc=A back kick. Mainly used to launch opponents off-stage, but has little utility beyond that. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5%/4% (hit 1), 2% (throw) | |uthrowdmg=5%/4% (hit 1), 2% (throw) | ||
|uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]] | |uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]]. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (hit 1), 3% (throw) | |dthrowdmg=3% (hit 1), 3% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. It can combo into his up tilt, up smash, | |dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. It can combo reliably into his up tilt, up smash, and aerial attacks. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 302: | Line 259: | ||
|edgename= | |edgename= | ||
|edgedmg=7% | |edgedmg=7% | ||
|edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''. | |edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''. Performs a thrust while climbing up. | ||
|nsdefname=Hero's Bow | |nsdefname=Hero's Bow | ||
|nsdefdmg=4% (uncharged), 12% (fully charged) | |nsdefdmg=4% (uncharged), 12% (fully charged) | ||
|nsdefdesc=Wields his [[zeldawiki:Bow|Hero's Bow]] and fires an {{s|zeldawiki|arrow}} forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for [[gimp]]ing recoveries | |nsdefdesc=Wields his [[zeldawiki:Bow|Hero's Bow]] and fires an {{s|zeldawiki|arrow}} forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for [[gimp]]ing recoveries or simply pressuring opponents from afar. | ||
|nsc1name=Power Bow | |nsc1name=Power Bow | ||
|nsc1dmg=4% (uncharged), 20% (fully charged) | |nsc1dmg=4% (uncharged), 20% (fully charged) | ||
Line 311: | Line 268: | ||
|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) | ||
|ssdefdesc=Throws the {{s|zeldawiki|Gale Boomerang}}, which flies forward and then returns to Link. It damages opponents as it flies away and [[ | |ssdefdesc=Throws the {{s|zeldawiki|Gale Boomerang}}, which flies forward and then returns to Link. It damages opponents as it flies away and [[Wind#Pulling attacks|pulls]] opponents toward him during its return. It can be angled up or down, while a [[Item throw#Directions and strength|smash throw]] (which is similar to when performing the input for a smash attack) increases the distance it can travel. Unlike [[Boomerang]], a [[reflection|reflected]] Gale Boomerang is not threatening to Link, as it will only fly past him with its non-damaging windbox. It has set-up potential, albeit only at close range and at low percentages. | ||
|ssc1name=Boomerang | |ssc1name=Boomerang | ||
|ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return) | |ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return) | ||
|ssc1desc= | |ssc1desc=The Gale Boomerang functions like the {{s|zeldawiki|Boomerang}}, as it deals damage upon returning instead of pulling an opponent toward him. It deals more damage and, [[Boomerang|like in ''SSB'' and ''Melee'']], it damages opponents upon returning. It can also be aimed easier, but deals less knockback. | ||
|ssc2name=Ripping Boomerang | |ssc2name=Ripping Boomerang | ||
|ssc2dmg=4% (near), 2% (middle), 1.5% (far), 0.7% (return) | |ssc2dmg=4% (near), 2% (middle), 1.5% (far), 0.7% (return) | ||
|ssc2desc=Has much shorter range and deals less damage, but hits multiple times and [[stun]]s the opponent, which makes it ideal for set-ups. | |ssc2desc=Has much shorter range and deals less damage, but hits multiple times and [[stun]]s the opponent, which makes it ideal for set-ups. | ||
|usdefname=Spin Attack | |usdefname=Spin Attack | ||
|usdefdmg= | |usdefdmg=12%/9%/7%/5% (grounded), 4% (aerial hit 1), 2% (aerial hits 2-8), 4% (aerial hit 9) | ||
|usdefdesc=[[zeldawiki:Spin Attack|A spinning, outward slash]]. Much like in the ''The Legend of Zelda'' series, it is a powerful attack, | |usdefdesc=[[zeldawiki:Spin Attack|A spinning, outward slash]]. Much like in the ''The Legend of Zelda'' series, it is a powerful attack, even while uncharged. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, as it covers a respectable amount of vertical distance, but minimal horizontal distance. | ||
|usc1name=Shocking Spin | |usc1name=Shocking Spin | ||
|usc1dmg=16%/11%/12%/8%/6% (grounded), 4% (aerial hit 1), 1% (aerial hits 2-4), 6% (aerial hit 5), 14% (additional hitbox) | |usc1dmg=16%/11%/12%/8%/6% (grounded), 4% (aerial hit 1), 1% (aerial hits 2-4), 6% (aerial hit 5), 14% (additional hitbox) | ||
|usc1desc=An [[electric]]al version that deals more damage and knockback. However, it grants much less distance and has poor horizontal momentum, making it function very similarly to how Spin Attack | |usc1desc=An [[electric]]al version that deals more damage and knockback. However, it grants much less distance and has poor horizontal momentum, making it function very similarly to how Spin Attack did in ''SSB'' and ''Brawl''. The aerial version can semi-spike, but cannot hit backward. | ||
|usc2name=Whirling Leap | |usc2name=Whirling Leap | ||
|usc2dmg=— | |usc2dmg=— | ||
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|dsdefname=Bomb | |dsdefname=Bomb | ||
|dspage=Bomb (Link) | |dspage=Bomb (Link) | ||
|dsdefdmg=5% ( | |dsdefdmg=5% (grounded and aerial throws/smash throws at body), 8% (grounded throw/smash throw at feet), 9% (aerial throw/smash throw at feet) | ||
|dsdefdesc=Pulls out a {{s|zeldawiki|Bomb}}. It explodes 3.66 seconds (220 frames) after being pulled out, or upon contact with a surface, an attack, or an opponent. The explosion can hurt Link unless it hits an opponent first. When used skillfully, [[Bomb (Link)#Bomb recovery|the explosion can remove Link from helplessness]] and thus allow him to perform an extra Spin Attack, improving his recovery. | |dsdefdesc=Pulls out a {{s|zeldawiki|Bomb}}. It explodes 3.66 seconds (220 frames) after being pulled out, or upon contact with a surface, an attack, or an opponent. The explosion can hurt Link unless it hits an opponent first. When used skillfully, [[Bomb (Link)#Bomb recovery|the explosion can remove Link from helplessness]] and thus allow him to perform an extra Spin Attack, improving his recovery. Oddly, it will deal more damage when it hits the opponent's feet. | ||
|dsc1name=Giant Bomb | |dsc1name=Giant Bomb | ||
|dsc1dmg= | |dsc1dmg=8%-10% (grounded and aerial throws/smash throws at body, feet) | ||
|dsc1desc=A massive Bomb with a large explosion hitbox, which deals more damage and knockback. However, it cannot explode | |dsc1desc=A massive Bomb with a large explosion hitbox, which deals more damage and knockback. However, it cannot explode when thrown at the opponent, and instead explodes based on time or an attack. Deals damage based on range. | ||
|dsc2name=Meteor Bomb | |dsc2name=Meteor Bomb | ||
|dsc2dmg=5% | |dsc2dmg=5%, 7% (grounded throw/smash throw at body), 8% (grounded throw/smash throw at feet), 5% (aerial throw/smash throw at body), 6% (aerial throw/smash throw at feet) | ||
|dsc2desc=A smaller and weaker Bomb with | |dsc2desc=A smaller and weaker Bomb with a much shorter fuse. However, it meteor smashes anyone hit with moderate knockback. As a result, it is not practical for recoveries in any way, as it simply meteor smash Link, though it allows him to survive vertical KOs longer with luck. On the ground, it will halt opponents in their tracks due to its considerable hitstun. | ||
|fsname=Triforce Slash | |fsname=Triforce Slash | ||
|fsdmg=1% ( | |fsdmg=1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17) | ||
|fsdesc= | |fsdesc=Emits a thin beam of light from the [[zeldawiki:Triforce|Triforce of Courage]] symbol on the back of his 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. | ||
}} | }} | ||
==[[On-screen appearance]]== | |||
{{appearance | {{appearance | ||
|desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. | |desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. It may be based on the {{s|zeldawiki|warping}} animation seen upon using the {{s|zeldawiki|Recorder}}. | ||
|char=Link | |char=Link | ||
|game=SSB4}} | |game=SSB4}} | ||
==[[Taunt]]s== | |||
{{Taunt/SSB4 | {{Taunt/SSB4 | ||
|char=Link | |char=Link | ||
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|desc-down=Assumes a {{s|wikipedia|Fujian White Crane}}-like stance while rearing the Master Sword behind his head. Originates from ''SSB'' and may be loosely based on the attacking pose used by the Link from ''[[zeldawiki:Zelda ll: The Adventure of Link|Zelda II: The Adventure of Link]]''.}} | |desc-down=Assumes a {{s|wikipedia|Fujian White Crane}}-like stance while rearing the Master Sword behind his head. Originates from ''SSB'' and may be loosely based on the attacking pose used by the Link from ''[[zeldawiki:Zelda ll: The Adventure of Link|Zelda II: The Adventure of Link]]''.}} | ||
==[[Idle pose]]s== | |||
{{Idle | {{Idle | ||
|desc-1=Assumes a battle ready stance. | |desc-1=Assumes a battle ready stance. | ||
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|image-2=LinkIdlePose2WiiU.jpg}} | |image-2=LinkIdlePose2WiiU.jpg}} | ||
==[[Crowd cheer]]== | |||
{{Crowd | {{Crowd | ||
|char=Link | |char=Link | ||
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|pitch-jp=Group chant}} | |pitch-jp=Group chant}} | ||
==[[Victory pose]]s== | |||
{{Victory/SSB4 | {{Victory/SSB4 | ||
|victory-theme=ZeldaUniverseTheme.ogg | |victory-theme=ZeldaUniverseTheme.ogg | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3211 | |set10=3211 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, please refrain from adding Lythero.--> | ||
*{{Sm|Cat|Netherlands}} - One of the best Link players in Europe. He has wins over {{Sm|Rich Brown}} and {{Sm|S1}}. | |||
*{{Sm|Halo|Japan}} - One of the best Link players in Japan, alongside {{Sm|T}}. His best placings include 17th at [[Karisuma 13]], and 13th at {{Trn|Karisuma 19}}. He has taken sets from players such as {{Sm|Takera}}, {{Sm|RAIN}}, {{Sm|Kameme}}, and {{Sm|Taranito}}. | |||
*{{Sm|Izaw|Sweden}} - One of the best Link players in Europe. Placed 9th at [[B.E.A.S.T 6]] and [[Eclipse 2]]. | |||
*{{Sm|LinkEa|Chile}} - The best Link player in South America. His results can be found [http://smashboards.com/threads/link-tournament-results-thread-25th-october.404196 here]. Ranked 7th in the [https://smash.gg/rankings/smash4/series/chile-2 Chilean Power Rankings] | |||
*{{Sm|LordXav1er|USA}} - One of the best Link players in the United States. Ranked 6th in the [[Rhode Island Smash 4 Power Rankings]]. He has wins over {{Sm|Marss}}, {{Sm|Ntarps}} and {{Sm|CaptAwesum}}. | |||
*{{Sm|Nicorin|Japan}} - One of the best Link players in Japan, alongside {{Sm|T}}. He has taken sets from players such as {{Sm|shky}}, {{Sm|Brood}}, {{Sm|Shogun}}, {{Sm|Fuwa}} and {{Sm|Songn}}. His best results include 25th at [[Umebura 27]] and 33rd at [[Umebura 29]]. He is currently ranked 169th on the [[JAPAN Power Rankings]]. | |||
*{{Sm|Rooky|USA}} - Placed 17th at [[Super Smash Con 2015]] and 33rd at [[Shine 2016]]. | |||
*{{Sm|Scizor|USA}} - One of the best Link players in the United States. Placed 9th at [[2GGC: West Side Saga]], 13th at [[2GGT: FOW Saga]], and 33rd at [[2GGC: GENESIS Saga]]. He has wins over {{Sm|Mr.E}}, {{Sm|K9sbruce}} and others. | |||
*{{Sm|Sillintor|Germany}} - The best Link player in Germany. Often uploads content about Link on his YouTube channel. | |||
*{{Sm|Slenderman|USA}} - One of the best Link players in the United States. Ranked 14th on the [[Chicago Smash 4 Power Rankings]]. Placed 17th at [[Smash 'N' Splash 3]]. He has wins over {{Sm|JJROCKETS}}, {{Sm|Marshall}}, and {{Sm|Dan}}. | |||
*{{Sm|Sova Unknown|USA}} - One of the best Link players in the United States. Placed 5th at [[Glitch (tournament)|Glitch]], 7th at [[Glitch 2]]'s low-tier event, and 13th at [[Paradigm Shift]]. He has wins over Umeki, Raptor, and Jdawg. | |||
*{{Sm|T|Japan}} - The best Link player in the world. Placed 2nd at [[Umebura 24]], 5th at [[Sumabato for THE BIG HOUSE]], 9th at [[Umebura S.A.T.]], and 3rd at [[2GGC: Civil War]]. He has wins over {{Sm|KEN}}, {{Sm|Abadango}}, {{Sm|Kameme}}, {{Sm|Ranai}}, {{Sm|Fatality}}, {{Sm|HIKARU}}, {{Sm|Shuton}}, and {{Sm|Zinoto}}. Formerly ranked 32nd on the [[Panda Global Rankings]] v3 and currently ranked 17th on the [[JAPAN Power Rankings]]. | |||
*{{Sm|Tsage|USA}} - One of the best Link players in the United States. Was once 11th on the [[New England Power Rankings|New England Smash 4 Power Rankings]]. He has wins over {{Sm|Captain L}}, {{Sm|XL-97}}, {{Sm|Locke}}, {{Sm|Kuma}}, and {{Sm|Hero}} and placed 2nd at the [[New England Arcadian II]]. | |||
*{{Sm|VinS|France}} - The best Link player in France. Placed 3rd at [[Big Wanted #1]]. Has wins over {{Sm|cyve}}. | |||
====Inactive==== | |||
*{{Sm|BlueLink|Italy}} - One of the best Link players in Europe prior to his retirement. Formerly ranked 1st on the [[Italian Power Rankings]]. | |||
*{{Sm|Drigo Toes|Chile}} - One of the best Link players in South America prior to his retirement. His results can be found [http://smashboards.com/threads/link-tournament-results-thread-25th-october.404196 here]. | |||
===Tier placement and history=== | |||
Since ''SSB4''{{'}}s release, Link's nimbler mobility, stronger projectile game, higher power and improved range saw him perceived as noticeably better than his appearance in ''Brawl'' and, according to some players, a mid-tier character like [[Link (SSBM)|his ancestor was in ''Melee'']]. However, opinions on Link started to decline in light of more developed metagames and higher popularity of certain other characters, whereas Link's representation in competitive play remained rather poor. This culminated in him being ranked 42nd on the first [[tier list]]. | |||
Opinions on Link, however, started to improve after certain respectable placings by dedicated mains, such as {{Sm|Izaw}} and {{Sm|Scizor}}. This resulted in him being ranked 43rd on the second tier list, after the inclusion of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}. Thanks to {{Sm|T}} notably achieving strong results with Link after the second tier list, Link was ranked 39th on the third tier list. This resulted in him being reassessed as a mid-tier character, while his placement itself was also very similar to his ancestor's in ''Melee''. | |||
After T placed 3rd at [[2GGC: Civil War]], one of the most competitive tournaments in ''SSB4''{{'}}s lifespan, Link's perception has further improved, to the point that he is viewed as deserving to be in the upper portion of the mid-tier. This has been reflected in the fourth and current tier list, in which Link is ranked 31st. | |||
==Trophies== | |||
:'''Link''' | |||
::{{flag|ntsc}} ''Green tunic? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. Jeez, just how much stuff can Link carry?'' | |||
::{{flag|pal}} ''Green clothes? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. The hero of Hyrule is really kitted out for a brawl!'' | |||
{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=snes|game2=The Legend of Zelda: A Link to the Past (04/1992)}} | |||
'' | :'''Link (Alt.)''' | ||
::{{flag|ntsc}} ''If Link was on a desert island and could only pick one item, it'd be his powerful sword. This weapon is key to his down-air attack, a move with great launching potential and the ability to strike twice. He can also strike twice with his side smash—the second blow deals more damage and launches harder.'' | |||
::{{flag|pal}} ''Of all of his weapons, Link's sword may be the most lethal. His down air attack has incredible launching power. What's more, he'll bounce up afterwards, allowing for a follow-up strike. His side smash can also be followed up with a more powerful second blow that sends foes flying - just press the button again straight away.'' | |||
{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=snes|game2=The Legend of Zelda: A Link to the Past (04/1992)}} | |||
:'''Triforce Slash (Link)''' | |||
::{{flag|ntsc}} ''Link makes use of the Triforce of Courage to trap foes, and then he launches a 16-blow combo. The final mighty blow has the power to launch opponents off the stage. When Link prepares the attack, the ray of light he emits must strike a rival, or the attack will fail. Shielding will do nothing to stop this powerful attack.'' | |||
{{ | |||
{{ | ::{{flag|pal}} ''Link traps a foe in mid-air with the power of the Triforce of Courage, then he delivers a 16-strike sword combo. The final strike has formidable launching power. If the ray of light at the start of the attack doesn't hit, the whole thing ends there. Helpfully, though, the ray of light's range and speed are incredible, and shields won't block it.'' | ||
| | |||
<center> | |||
| | <gallery> | ||
LinkTrophy3DS.png|Classic (3DS) | |||
| | LinkAltTrophy3DS.png|Alt. (3DS) | ||
| | LinkTrophyWiiU.png|Classic (Wii U) | ||
LinkAltTrophyWiiU.png|Alt. (Wii U) | |||
TriforceSlashLinkTrophyWiiU.png|[[Triforce Slash]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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Clawshot_SSB4.png|Using his [[Clawshot]]. | Clawshot_SSB4.png|Using his [[Clawshot]]. | ||
SSB4 - Zelda Screen-3.jpg|Using his side taunt alongside {{SSB4|Zelda}}. | SSB4 - Zelda Screen-3.jpg|Using his side taunt alongside {{SSB4|Zelda}}. | ||
Link and Peach.jpg|Link and {{SSB4|Peach}} on {{SSB4|Battlefield}}. | Link and Peach.jpg|Link and {{SSB4|Peach}} on {{SSB4|Battlefield}}. | ||
SSB4 Toon Link Screen-10.jpg|His appearance in ''Super Smash Bros. for Nintendo 3DS'' alongside Toon Link. | SSB4 Toon Link Screen-10.jpg|His appearance in ''Super Smash Bros. for Nintendo 3DS'' alongside Toon Link. | ||
Edge grab SSB4.jpg|Link [[Edge-guarding#Ledge Trump|edge trumping]] Mario. | Edge grab SSB4.jpg|Link [[Edge-guarding#Ledge Trump|edge trumping]] Mario. | ||
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==Trivia== | ==Trivia== | ||
[[File:LinkT-PoseSSBU.png|thumb|Link's bind pose in {{forwiiu}}.]] | [[File:LinkT-PoseSSBU.png|thumb|right|Link's bind pose in {{forwiiu}}.]] | ||
*During Link's first victory animation, his eyebrows appear lighter than usual, only to revert to their original shade of color once the animation ends. | *During Link's first victory animation, his eyebrows appear lighter than usual, only to revert to their original shade of color once the animation ends. | ||
*In {{forwiiu}}, a glitch prior to update 1.1.0 enabled the player to see characters' [[bind pose]]s. In Link's case, it could be seen that his bind pose was modeled in an unusual way, without forming a "T" shape like other bind poses. | *In {{forwiiu}}, a glitch prior to update 1.1.0 enabled the player to see characters' [[bind pose]]s. In Link's case, it could be seen that his bind pose was modeled in an unusual way, without forming a "T" shape like other bind poses. | ||
**This pose can still be seen even post-update 1.1.0, albeit only during the [[Master Core]] battle. If one looks close enough when Master Shadow begins to form, Link's bind pose is used instead of a normal falling pose. | **This pose can still be seen even post-update 1.1.0, albeit only during the [[Master Core]] battle. If one looks close enough when Master Shadow begins to form, Link's bind pose is used instead of a normal falling pose. | ||
*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''. | ||
* | *This marks the final game where Link wears his green tunic as his default costume, as well as the final appearance of his red Goron tunic and blue Zora tunic from ''Ocarina of Time'' (used for his debut appearance) as alternate costumes, as well as his hookshot/clawshot. | ||
==References== | ==References== | ||
{{reflist}} | {{reflist|1}} | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Zelda universe}} | {{Zelda universe}} | ||
[[Category:Link (SSB4) | |||
[[Category:Link (SSB4)]] | |||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||