Editing Link (SSB4)

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{{ArticleIcons|ssb4=y}}
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{{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 = [[File:Link SSB4.png|250px]]
|image       = [[Image:Link SSB4.png|250px|Link]]
|game = SSB4
|game         = SSB4
|ssbgame1 = SSB
|ssbgame1     = SSB
|ssbgame2 = SSBM
|ssbgame2     = SSBM
|ssbgame3 = SSBB
|ssbgame3     = SSBB
|ssbgame4 = SSBU
|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 ''[[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''.
'''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}}''.


As in ''[[Super Smash Bros. Brawl]]'', Akira Sasanuma's portrayal of Link from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' was repurposed for ''Smash 4'', with mostly returning voice clips from ''Brawl'', and in addition to some new ones sourced from the game.
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.


Link is ranked 31st out of 54 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.


In addition to his retained strengths, his recovery has been greatly buffed from ''Brawl'', thanks to [[Spin Attack]] and [[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.


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 heavyweight 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.


While Link's early tournament results were mediocre at best, he has managed to attain a dedicated player base 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, placing 3rd at [[2GGC: Civil War]], one of the most competitive ''SSB4'' tournaments in the world, and being ranked 46th on the [[PGR 100]], the all-time ranking for ''Smash 4''.
==Attributes==


==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 [[Pulling|vacuum]] 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.
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 {{b|magic|effect}}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.
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 ''[[Super Smash Bros. Brawl]]''==
==Changes from ''Brawl''==
Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. Both his ground and aerial games have been improved. His overall mobility has slightly improved and his attacks have seen adjustments to either make them more reliable or to improve their utility. An example of this is with dash attack as while it is much slower and has no followup potential, it is much stronger now being the second strongest dash attack in the game. His air speed has been increased and a few of his aerials have seen some useful adjustments; forward aerial's first hit is much stronger, up aerial is stronger and down aerial's clean hit now [[meteor smash]]es granting it edgeguarding potential as well as the later two aerials having less landing lag. His grab game has also considerably improved as his grabs have less ending lag and his down throw is weaker giving it greater followup potential especially when combined with the changes to [[hitstun canceling]]. 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, [[Spin Attack]] covers much more distance and is less reliant on momentum while Clawshot has increased range as a tether significantly improving his recovery, removing one of Link's most detrimental flaws in ''Brawl''. Lastly, his camping game has seen some improvements due to his projectiles, most notably Bomb, being buffed in certain ways.
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 combined with the increased speed to [[air dodge]]s immensely improves his recovery allowing him to make much greater use of his new and improved recovery options. The [[rage]] mechanic further boosts his power and can be utilized well, due to his excellent endurance. The changes of [[hitstun canceling]] has also improved his combo potential especially out of back aerial and down throw.
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.
 
However, Link has also seen some nerfs. While the removal of hitstun canceling improves his own combo potential, it makes him more susceptible to combos himself and it removes [[momentum canceling]] hindering his endurance especially vertically (although Link does notably benefit from the removal of [[chain grab]]bing). Link also lost access to the advanced techniques he had in ''Brawl'' most notably [[DACUS]] which significantly hinders his approach potential combined with his up smash having more ending lag. He also no longer has access to {{b|Quickdraw|technique}}ing and the removal of [[edge momentum shifting]] has hindered [[Gale Boomerang]]'s utility. As for his more direct nerfs, his overall damage output is lower (although it is higher relative to the cast) with his forward and down smash seeing significant nerfs to their damage and some of his moves have worse overall KO potential due to their alterations such as with down tilt and down aerial. His grab aerial is also worse on stage as while it connects with the strong hit more reliably, it is weaker, launches opponents at a less favorable angle and has more landing lag hindering its use as a spacing tool. Lastly, while his out of shield game has improved due to his faster Spin Attack and the general changes to shields, his [[spot dodge]] is drastically worse going from being one of the best to a very mediocre spot dodge.
 
Ultimately, Link is considerably better than how he was in ''Brawl'' as his buffs are of greater quantity than his nerfs and while most of his direct changes do not greatly benefit him, the changes to the game's mechanics greatly benefit him overall as they improve his combo and KO potential and most importantly, they make his recovery far better fixing one of his main issues in ''Brawl''. Despite this, his other issues including his poor mobility and frame data were not properly addressed and in some cases, worsened and he did see a few notable hindrances from the changes to the game's mechanics. Nevertheless, he is a significantly more effective character relative to the cast and has seen greater tournament results although he still struggles against the higher tiered characters.


===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 blond instead of blond.}} As a result, other than his hairstyle, his hair color, and the starched appearance of his clothing, his coloration closely resembles his ''Skyward Sword'' incarnation, whom despite being unused in ''Smash'', sports a similar design to his ''Twilight Princess'' incarnation.
*{{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's blue and {{s|zeldawiki|Dark Link}} [[alternate costume]]s have been slightly updated. The former's {{s|zeldawiki|Hylian Shield}} is now blue instead of black, while the latter now has black sclera and red pupils, and its Hylian Shield is now colored black instead of silver. Link has also received three new alternate costumes, two of which are based on the [[zeldawiki:The Legend of Zelda: Skyward Sword|Hero of the Skies]]' civilian clothes and {{s|zeldawiki|Fierce Deity Link}}.}}
*{{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|Backward roll's animation has changed. It is now based on the backflip used by the {{s|zeldawiki|Hero of Time}}.}}
*{{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, makes him more susceptible to combos and reduces the height of his jumps.}}
*{{change|Link's [[gravity]] is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his horizontal endurance.}}
**{{buff|Despite this, his [[double jump]] is higher.}}
*{{buff|[[Roll]]s have decreased ending lag (frame 38 → 31).}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 38 → 31).}}
*{{nerf|[[Sidestep]] has increased ending lag (frame 23 28).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 4-17).}}
*{{buff|[[Air dodge]] has decreased ending lag (frame 50 → 34).}}
*{{buff|[[Air dodge]] has decreased startup lag (frame 4 → 3) and ending lag (FAF 50 → 34).}}
*{{nerf|Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-17 (rolls), frames 2-20 → 3-18 (sidestep)).}}
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frame 2-20 → 3-18) and has increased ending lag (FAF  23 → 28), no longer being one of the best in the game.}}
*{{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]] has significantly less ending lag (FAF 42 19), making it the fastest in the game. This slightly improves Link's [[item]]-based zoning potential although he is still usually better off using his [[Glide Toss|DITCIT]].}}
*{{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, due to his idle poses' updated animations. Lastly, Link now raises the Hylian Shield when a projectile or an explosion hits it. Altogether, these changes significantly improve its reliability.}}
*{{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===
*[[Neutral attack]]:
*{{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.}}
**{{buff|Neutral attack's first hit has higher base knockback (16 → 35/30). Along with the changes to its angles and the lower knockback on the second hit, this enables the move to connect all its hits more reliably.}}
*{{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.}}
**{{nerf|Neutral attack's first and second hits deal less damage (4% (hit 1)/3% (hit 2) → 2.5% (both)), and the latter also has lower knockback (40 (base), 20 (scaling) → 38/10), hindering its [[jab cancel]]ing ability. The first hit also has more ending lag (FAF 20 28) and different angles across its hitboxes ([[Sakurai angle|361°]] → 95°/80°/361°), making [[jab lock]]ing with it much harder combined with its higher base knockback, as only the hitboxes closest to Link and with the lowest ID can do so rather than all of them. While this would improve its jab canceling potential, this is negated by its higher ending lag.}}
*{{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|The increased [[shieldstun]] benefits forward tilt and down tilt, as due to their long range, average damage and reduced lag, they are now safe on shield if properly spaced.}}
*{{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.}}
*[[Forward tilt]]:
*{{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.}}
**{{buff|Forward tilt has a longer duration (frames 15-18 → 15-19), decreased ending lag (FAF 40 → 38) and higher knockback (20 (base), 98 (scaling) → 55/82), improving its KO potential near the horizontal blastzone.}}
*{{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.}}
*[[Down tilt]]:
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve forward and down tilts' shield pressuring potentials.}}
**{{buff|Down tilt has less startup (frame 13 → 11) and ending lag (FAF 32 → 29). Combined with its lower knockback and the changes to [[hitstun canceling]], this grants it combo potential from low to mid percents.}}
*{{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|Down tilt deals less damage (12% → 11%) and its extended hitbox has lower knockback scaling (50 → 30), while its meteor hitbox has a significantly smaller radius (4u/3.5u → 1.5u) and lower knockback (90 (base), 50 (scaling) → 0/62). This worsens the move's KO potential, and renders it nearly useless for edgeguarding even with the removal of [[meteor canceling]], as the meteor hitbox is survivable offstage even at high percents and can no longer hit any character hanging on an edge except for {{SSB4|Charizard}}.}}
*{{nerf|Dash attack has more start-up (frame 8 → 20) and ending lag (frame 40 → 57) compared to the previous dash attack.}}
**{{change|Down tilt's hitboxes are distributed differently; instead of having two normal hitboxes that launch targets upward and other two closer to Link that [[meteor smash]], the move has one extended hitbox covering the entire Master Sword that launches upward, and a normal hitbox close to the tip that meteor smashes and only affects aerial targets.}}
*{{change|Dash attack has different angles (90°/80°/70°/60° → 45°/50°/55°) compared to the previous dash attack.}}
*[[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|Link has a new dash attack, the {{s|zeldawiki|Jump Attack}} from ''The Legend of Zelda'' series. Compared to the previous dash attack, it deals more damage (10%/12%/11% → 14%/13%/12%) and has significantly more knockback (30 (base), 80 (scaling) → (70/85/85)/(85/85/77), greatly improving its KO potential.}}
*{{buff|Forward smash's first hit's tip hitbox has increased knockback (25 (base)/90 (scaling) → 30/100), improving its KO potential.}}
**{{nerf|Dash attack has much more startup (frame 8 → 20) and ending lag (FAF 40 → 57) compared to the previous dash attack.}}
*{{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).}}
**{{change|Dash attack has different angles (90°/80°/70°/60° → 45°/50°/55°) compared to the previous dash attack. This improves its spacing potential but hinders its followup potential.}}
*{{nerf|Forward smash has increased ending lag (frame 50 (both) → 52 (hit 1)/68 (hit 2)).}}
*[[Forward smash]]:
*{{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|Forward smash's first hit has been noticeably altered: the hitbox at the tip of the Master Sword has higher knockback (25 (base), 90 (scaling) → 30/100), while the rest of the hitboxes deal lower damage (15% → 7%) and knockback (25 (base), 90 (scaling) → 47/15), and can no longer send opponents behind Link, enabling them to connect into the second hit beyond low percents. This overall benefits the move, as the setup hitboxes in conjunction with the second hit still deal more damage and can KO earlier than the previous first hit alone, while the tipper hitbox still allows the first hit to KO on its own should opponents potentially be hit too far away for the second hit to connect.}}
*{{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|Forward smash's second hit has drastically more base knockback (20/25/30 (base), 90 (scaling) → 85/89), allowing it to KO earlier near edges and with [[rage]], despite its much lower damage.}}
*{{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|Forward smash has increased ending lag (FAF 50 (both hits) → 52 (hit 1)/68 (hit 2)), and the second hit deals much less damage (17%/20%/19% → 13%/12%).}}
*{{nerf|Up smash has increased ending lag (frame 70 → 78).}}
**{{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|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.}}
*[[Up smash]]:
*{{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|Up smash's last hit deals more damage (10%/9%/8% → 11%/10%/9%) and has more knockback (70 (base), 80 (scaling) → 60/96), improving its KO potential. Its first and second hits have also received several adjustments to their knockback and angles, which alongside the weakening of [[SDI]] enables the move to connect all hits better.}}
*{{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.}}
**{{nerf|Up smash has more ending lag (FAF 70 → 78), now being the up smash with the slowest interruptibility in the game.}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential.}}
*[[Down smash]]:
**{{buff|Down smash's first hit launches at a higher angle (75° → 78°) and has more knockback (26 (base), 90 (scaling) → 40/88), improving its KO potential.}}
**{{nerf|Down smash's second hit deals less damage (16%/17%/16% → 12%/11%/10%).}}
**{{change|Down smash's second hit is a [[semi-spike]] (75° → 30°) and has higher base knockback, but lower knockback scaling (20 (base), 90 (scaling) → 80/63). Coupled with its lower damage, this hinders its KO potential from center stage, but improves its edgeguarding potential.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|The increased shieldstun benefits neutral aerial and forward aerial, as due to their low landing lag and higher damage (sweetspotted in the case of neutral aerial), they are now safe on shield with properly timed landings.}}
*{{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.}}
*[[Neutral aerial]]:
*{{buff|Neutral aerial has a longer duration (frames 7-27 → 7-31).}}
**{{change|Clean neutral aerial no longer has a consistent damage output (10% → 11%/9%). This improves the sweetspot's KO potential, but reduces its combo and [[lock]]ing potential, and vice versa for the sourspot.}}
*{{nerf|Neutral aerial auto-cancels later (frames 1-6, 32> → 1-3, 36>), removing its ability to auto-cancel with a [[short hop]].}}
**{{buff|Neutral aerial has a longer duration (frames 7-27 → 7-31).}}
*{{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|Neutral aerial's initial [[auto-cancel]] window is shorter (frames 1-6 → 1-3) and auto-cancels later (frames 32 → 36), no longer auto-canceling in a [[short hop]].}}
*{{nerf|Forward aerial has increased ending lag (frame 48 50).}}
**{{nerf|Neutral aerial has slightly increased landing lag (9 frames → 10).}}
*{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve forward and down aerials' shield pressuring potentials.}}
*[[Forward aerial]]:
*{{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.}}
**{{buff|Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%), with knockback noticeably increased on the first hit (5 (base), 100 (scaling) → 20/130) and compensated on the second hit (20 (base), 110 (scaling) → 30/100), improving the former's KO potential.}}
*{{nerf|Back aerial has a shorter duration (frames 6-9 → 6-8 (hit 1), frames 18-23 → 18-22 (hit 2)).}}
**{{nerf|Forward aerial has slightly increased landing lag (10 frames 12). Link's higher gravity also prevents it from auto-canceling in a full hop.}}
*{{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).}}
*[[Back aerial]]:
*{{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.}}
**{{nerf|Back aerial deals less damage (4% (hit 1)/7% (hit 2) → 3%/5%) hindering its edgeguarding potential and each hit has a shorter duration (frames 6-9 → 6-8 (hit 1), frames 18-23 → 18-22 (hit 2)).}}
*{{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|The second hit's lower damage and the changes to hitstun canceling turn it into a reliable combo starter, allowing Link to follow up with more back aerials and a reverse [[Spin Attack]].}}
*{{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).}}
*[[Up aerial]]:
*{{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.}}
**{{buff|Up aerial launches at a higher angle (80° → 85°) with more knockback scaling (85 → 88), improving its KO potential, and has decreased landing lag (30 → 23 frames). It also has an altered animation where Link leans farther backward while performing the {{s|zeldawiki|Up Thrust}}, improving its range and narrowing his hurtbox while performing the move.}}
*{{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.}}
*[[Down aerial]]:
*{{buff|Grab aerial's first hit's angle has been altered (45° → 35°), improving its combo potential.}}
**{{buff|Down aerial has received an early hit in addition to its clean and late hits, the former two which take up a longer portion of the move (frame 14 (clean)/frames 15-64 (late) → frames 14-19 (early)/20-22 (clean)/23-64 (late)). The new early hit meteor smashes aerial targets (65°/90° → 270°), significantly improving its edgeguarding ability, while having a different angle (65°/90° → 55°) and much lower knockback (30 (base), 80 (scling) → 25/40) against grounded targets, allowing it to combo into the bouncing hit at a wide range of percents, which also deals more damage (8% → 11%). Lastly, the move has significantly decreased landing lag (50 → 32 frames) and increased range below Link (4.2u → 5.5u (early)/6u (clean, late)).}}
*{{nerf|Grab aerial has increased start-up lag (frame 11 → 12).}}
**{{nerf|Down aerial deals less damage (22% (clean)/18% (late) → 15% (early, late)/18% (clean)) and has reduced base knockback (40/30 → 30 (clean), 40/50 → 30 (late)). Combined with the aerial early hit meteor smashing and the grounded early hit having much lower knockback and making the clean hit harder to land, this immensely hinders the move's onstage KO potential. The hitbox at the hilt of the Master Sword has also been removed, reducing its range above Link.}}
*{{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).}}
*[[Grab aerial]]:
**{{buff|Grab aerial has increased range as a [[tether recovery]], significantly improving its recovery potential when combined with the changes to ledges. It also transitions faster as an attack (frames 11-16 (hit 1)/23-24 (hit 2) → frames 12-21/22-23), has less base knockback (60 → 50) and the first hit launches at a lower angle (45° → 35°), which along with its lower damage allows both hits to connect better.}}
**{{nerf|Grab aerial has more startup (frame 11 → 12), deals less damage (4% (hit 1)/6% (hit 2) → 2.5%/4%) and now has 8 frames of landing lag rather than auto-canceling. These changes significantly hinder its safety, spacing and followup potential combined with the first hit's lower angle.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have decreased ending lag (FAF 86 (standing)/96 (dash, pivot) → 62 (standing)/66 (dash)/67 (pivot)).}}
*{{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.}}
*[[Pummel]]:
*{{buff|Forward throw has decreased ending lag (frame 41 → 36).}}
**{{buff|Pummel deals slightly more damage (2% → 2.1%).}}
*{{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.}}
*[[Forward throw]]:
*{{change|Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Hero of Time.}}
**{{buff|Forward throw has less ending lag (FAF 41 → 36).}}
*[[Down throw]]:
**{{nerf|Down throw deals less damage (4% (throw)/7% (total) 3%/6%).}}
**{{change|Link releases opponents from down throw one frame later (frame 23 → 24).}}
**{{buff|The hitbox has a longer duration (frame 22 → 22-23). This prevents the hitbox from whiffing against certain characters with certain [[weight]] values.}}
**{{buff|Down throw has decreased knockback scaling (90 → 85) and it launches opponents at a higher angle (110° → 83°). When combined with its lower damage and the changes to hitstun canceling/DI, this significantly improves its combo potential.}}
*[[Edge attack]]:
**{{change|Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Hero of Time.}}
**{{buff|New edge attack has less startup lag compared to the previous fast edge attack (frame 27 → 20).}}
**{{nerf|New edge attack deals less damage compared to the previous edge attacks (8% (fast)/10% (slow) → 7%).}}


===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.}}
**{{buff|Hero's Bow charges faster and has increased knockback (7 (base), 50 (scaling) → 10/66), improving its camping potential.}}
*{{nerf|The removal of {{b|Quickdraw|technique}}ing significantly hinders Hero's Bow's utility.}}
**{{nerf|{{b|Quickdraw|technique}}ing has been removed, hindering Hero's Bow's utility. Their higher knockback also hinders their locking potential.}}
*{{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).}}
**{{buff|Gale Boomerang has slightly improved setup potential at close range and at low percentages.}}
*{{nerf|Spin Attack's back hit has decreased knockback.}}
**{{nerf|The removal of [[edge momentum shifting]] (in version [[1.0.8]]) has hindered Gale Boomerang's approach and edgeguarding potential.}}
*{{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.}}
*[[Spin Attack]]:
*{{buff|Aerial Spin Attack covers significantly more distance and Link retains more momentum upon performing it. These changes significantly improve its recovery potential.}}
**{{buff|Uncharged Spin Attack deals 2% more damage (12% → 14%) and its front hit has increased knockback scaling (72 (early), 80 (clean/late) → 86 (early/clean)/82 (late)), improving its KO potential. It also has decreased startup lag (frame 11 → 8). 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 scaling (160 → 200), significantly improving its KO potential. It can now also hit opponents behind Link. Lastly, aerial Spin Attack covers much more distance and Link retains much more momentum upon performing it. This significantly improves 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.}}
*{{buff|The weakening of SDI makes aerial Spin Attack significantly more difficult to escape from.}}
**{{nerf|Spin Attack's back hit has decreased knockback. The early and clean hits also have reduced base knockback (68 (early)/55 (clean) → 60/48).}}
*{{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.}}
**{{change|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|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.}}
*{{b|Bomb|Link}}:
*{{nerf|Bomb's explosion is now [[absorb]]able.}}
**{{change|Bomb deals 1% more damage at Link's feet or an opponent's feet when thrown from the ground (7% → 8%). It also deals consistent damage at Link's feet or an opponent's feet when smash thrown in the air (5%-9% → 9%).}}
*{{change|Bomb has a shorter fuse. This improves its [[Bomb (Link)#Bomb recovery|recovery]] potential, but hinders its [[mindgame]] potential.}}
**{{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.}}
*{{change|{{GameIcon|ssb4-u}}Bomb is slightly larger. However, this is merely aesthetic.}}
**{{nerf|Bomb's explosion is now [[absorb]]able.}}
*{{nerf|[[Triforce Slash]] deals 13% less damage (83% → 60%).}}
**{{change|Bomb has a shorter fuse, improving its [[Bomb (Link)#Bomb recovery|recovery]] potential, but hindering its [[mindgame]] potential.}}
**{{change|{{GameIcon|ssb4-u}}Bomb is slightly larger. However, this is merely aesthetic.}}
*[[Triforce Slash]]:
**{{nerf|Triforce Slash deals much less damage (83% → 60%).}}


==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|Due to the release of {{forwiiu}}, the Quickfire Bow and Power Bow custom moves were altered in order to match the ''Wii U'' version.}}
*{{change|{{GameIcon|ssb4-3ds}}Quickfire Bow and Power Bow now function like they do in the {{GameIcon|ssb4-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.}}
**{{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 has considerably higher ending lag (FAF 20 28), significantly hindering its safety and its jab canceling potential.}}
*{{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]
*{{buff|Dash attack has less startup lag (frame 21 → 20).}}
*{{nerf|Down tilt's knockback growth decreased, hindering its spacing potential.}}
*{{nerf|Dash attack's near hit deals less damage (13% → 12%) and has lower knockback scaling (78 → 72), hindering its KO potential.}}
*{{nerf|Aside from {{SSB4|Charizard}}, down tilt no longer [[meteor smash]]es an opponent hanging on an edge.}}
*{{buff|Down tilt's main hitbox now always launches opponents in the direction Link is facing (Angle flipper: 0 → 3), making it a more consistent combo starter.}}
*{{nerf|Non-tipped dash attack deals 1% less damage|13%|12% and its knockback growth decreased: 78 72, hindering its KO potential.}}
*{{change|Down tilt's hitboxes are now static, rather than being attached to Link's sword/body.}}
*{{buff|Dash attack's start-up lag decreased|frame 21|20.}}
*{{change|Down tilt's main hitbox now uses one extended hitbox which covers Link's sword rather than two standard hitboxes.}}
*{{change|Forward smash's sourspot placement adjusted.}}
*{{change|Down tilt's meteor hitbox is positioned higher, it can no longer hit grounded opponents and it now takes priority over the main hitbox.}}
*{{buff|Parts of forward smash have been made irreversible.}}
*{{nerf|Down tilt's main hitbox has lower knockback scaling (50 30), hindering its KO potential.}}
*{{buff|Down aerial's range increased.}}
**{{buff|However, this also improves its combo potential at lower percents.}}
*{{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.}}
*{{nerf|Down tilt's meteor smash hitbox is significantly smaller (4u → 1.5u) and the meteor smash hitbox inside of Link has been removed, giving the move less range inside of Link.}}
*{{buff|Spin Attack's start-up|frame 11 (front)/frame 13 (back)|8/10 and ending lag decreased: frame 86 → 82.}}
*{{nerf|Down tilt's meteor smash hitbox has dramatically reduced knockback (90 (base), 50 (scaling) → 0/62), making it immensely weaker.}}
*{{change|Spin Attack and Shocking Spin Attack's second hitboxes' Z-offsets increased|6.6u|7u.}}
*{{buff|Forward smash 1's near hit now has an extended hitbox, giving it more range inside of Link.}}
*{{buff|Forward smash 1's near hit now always launches the opponent in front of Link (Angle flipper: 0 → 3), making the move connect more reliably into the second hit.}}
*{{change|Forward smash 2's near hit now always launches the opponent in front of Link (Angle flipper: 0 → 3).}}
*{{buff|Up smash's second hit has less startup lag (frame 26 → 25).}}
*{{buff|Grounded [[Spin Attack]] has less startup (frame 11 → 8) and ending lag (FAF 86 → 82). The lower startup lag significantly improves the move's use as an Out of Shield punish.}}
*{{buff|Grounded Spin Attack has a new clean hit during its first two active frames which deals more damage on its front hit (12% 14%). Its knockback values were not compensated, considerably improving its KO potential.}}
**{{buff|After the new early hit, the early mid hit deals significantly more damage on the front hit compared to the old mid hit (9% → 12%). The late mid hit starts two frames later than the old mid hit and hits equally as hard as the old mid hit.}}
*{{buff|Grounded Spin Attack and Shocking Spin Attack's back hitboxes are positioned slightly further away from Link (X offset: 6.6 → 7), giving them slightly more range.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Down tilt has less startup lag (frame 13 → 11) with its total duration subsequently reduced (FAF 32 → 30).}}
*{{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|Down tilt's hitboxes have been moved further away from Link (Z offsets: 12.8 (main)/15.4 (meteor) → 14.1/16.6), improving its range.}}
*{{nerf|Down tilt deals less damage (12% 11%).}}
**{{buff|However, its knockback values were not compensated, improving its combo potential.}}
*{{buff|Up smash's hits connect together better.}}
*{{buff|Up smash's hits connect together better.}}
*{{buff|Link's grabs cover more distance and they have a longer duration (6 frames → 8), considerably improving their range.}}
*{{buff|Clawshot's range has been doubled and it now grabs an opponent before falling to the ground.}}
*{{buff|All grabs have less ending lag (FAF 66 (standing)/77 (dash)/79 (pivot) → 62/66/67.}}
*{{change|{{GameIcon|ssb4-u}}Clawshot now behaves like it does in the {{GameIcon|ssb4-3ds}} version.}}
*{{buff|Forward throw has less ending lag decreased (FAF 41 → 36).}}
*{{buff|All grabs' ending lag decreased|frame 66/frame 77/frame 79|62/66/67.}}
*{{nerf|Down throw deals 1% less damage (4% (throw)/7% (total) → 3%/6%) and has lower knockback scaling (90 → 85).}}
*{{buff|Grab's start-up lag decreased|frame 14|12.}}
*{{buff|Down throw launches opponents at a higher angle (110° → 83°). When combined with its reduced knockback, this significantly improves its combo potential.}}
*{{buff|Forward throw's ending lag decreased|frame 39|34.}}
*{{buff|Grounded Spin Attack has higher knockback scaling (84 (clean)/80 (early mid)/80 (late mid) 86/86/82), improving its KO potential.}}
*{{buff|Down throw deals 1% less damage|7%|6% and its angle altered: 110° → 83°, significantly improving its combo potential.}}
*{{buff|Grounded Shocking Spin Attack's mid hit has higher knockback scaling (80 82), improving its KO 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|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 (frame 15 (dash)/frame 16 (pivot) 14/15).}}
*{{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 (14%/9%/7%/5% 16%/11%/8%/6%) and it received an additional hitbox that deals 14%.}}
*{{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==
''For a gallery of Link's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Stab ({{ja|突き|Tsuki}})
|neutralname=&nbsp;
|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. Has slow startup for a jab, but its second hit can be [[jab cancel]]ed, with notable followups including down tilt, a grab, or [[Spin Attack]], and its third hit is a [[semi-spike]] with high base knockback, making it useful for [[tech-chasing]] and forcing opponents near edges offstage. 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''.
|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=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltname=&nbsp;
|ftiltdmg=13%
|ftiltdmg=13%
|ftiltdesc=A lunging downward slash. It is tied with {{SSB4|Olimar}} for the second slowest startup of any forward tilt in the game (at frame 15), but has long range, can hit opponents above Link, and deals high knockback for a tilt attack, while having only average ending lag that makes it safe on shield if spaced properly. This attack resembles the [[zeldawiki:Targeting|Z-Targeting]] slash used by Link from ''The Legend of Zelda: Ocarina of Time''.
|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=Half-Moon Slash ({{ja|半月斬り|Hangetsu Kiri}})
|utiltname=&nbsp;
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=An overhead arcing slash. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and decent KO potential at high percentages.
|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=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|dtiltname=&nbsp;
|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 tip 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}}.
|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=Jump Slash ({{ja|ジャンプ斬り|Janpu Giri}})
|dashname=&nbsp;
|dashdmg=14% (tip), 13% (middle), 12% (base)
|dashdmg=14% (tip), 13%/12% (non-tip)
|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}}. 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=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
|fsmashname=&nbsp;
|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=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}})
|usmashname=&nbsp;
|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=A series of three overhead arcing slashes, the last one which launches opponents away. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword.
|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=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashname=&nbsp;
|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 dealing more damage the closer the opponent is to Link, and can KO at around 100% uncharged with the strongest hitbox. Conversely, the second hit is a semi-spike with high base knockback that deals more damage at farther range, but is weaker than the first hit.
|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=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|nairname=&nbsp;
|nairdmg=11% (clean, foot), 9% (clean, leg), 6% (late)
|nairdmg=11%/9% (clean), 6% (late)
|nairdesc=A flying kick. It is a [[sex kick]] with relatively fast startup and low ending and [[landing lag]]. One of Link's most useful moves overall, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents.
|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=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}})
|fairname=&nbsp;
|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 deals more damage but can only connect from the first hit at low percents. The most damaging forward aerial in the game if both hits connect. Due to its low landing lag and long range, it is also a reliable safe on shield move with proper timing, but its slow startup, moderate ending lag and inability to [[autocancel]] before it can be interrupted still leave it easy to punish if overused.
|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=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairname=&nbsp;
|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 low ending and landing lag, allowing it to combo into itself at low percents, which can be further followed up by a reverse Spin Attack. However, it is one of his least damaging attacks, and the weakest back aerial in the game, as it is unable to KO from center stage even during [[Sudden Death]].
|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=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairname=&nbsp;
|uairdmg=15% (clean), 13% (late)
|uairdmg=15% (clean), 13% (late)
|uairdesc=The {{s|zeldawiki|Up Thrust}}. It is quite powerful when clean and has a long lasting hitbox that is difficult to dodge, making it a good KOing and juggling option. However, it has high landing lag, can only autocancel in a full hop if done near the start, and leaves Link highly vulnerable from other positions due to its long duration.
|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=Downward Thrust ({{ja|下突き|Shita Tsuki}})
|dairname=&nbsp;
|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}}. 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=Midair [[Clawshot]] ({{ja|空中クローショット|Kūchū Kurōshotto}})
|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 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 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 ({{ja|クローショット|Kurōshotto}})
|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. However, each of his grabs have high start-up and ending lag due to being tether grabs.
|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummelname=&nbsp;
|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=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}})
|fthrowname=&nbsp;
|fthrowdmg=3% (hit 1), 4% (throw)
|fthrowdmg=3% (hit 1), 4% (throw)
|fthrowdesc=A front kick. Has little utility beyond launching opponents offstage, due to its weak power.
|fthrowdesc=A front kick. Mainly used to launch opponents off-stage, but has little utility beyond that.
|bthrowname=Back Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}})
|bthrowname=&nbsp;
|bthrowdmg=3% (hit 1), 4% (throw)
|bthrowdmg=3% (hit 1), 4% (throw)
|bthrowdesc=A back kick. Launches the victim facing away from Link and has lower knockback growth, but it is otherwise identical to forward throw.
|bthrowdesc=A back kick. Mainly used to launch opponents off-stage, but has little utility beyond that.
|uthrowname=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}})
|uthrowname=&nbsp;
|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]]. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot.
|uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]].
|dthrowname=Elbow Strike ({{ja|ヒジ打ち|Hiji Uchi}})
|dthrowname=&nbsp;
|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, neutral aerial and up aerial, most notably having a semi-guaranteed KO setup into the latter against most characters at high percents. Due to being weight-dependent, its combos work better against lightweight characters, with {{SSB4|Mewtwo}} and {{SSB4|Rosalina}} being the most vulnerable to the up aerial setup due to their large hurtboxes.
|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=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 302: Line 259:
|edgename=&nbsp;
|edgename=&nbsp;
|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 and pressuring opponents from afar.
|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 {{b|magic|effect}}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.
|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 [[Windbox#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.
|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=Functions [[Boomerang|like his ancestor's Boomerang in ''SSB'' and ''Melee'']], dealing more damage and damaging opponents upon returning. It can also be aimed easier, but deals less knockback.
|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=14%/12%/9%/7% (grounded, blade), 11.2%/9.6%/7.2%/5.6% (grounded, tip), 4% (aerial hit 1), 2% (aerial hits 2-8), 4% (aerial hit 9)
|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, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance, but minimal horizontal distance. The grounded version is a fast [[out of shield]] option and decays on damage over time, KOing at around 120% uncharged with the strongest hit, while the aerial version deals up to 9 hits, but usually only connects 5 hits against opponents in front of Link.
|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 functioned in ''SSB'' and ''Brawl''. The aerial version can semi-spike, but cannot hit backwards.
|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=—
Line 332: Line 289:
|dsdefname=Bomb
|dsdefname=Bomb
|dspage=Bomb (Link)
|dspage=Bomb (Link)
|dsdefdmg=5% (explosion center), 9% (explosion outlines)
|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=7%-8% (center), 10%-11% (outlines)
|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 via physical contact, instead bouncing around harmlessly until time is up or another nearby explosion triggers it. Deals damage based on range.
|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 a smaller explosion radius (virtually needs to make contact) and a much shorter fuse (roughly 2 seconds). However, it meteor smashes anyone hit with moderate knockback. As a result, it is not practical for recoveries in any way, as it will simply meteor smash Link, though it allows him to survive vertical KOs longer with good timing. At high percents (120% for Mario) ground targets will be stopped in their tracks due to its considerable hitstun. Otherwise, the bomb has virtually no knockback on ground targets.
|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% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdmg=1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17)
|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=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.
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 104
|rweight = 11-13
|dash = 1.3
|rdash = 49-55
|run = 1.3944
|rrun = 50
|walk = 1.188
|rwalk = 19-20
|trac = 0.064
|rtrac = 12-13
|airfric = 0.0038
|rairfric = 55-56
|air = 0.88
|rair = 52-53
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.04
|raddaccel = 46-53
|gravity = 0.096
|rgravity = 19-20
|fall = 1.6
|rfall = 24-27
|ff = 3.04
|rff = 3
|jumpsquat = 7
|rjumpsquat = 52-57
|jumpheight = 27.799999
|rjumpheight = 52
|shorthop = 13.380496
|rshorthop = 50
|djump = 29
|rdjump = 46
}}
}}


===[[Announcer]] call===
==[[On-screen appearance]]==
{{audio|Needs announcer calls from other languages.}}
<gallery>
Link English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
 
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. Seemingly based on the {{s|zeldawiki|warping}} animation seen upon using the {{s|zeldawiki|Recorder}} in ''[[The Legend of Zelda]]''.
|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]]s==
{{Taunt/SSB4
{{Taunt/SSB4
|char=Link
|char=Link
Line 401: Line 315:
|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 pose]]s==
{{Idle
{{Idle
|desc-1=Assumes a battle ready stance.
|desc-1=Assumes a battle ready stance.
Line 408: Line 322:
|image-2=LinkIdlePose2WiiU.jpg}}
|image-2=LinkIdlePose2WiiU.jpg}}


===[[Crowd cheer]]===
==[[Crowd cheer]]==
{{Crowd
{{Crowd
|char=Link
|char=Link
Line 417: Line 331:
|pitch-jp=Group chant}}
|pitch-jp=Group chant}}


===[[Victory pose]]s===
==[[Victory pose]]s==
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=ZeldaUniverseTheme.ogg
|victory-theme=ZeldaUniverseTheme.ogg
Line 427: Line 341:


==In [[competitive play]]==
==In [[competitive play]]==
===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.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 447: Line 355:
|set10=3211
|set10=3211
}}
}}
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--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!''


''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
{{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)}}


''See also: [[:Category:Link players (SSB4)]]''
:'''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.''


*{{Sm|Izaw|Sweden}} - One of the best Link players in Europe. Placed 4th at [https://smashboards.com/threads/avalon-u-ii-february-6th-2016-the-netherlands-europe.430332/ Avalon U-II] defeating {{Sm|Meru}} and 9th at two superregionals with {{Trn|BEAST 6}} and {{Trn|Eclipse 2}}. He was formerly ranked 2nd on the [[Swedish Power Rankings]] during 2017.
::{{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.''
*{{Sm|Nicorin|Japan}} - The second-best Link player in Japan behind T. While he never reached the same peaks as T, he made some respectable placements at many different events such as 9th at {{Trn|Hirosuma 13}}, 13th at {{Trn|Rikabura 6}}, and 25th at {{Trn|Umebura 27}} with victories over {{Sm|Some}} and {{Sm|Brood}}.
*{{Sm|Scizor|USA}} - One of the best Link players in the United States and one of the first to perform well in North America. Besides T, he was the closest Link player to top 8 at a major tournament with 9th at {{Trn|2GGC: West Side Saga}} and also placed 33rd at {{Trn|2GGC: GENESIS Saga}}. He holds the best major result seen by Link in the ''post-Ultimate'' era with 13th at {{Trn|Super Smash Con 2022}}.
*{{Sm|Sova Unknown|USA}} - One of the best Link players in the United States. Residing in the MD/VA region, he mainly competed at local tournaments such as 5th at {{Trn|Glitch}} and 17th at {{Trn|Glitch 2}} with a win over {{Sm|Umeki}}. He has also given some of Link's best results seen in the ''post-Ultimate'' era, placing 3rd at {{Trn|Apex 2022}} and 17th at {{Trn|Super Smash Con 2019}}.
*{{Sm|T|Japan}} - The best Link player of all-time. His 3rd place finish at {{Trn|2GGC: Civil War}} is iconic for being the best Link result seen in ''Smash 4'', marking the character's peak at a supermajor and some of his best wins in players such as {{Sm|Abadango}} and {{Sm|Fatality}}. T's ability to perform at top level with Link became a main source for Link's rise on later tier lists in ''Smash 4'' and solidified him as the 46th best player on the [[PGR 100]].
*{{Sm|Tsage|USA}} - One of the best Link players in the United States. Alongside Scizor, he was considered one of the first North American Link players to perform well at notable tournaments, placing 7th at {{Trn|GUMS 15}}, 9th at {{Trn|Shift}}, and 49th at {{Trn|Shine 2016}}. Ranked 24th on the last major [[New England Power Rankings|New England]] Power Ranking of ''Smash 4''.


==[[Trophies]]==
{{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's default trophy is obtained by clearing Classic Mode as Link. His alternate trophy is obtained by clearing All-Star Mode as Link in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Triforce Slash (Link) trophy is obtained only in the Wii U version by clearing All-Star Mode as Link.
 
{{Trophy/Fighter
:'''Triforce Slash (Link)'''
|name=Link
 
|image-3ds=LinkTrophy3DS.png
::{{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.''
|image-wiiu=LinkTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=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. Jeez, just how much stuff can Link carry?
|desc-wiiu-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?
|desc-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 to make light work of grabbing enemies and hanging from edges. The hero of Hyrule is really kitted out for a brawl!
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=04/1992}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=09/1992}}
}}
{{clrl}}


{{Trophy/Fighter
::{{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.''
|name=Link (Alt.)
|image-3ds=LinkAltTrophy3DS.png
|image-wiiu=LinkAltTrophyWiiU.png
|mode=Alt
|desc-3ds-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.
|desc-wiiu-ntsc=If Link was on a desert island and could take only one item, it'd be the Master 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 farther.
|desc-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.
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=04/1992}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=09/1992}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Triforce Slash (Link)
<gallery>
|image=TriforceSlashLinkTrophyWiiU.png
LinkTrophy3DS.png|Classic (3DS)
|desc-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.
LinkAltTrophy3DS.png|Alt. (3DS)
|desc-pal=Link traps a foe in mid-air with the power of the Triforce of Courage, then 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.
LinkTrophyWiiU.png|Classic (Wii U)
|game=ssb4-wiiu
LinkAltTrophyWiiU.png|Alt. (Wii U)
}}
TriforceSlashLinkTrophyWiiU.png|[[Triforce Slash]]
{{clrl}}
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
Line 542: Line 459:
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.
Line 555: Line 472:


==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''.
*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 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.
*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.


==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)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Link (SSB4)]]

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