Editing Link (SSB4)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 13: | Line 13: | ||
|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}}''. | ||
Link is currently ranked 31st out of 55 on the [[tier list]], placing him in the D tier. In addition to rendering Link as the second highest ranking mid-tier character, this is a significant improvement over his bottom-tier placement in ''Brawl'', where he was ranked 35th out of 38 and his best placement to date. Link possesses multiple [[projectile]]s in the form of his [[Hero's Bow]], [[Gale Boomerang]] and [[Bomb (Link)|Bomb]], each of which serve as great tools for combos, [[camp]]ing, [[gimp]]ing, and disrupting [[approach]]es. Aside from his projectiles, Link's {{s|zeldawiki|Master Sword}} grants him [[disjoint]]ed range and above average power. | |||
In addition to his retained strengths, his recovery has been greatly buffed from ''Brawl'', thanks to [[Spin Attack]] and [[Hookshot and Clawshot|Clawshot]] covering noticeably more distance, and Bomb's shorter fuse improving its [[Bomb (Link)#Bomb recovery|recovery potential]]. As a heavyweight, his respectable durability allows him to take advantage of the [[rage]] mechanic introduced in ''SSB4'', which further bolsters his already powerful attacks. | |||
However, Link remains held back by his relatively sluggish frame data. He has moves that are quite easily [[punish]]able if they are whiffed, while his heavy weight and slow mobility without [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]] render him vulnerable to combos, especially from the fast, rushdown-oriented characters that are prevalent in the metagame. Despite Link's new assets, several of his fellow [[veteran]]s gained more significant buffs, which downplays the effects that his own buffs grant him in competitive play. | |||
While Link's early tournament results were mediocre at best, he has managed to attain a dedicated playerbase that consists of professionals such as {{Sm|Izaw}}, {{Sm|Scizor}}, {{Sm|Sova Unknown}} and {{Sm|T}}, who have managed to achieve top 8 and 16 placements more frequently, even at the national level. T, in particular, has demonstrated Link's viability: in addition to placing 3rd at [[2GGC: Civil War]], one of the most competitive ''SSB4'' tournaments in the world, he was ranked 32nd on [[Panda Global Rankings]]' v3 list. | |||
While Link's early tournament results were mediocre at best, he has managed to attain a dedicated | |||
==Attributes== | ==Attributes== | ||
Line 30: | Line 28: | ||
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. Like Toon Link, Link also wields his respective version of the {{s|zeldawiki|Master Sword}}, which grants him disjointed range and above average strength, the latter of which is most evident in his forward tilt, smash attacks, dash attack and [[Spin Attack]]. However, his forward, up and down aerials also boast impressive power while possessing certain traits: his forward and back aerials can hit twice, his up and down aerials have long-lasting hitboxes, and his down aerial can [[meteor smash]]. | ||
Link is one of the handful of characters in ''SSB4'' with a [[Grab#Tether grab|tether grab]], with his [[Clawshot]] being a useful supplement to not just his recovery, but also his zoning and combo games. Although its damage output has been lowered since ''Brawl'', Clawshot still boasts impressive range, has minimal landing lag, and comes out even faster than before as an attack. It also assists his combo game, due to his down throw's impressive combo potential, while his up throw possesses KO potential. Lastly and most importantly, Clawshot is a pivotal part of Link's recovery, especially due to his sluggish mobility. | Link is one of the handful of characters in ''SSB4'' with a [[Grab#Tether grab|tether grab]], with his [[Hookshot and Clawshot|Clawshot]] being a useful supplement to not just his recovery, but also his zoning and combo games. Although its damage output has been lowered since ''Brawl'', Clawshot still boasts impressive range, has minimal landing lag, and comes out even faster than before as an attack. It also assists his combo game, due to his down throw's impressive combo potential, while his up throw possesses KO potential. Lastly and most importantly, Clawshot is a pivotal part of Link's recovery, especially due to his sluggish mobility. | ||
Link's special moves all have their uses. [[Hero's Bow]] is a strong option against characters who struggle at [[approach]]ing and is good for providing long-ranged pressure. [[Gale Boomerang]] is a decent spacing option and has follow-up potential upon contact or via its [[ | Link's special moves all have their uses. [[Hero's Bow]] is a strong option against characters who struggle at [[approach]]ing and is good for providing long-ranged pressure. [[Gale Boomerang]] is a decent spacing option and has follow-up potential upon contact or via its [[wind]]-based drag effect. Gale Boomerang's drag effect also grants it [[gimp]]ing potential in the form of [[Gale Guarding]]. [[Spin Attack]]'s overall recovery distance has noticeably improved since ''Brawl'', while its already impressive power has been further increased, which in turn improves its KO potential or as a way to punish rolls. However, Link's [[Bomb (Link)|Bomb]] is perhaps the most versatile weapon within his arsenal thanks to its utility. Throwing a Bomb at an opponent can cause enough [[hitstun]] to help Link's approach and/or set up combos. Conversely, if the opponent shields it, the Bomb simply bounces off, allowing it to be used for spacing. Even holding a Bomb long enough for it to explode can be useful; while doing so damages Link, it gives him a small vertical boost and removes him from being [[helpless]], aiding his recovery and/or allowing him to break out of combos. Like in ''Brawl'', his bombs can also be used for a technique called [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]], which noticeably supplements his ground mobility. When combined with the overall fastest [[item throw]] animations in the game, Link's Bomb allows him to pressure opponents at a deceptively fast speed. | ||
Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing, and camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial. | Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing, and camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial. | ||
In terms of [[customization]], Link's custom moves benefit him. Power Bow grants Link's arrows incredible power, being able to KO significantly easier. However, this comes at the cost of heavily decreased range and increased charge time, with uncharged arrows lacking any utility. Quickfire Bow fires | In terms of [[customization]], Link's custom moves benefit him. Power Bow grants Link's arrows incredible power, being able to KO significantly easier. However, this comes at the cost of heavily decreased range and increased charge time, with uncharged arrows lacking any utility. Quickfire Bow fires [[magic]]al arrows at an extremely quick rate that are also unaffected by gravity, granting them spammability. However, they are much weaker and have shorter range. Boomerang removes the [[Wind|wind]] effect from the Gale Boomerange and makes it act like the Boomerang from ''Smash 64'' and ''Melee''; it can now be angled easier, has four hitboxes instead of two and deals damage when returning to Link. However, most of Link's setups are now removed since the Boomerang can no longer pull opponents in. Ripping Boomerang possesses no windboxes, deals less damage and has shorter range, but it hits multiple times, goes through opponents, has four hitboxes similar to Boomerang, and stuns victims, making it good for setups. Shocking Spin is an [[electric]]ally charged Spin Attack with significantly stronger damage and KO potential, and the aerial version semi-spikes. However, the grounded version has increased ending lag, while the aerial version lacks back hitboxes and worsens Link's already sub-par recovery by decreasing its horizontal momentum and vertical distance; additionally, while the aerial version can semi-spike, it only works if the opponent is in front. Whirling Leap drastically improves Link's recovery, granting him significantly improved vertical and horizontal distance, alongside very high aerial control during its duration. However, it is solely limited to being a recovery option due to its lack of any hitboxes. Giant Bomb has Link pull out a massive bomb that has a greater explosion radius and damage. However, it has slightly more startup lag and does not explode upon impact, limiting its tactical use compared to the standard Bomb. Meteor Bomb is a much smaller Bomb with a shorter fuse that meteor smashes anyone it hits with moderate knockback. This gives it unique edgeguarding potential and can set up for interesting combos, but as it also affects Link, this prevents him from extending his recovery unless the bomb is used to interrupt potentially deadly vertical KOs. | ||
Overall, Link is very capable at both spacing and [[camping]], yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame. | Overall, Link is very capable at both spacing and [[camping]], yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. Both his ground and aerial games have been improved | Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. As he received many faster and stronger attacks in exchange for slightly lowered damage outputs, these buffs overall outweigh the nerfs. Both his ground and aerial games have been improved, and his combo game has strengthened as a whole. His grab game has also considerably improved, with some grabs having better angle placements or knockback altogether. He also is a potent [[edgeguard]]er, with his down aerial now being capable of [[meteor smash]]ing to go alongside his other offensive options against opponents on the edge. Additionally, significant buffs to [[Spin Attack]] and Clawshot improve his recovery, which in turn further improves his excellent endurance. Lastly, his camping game has also been improved due to his projectiles, most notably Bomb, being buffed in certain ways. | ||
Link also benefits from the general physics changes brought about by ''SSB4''. The [[Edge-guarding#Ledge Trump|edge trump]] mechanic 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. | |||
===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.}} | *{{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.}} | ||
*{{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'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|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 Hylian Shield's metal decals and rim are now silver and polished, instead of gray and tarnished.}} | ||
Line 61: | Line 54: | ||
*{{buff|Link [[dash]]es faster (1.328 → 1.3944).}} | *{{buff|Link [[dash]]es faster (1.328 → 1.3944).}} | ||
*{{buff|Link's [[air speed]] is faster (0.8084 → 0.88).}} | *{{buff|Link's [[air speed]] is faster (0.8084 → 0.88).}} | ||
*{{buff|Link's [[fast fall]]ing speed is faster (2.666 → 3.04).}} | *{{buff|Link's [[fast fall]]ing speed is faster (2.666 → 3.04), improving his air game and making him less susceptible to juggling.}} | ||
*{{change|Link's [[gravity]] is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his endurance | *{{change|Link's [[gravity]] is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his horizontal endurance.}} | ||
*{{buff|[[Roll]]s have decreased ending lag (FAF 38 → 31).}} | *{{buff|[[Roll]]s have decreased ending lag (FAF 38 → 31).}} | ||
*{{nerf| | *{{nerf|[[Sidestep]] has increased ending lag (FAF 23 → 28). It also has more startup lag (frame 2 → 3).}} | ||
*{{buff|[[Air dodge]] has decreased startup lag (frame 4 → 3) and ending lag (FAF 50 → 34).}} | *{{buff|[[Air dodge]] has decreased startup lag (frame 4 → 3) and ending lag (FAF 50 → 34).}} | ||
*{{nerf| | *{{nerf|Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-17 (rolls), frames 2-20 → 3-18 (sidestep)).}} | ||
*{{buff|Dashing [[item throw]] has significantly less ending lag (FAF | *{{change|Backward roll's animation has changed. It is now based on the backflip used by the {{s|zeldawiki|Hero of Time}}.}} | ||
*{{buff|The Hylian Shield now blocks projectiles even while Link is walking. Additionally, it now always protects his front while he is idle, | *{{buff|Dashing [[item throw]] has significantly less ending lag (FAF 38 → 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, thanks 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.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Neutral attack's first hit has higher base knockback (16 → 35 | **{{buff|Neutral attack's first hit has higher base knockback (16 → 35). 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 and second hits deal less damage (4% (hit 1)/3% (hit 2) → 2.5% (both)), and the latter also has lower knockback (40 (base) | **{{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 (growth) → 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, as only the hitboxes closest to Link and with the lowest ID can do so rather than all of them.}} | ||
*{{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|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.}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has | **{{buff|Forward tilt has decreased ending lag (FAF 40 → 38) and higher knockback (20 (base)/98 (growth) → 55/82), improving its KO potential especially near edges.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{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|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.}} | ||
**{{nerf|Down tilt deals less damage (12% → 11%) and its extended hitbox has lower knockback | **{{nerf|Down tilt deals less damage (12% → 11%) and its extended hitbox has lower knockback growth (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 meteor smashing, 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}}.}} | ||
**{{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|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.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{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) | **{{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 (growth) → 70/85/85 (base)/85/85/77 (growth)), making it better at KOing.}} | ||
**{{nerf|Dash attack has much more startup (frame 8 → 20) and ending lag (FAF 40 → 57) compared to the previous dash attack.}} | **{{nerf|Dash attack has much more startup (frame 8 → 20) and ending lag (FAF 40 → 57) compared to the previous dash attack.}} | ||
**{{change|Dash attack has different angles (90°/80°/70°/60° → 45°/50°/55°) compared to the previous dash attack | **{{change|Dash attack has different angles (90°/80°/70°/60° → 45°/50°/55°) compared to the previous dash attack.}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash's first hit has been noticeably altered: the hitbox at the tip of the Master Sword has higher knockback (25 (base) | **{{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|Forward smash's second hit has drastically more base knockback (20/25/30 (base) | **{{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 lower damage.}} | ||
**{{nerf|Forward smash has increased ending lag (FAF 50 (both hits) → 52 (hit 1)/68 (hit 2)), and the second hit deals | **{{nerf|Forward smash has increased ending lag (FAF 50 (both hits) → 52 (hit 1)/68 (hit 2)), and the second hit deals less damage (17%/20%/19% → 13%/12%).}} | ||
**{{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.}} | **{{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.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash's last hit deals more damage (10%/9%/8% → 11%/10%/9%) and has more knockback (70 (base) | **{{buff|Up smash's last hit deals more damage (10%/9%/8% → 11%/10%/9%) and has more knockback (70 (base)/80 (growth) → 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.}} | ||
**{{nerf|Up smash has more ending lag (FAF 70 → 78), now being the up smash with the slowest interruptibility in the game.}} | **{{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.}} | **{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash's first hit launches at a higher angle (75° → 78°) and has more knockback (26 (base) | **{{buff|Down smash's first hit launches at a higher angle (75° → 78°) and has more knockback (26 (base)/90 (growth) → 40/88), improving its KO potential.}} | ||
**{{nerf|Down smash's second hit deals less damage (16%/17%/16% → 12%/11%/10%).}} | **{{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 | **{{change|Down smash's second hit is a [[semi-spike]] (75° → 30°) and has higher base knockback, but lower knockback growth (20 (base)/90 (growth) → 80/63). Coupled with its lower damage, this hinders its KO potential from center stage, but improves it near edges especially with rage, and allows it to edgeguard more effectively.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
Line 105: | Line 98: | ||
**{{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.}} | **{{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.}} | ||
**{{buff|Neutral aerial has a longer duration (frames 7-27 → 7-31).}} | **{{buff|Neutral aerial has a longer duration (frames 7-27 → 7-31).}} | ||
**{{nerf|Neutral aerial's initial [[auto-cancel]] window is shorter (frames 1-6 → 1-3) and auto-cancels later (frames 32 → 36), no longer | **{{nerf|Neutral aerial's initial [[auto-cancel]] window is shorter (frames 1-6 → 1-3) and auto-cancels later (frames 32 → 36), no longer autocanceling in a [[short hop]].}} | ||
**{{nerf|Neutral aerial has slightly increased landing lag (9 frames → 10).}} | **{{nerf|Neutral aerial has slightly increased landing lag (9 frames → 10).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%), with knockback noticeably increased on the first hit (5 (base) | **{{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 (growth) → 20/130) and compensated on the second hit (20 (base)/110 (growth) → 30/100), improving the former's KO potential.}} | ||
**{{nerf|Forward aerial has slightly increased landing lag (10 frames → 12) | **{{nerf|Forward aerial has more ending lag (FAF 48 → 50).}} | ||
**{{nerf|Forward aerial has slightly increased landing lag (10 frames → 12).}} | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial deals less damage (4% (hit 1)/7% (hit 2) → 3%/5%) | **{{nerf|Back aerial deals less damage (4% (hit 1)/7% (hit 2) → 3%/5%) and each hit has a shorter duration (4 → 3 frames (hit 1), 6 → 5 frames (hit 2)).}} | ||
***{{buff| | ***{{buff|Back aerial's lower damage values 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]].}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial launches at a higher angle (80° → 85°) with more knockback | **{{buff|Up aerial launches at a higher angle (80° → 85°) with more knockback growth (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.}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{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) | **{{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 (growth) → 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|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 | **{{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 grounded early hit having much lower knockback and making the clean hit harder to land, this 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.}} | ||
*[[Grab aerial]]: | *[[Grab aerial]]: | ||
**{{buff|Grab aerial has increased range as a [[tether recovery]], significantly improving its recovery potential | **{{buff|Grab aerial has increased range as a [[tether recovery]], significantly improving its recovery potential. 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 and improves their combo ability into other moves on landing.}} | ||
**{{nerf|Grab aerial has more startup (frame 11 → 12) | **{{nerf|Grab aerial has more startup (frame 11 → 12) and deals less damage (4% (hit 1)/6% (hit 2) → 2.5%/4%).}} | ||
===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 (FAF 86 (standing)/96 (dash, pivot) → FAF 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.}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw has | **{{buff|Forward throw has decreased ending lag (FAF 41 → 36).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{nerf|Down throw deals less damage ( | **{{nerf|Down throw deals less damage (7% → 6%).}} | ||
**{{buff|Down throw has decreased knockback growth (90 → 85) and its angle has been altered (110° → 83°). Coupled with its lower damage and the changes to hitstun canceling, this significantly improves its combo potential.}} | |||
**{{buff|Down throw has decreased knockback | |||
*[[Edge attack]]: | *[[Edge attack]]: | ||
**{{change|Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Hero of Time.}} | **{{change|Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Hero of Time.}} | ||
===Special moves=== | ===Special moves=== | ||
*[[Hero's Bow]]: | *[[Hero's Bow]]: | ||
**{{buff|Hero's Bow charges faster and has increased knockback (7 (base) | **{{buff|Hero's Bow charges faster and has increased knockback (7 (base)/50 (growth) → 10/66), improving its camping potential.}} | ||
**{{nerf|{{b|Quickdraw|technique}}ing has been removed, hindering Hero's Bow's utility | **{{nerf|{{b|Quickdraw|technique}}ing has been removed, hindering Hero's Bow's utility.}} | ||
*[[Gale Boomerang]]: | *[[Gale Boomerang]]: | ||
**{{buff|Gale Boomerang has slightly improved setup potential at close range and at low percentages.}} | **{{buff|Gale Boomerang has slightly improved setup potential at close range and at low percentages.}} | ||
*[[Spin Attack]]: | *[[Spin Attack]]: | ||
**{{buff|Uncharged Spin Attack deals 2% more damage (12% → 14%) and its front hit has increased knockback | **{{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 startup lag (frame 12 → 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 growth (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.}} | ||
**{{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 | **{{nerf|Spin Attack's back hit has decreased knockback.}} | ||
**{{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.}} | **{{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.}} | ||
*{{b|Bomb|Link}}: | *{{b|Bomb|Link}}: | ||
Line 171: | Line 158: | ||
'''{{GameIcon|ssb4-3ds}} 1.0.5''' | '''{{GameIcon|ssb4-3ds}} 1.0.5''' | ||
*{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}} | *{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}} | ||
*{{change| | *{{change|{{GameIcon|ssb4-3ds}}Quickfire Bow and Power Bow now function like they do in the {{GameIcon|ssb4-u}} version.}} | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Neutral attack's first hit's | *{{nerf|Neutral attack's first hit's hitbox duration decreased: 27 frames → 19 and its [[interruptibility]] frames have been removed. These changes remove its jab cancel "death combo".}}[https://www.youtube.com/watch?v=10sepuQSpds] | ||
*{{nerf|Down tilt's knockback growth decreased, hindering its spacing potential.}} | |||
*{{nerf| | *{{nerf|Aside from {{SSB4|Charizard}}, down tilt no longer [[meteor smash]]es an opponent hanging on an edge.}} | ||
*{{ | *{{nerf|Non-tipped dash attack deals 1% less damage|13%|12% and its knockback growth decreased: 78 → 72, hindering its KO potential.}} | ||
*{{buff|Dash attack's start-up lag decreased|frame 21|20.}} | |||
*{{change|Forward smash's sourspot placement adjusted.}} | |||
*{{buff|Parts of forward smash have been made irreversible.}} | |||
*{{nerf| | *{{buff|Down aerial's range increased.}} | ||
*{{change|Uncharged [[Spin Attack]] deals 2% more damage|12%|14%, although its back hit's knockback was compensated. This improves its front hit's KO potential, but hinders its back half's KO potential.}} | |||
*{{buff|Spin Attack's start-up|frame 11 (front)/frame 13 (back)|8/10 and ending lag decreased: frame 86 → 82.}} | |||
*{{change|Spin Attack and Shocking Spin Attack's second hitboxes' Z-offsets increased|6.6u|7u.}} | |||
*{{ | |||
*{{buff| | |||
*{{buff| | |||
*{{ | |||
*{{ | |||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{buff|Down tilt | *{{buff|Down tilt deals 1% less damage|12%|11%; its knockback decreased; and its start-up lag decreased. Altogether, these changes grant it combo potential at low to medium percentages.}} | ||
*{{buff|Up smash's hits connect together better.}} | *{{buff|Up smash's hits connect together better.}} | ||
*{{buff| | *{{buff|Clawshot's range has been doubled and it now grabs an opponent before falling to the ground.}} | ||
*{{buff|All grabs | *{{change|{{GameIcon|ssb4-u}}Clawshot now behaves like it does in the {{GameIcon|ssb4-3ds}} version.}} | ||
*{{buff|Forward throw | *{{buff|All grabs' ending lag decreased|frame 66/frame 77/frame 79|62/66/67.}} | ||
*{{ | *{{buff|Grab's start-up lag decreased|frame 14|12.}} | ||
*{{buff|Forward throw's ending lag decreased|frame 39|34.}} | |||
*{{buff| | *{{buff|Down throw deals 1% less damage|7%|6% and its angle altered: 110° → 83°, significantly improving its combo potential.}} | ||
*{{buff| | *{{buff|[[Spin Attack]]'s knockback growth increased|84 (stage 1)/80 (stage 2)/80 (stage 3)|86/86/82, improving its KO potential.}} | ||
*{{buff|Stage 2 Shocking Spin Attack's knockback growth increased|80|82, improving its KO potential.}} | |||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|Dash and pivot grabs' start-up lag decreased | *{{buff|Dash and pivot grabs' start-up lag decreased|frame 15 (dash)/frame 16 (pivot)|14/15.}} | ||
*{{change|Spin Attack's hitbox placements adjusted.}} | *{{change|Spin Attack's hitbox placements adjusted.}} | ||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|Shocking Spin deals more damage | *{{buff|Shocking Spin deals more damage|14%/9%/7%/5%|16%/11%/8%/6% and it received an additional hitbox that deals 14%.}} | ||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
Line 224: | Line 199: | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2.5% | |neutral2dmg=2.5% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. 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. 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''. | ||
|ftiltname= | |ftiltname= | ||
|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 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''. | ||
|utiltname= | |utiltname= | ||
|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 from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and decent KO potential at high percentages. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=11% | |dtiltdmg=11% | ||
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt, but low ending lag with vertical knockback, granting it combo potential into aerials (most notably forward aerial, dealing 35% if both hits connect) and making it safe on shield with proper spacing. It also has a hitbox close to the | |dtiltdesc=A kneeling inward slash. Has slow startup for a tilt, but low ending lag with vertical knockback, granting it combo potential into aerials (most notably forward aerial, dealing 35% if both hits connect) and making it safe on shield with proper spacing. It also has a hitbox close to the base of the Master Sword that [[meteor smash]]es aerial opponents, but deals weak knockback and is very hard to land due to its small size and lower priority than the other hitboxes, leaving it unable to hit characters hanging on a ledge except for {{SSB4|Charizard}}. | ||
|dashname=Jump Slash | |dashname=Jump Slash | ||
|dashdmg=14% (tip), 13% (middle), 12% (base) | |dashdmg=14% (tip), 13% (middle), 12% (base) | ||
|dashdesc=The {{s|zeldawiki|Jump Attack}}. It is the second strongest dash attack in the game without knockback modifications, only behind {{SSB4|King Dedede}}'s, KOing at around 110% from center stage when sweetspotted. However, it also has the second slowest startup of them (at frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly. | |dashdesc=The {{s|zeldawiki|Jump Attack}}. It is the second strongest dash attack in the game without knockback modifications, only behind {{SSB4|King Dedede}}'s, KOing at around 110% from center stage when sweetspotted. However, it also has the second slowest startup of them (at frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly. | ||
|fsmashcount=2 | |fsmashcount=2 | ||
|fsmashname=Sword Slice | |fsmashname=Sword Slice | ||
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip) | |fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip) | ||
|fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip) | |fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip) | ||
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Conversely, the second hit deals more consistent damage overall and is relatively powerful, but has heavy ending lag. | |fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Conversely, the second hit deals more consistent damage overall and is relatively powerful, but has heavy ending lag. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}}/{{ChargedSmashDmgSSB4|9}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}}/{{ChargedSmashDmgSSB4|9}} (hit 3) | ||
|usmashdesc=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=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. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|16}}/{{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|16}}/{{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}} (hit 2) | ||
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory while 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 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. | ||
|nairname= | |nairname= | ||
|nairdmg=11% (clean, foot), 9% (clean, leg), 6% (late) | |nairdmg=11% (clean, foot), 9% (clean, leg), 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 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. | ||
|fairname= | |fairname= | ||
|fairdmg=11% (hit 1), 13% (hit 2) | |fairdmg=11% (hit 1), 13% (hit 2) | ||
|fairdesc=Two alternating, spinning outward slashes. The first hit has more knockback, while the second 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 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. | ||
|bairname= | |bairname= | ||
|bairdmg=3% (hit 1), 5% (hit 2) | |bairdmg=3% (hit 1), 5% (hit 2) | ||
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very 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 | |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, being unable to KO from center stage even in [[Sudden Death]]. | ||
|uairname= | |uairname= | ||
|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 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. | ||
|dairname= | |dairname= | ||
|dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce) | |dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce) | ||
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The early hit is unique from the rest of attack: against grounded targets, it has weak vertical knockback allowing it to combo into the bounce hit for a large amount of damage (26%), but giving it poor KO potential, while against aerial targets, it is a meteor smash with higher knockback. On the other hand, the clean and late hit send both grounded and aerial targets vertically with high knockback; the clean hit in particular can KO at around 120%, making it one of the strongest down aerials in the game, but it is hard to land due to its much shorter duration than both the early and late hits. Like up aerial, the move has very long lasting hitboxes, but high landing lag and mostly vertical range. | |dairdesc=The {{s|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The early hit is unique from the rest of attack: against grounded targets, it has weak vertical knockback allowing it to combo into the bounce hit for a large amount of damage (26%), but giving it poor KO potential, while against aerial targets, it is a meteor smash with higher knockback. On the other hand, the clean and late hit send both grounded and aerial targets vertically with high knockback; the clean hit in particular can KO at around 120%, making it one of the strongest down aerials in the game, but it is hard to land due to its much shorter duration than both the early and late hits. Like up aerial, the move has very long lasting hitboxes, but high landing lag and mostly vertical range. | ||
|zairname= | |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 | |zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward. Has great range and very low landing lag making ita useful spacing tool, and its low knockback also allows it to combo into most ground attacks. The Clawshot also serves as a [[tether recovery]]. | ||
|grabname=Clawshot | |grabname=Clawshot | ||
|grabdesc=Fires his Clawshot forward. In {{for3ds}}, the chain snaps straight back once fully extended, like the Hookshot from ''SSB''. In {{forwiiu}}, the chain drags on the ground like his Hookshot did in ''Melee'' and ''Brawl''. The Clawshot grants each of Link's grabs very long ranges, but they also have high startup and ending lag. | |grabdesc=Fires his Clawshot forward. In {{for3ds}}, the chain snaps straight back once fully extended, like the Hookshot from ''SSB''. In {{forwiiu}}, the chain drags on the ground like his Hookshot did in ''Melee'' and ''Brawl''. The Clawshot grants each of Link's grabs very long ranges, but they also have high startup and ending lag. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2.1% | |pummeldmg=2.1% | ||
|pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel. | |pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 4% (throw) | |fthrowdmg=3% (hit 1), 4% (throw) | ||
|fthrowdesc=A front kick. Has little utility beyond launching opponents offstage, due to its weak power. | |fthrowdesc=A front kick. Has little utility beyond launching opponents offstage, due to its weak power. | ||
|bthrowname= | |bthrowname= | ||
|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. Launches the victim facing away from Link and has lower knockback growth, but it is otherwise identical to forward throw. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5%/4% (hit 1), 2% (throw) | |uthrowdmg=5%/4% (hit 1), 2% (throw) | ||
|uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]]. 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]]. 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. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (hit 1), 3% (throw) | |dthrowdmg=3% (hit 1), 3% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. It can combo into his up tilt, up smash, 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 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. | ||
Line 302: | Line 276: | ||
|edgename= | |edgename= | ||
|edgedmg=7% | |edgedmg=7% | ||
|edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''. | |edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''. Performs a thrust while climbing up. | ||
|nsdefname=Hero's Bow | |nsdefname=Hero's Bow | ||
|nsdefdmg=4% (uncharged), 12% (fully charged) | |nsdefdmg=4% (uncharged), 12% (fully charged) | ||
Line 311: | Line 285: | ||
|nsc2name=Quickfire Bow | |nsc2name=Quickfire Bow | ||
|nsc2dmg=4% (uncharged), 8% (fully charged) | |nsc2dmg=4% (uncharged), 8% (fully charged) | ||
|nsc2desc=Fires | |nsc2desc=Fires [[magic]]al arrows that charge quickly and travel in a straight line. Uncharged arrows are decently [[spam]]mable due to being fired faster, but charged arrows have a lower maximum damage output. The arrows also have shorter range. | ||
|ssdefname=Gale Boomerang | |ssdefname=Gale Boomerang | ||
|ssdefdmg=7% (near), 5% (middle), — (far/return) | |ssdefdmg=7% (near), 5% (middle), — (far/return) | ||
|ssdefdesc=Throws the {{s|zeldawiki|Gale Boomerang}}, which flies forward and then returns to Link. It damages opponents as it flies away and [[ | |ssdefdesc=Throws the {{s|zeldawiki|Gale Boomerang}}, which flies forward and then returns to Link. It damages opponents as it flies away and [[Wind#Pulling attacks|pulls]] opponents toward him during its return. It can be angled up or down, while a [[Item throw#Directions and strength|smash throw]] (which is similar to when performing the input for a smash attack) increases the distance it can travel. Unlike [[Boomerang]], a [[reflection|reflected]] Gale Boomerang is not threatening to Link, as it will only fly past him with its non-damaging windbox. It has set-up potential, albeit only at close range and at low percentages. | ||
|ssc1name=Boomerang | |ssc1name=Boomerang | ||
|ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return) | |ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return) | ||
|ssc1desc=Functions [[Boomerang|like | |ssc1desc=Functions [[Boomerang|like in ''SSB'' and ''Melee'']], dealing more damage and damaging 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) | ||
Line 335: | Line 309: | ||
|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. | ||
|dsc1name=Giant Bomb | |dsc1name=Giant Bomb | ||
|dsc1dmg=7 | |dsc1dmg=7-8% (center), 10-11% (outlines) | ||
|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 via physical contact, instead bouncing around harmlessly until time is up or another nearby explosion triggers it. Deals damage based on range. | ||
|dsc2name=Meteor Bomb | |dsc2name=Meteor Bomb | ||
Line 341: | Line 315: | ||
|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 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. | ||
|fsname=Triforce Slash | |fsname=Triforce Slash | ||
|fsdmg=1% ( | |fsdmg=1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17) | ||
|fsdesc= | |fsdesc=Emits a thin beam of light from the [[zeldawiki:Triforce|Triforce of Courage]] symbol on the back of his hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit. | ||
}} | }} | ||
==[[On-screen appearance]]== | |||
{{appearance | {{appearance | ||
|desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. | |desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. It may be based on the {{s|zeldawiki|warping}} animation seen upon using the {{s|zeldawiki|Recorder}}. | ||
|char=Link | |char=Link | ||
|game=SSB4}} | |game=SSB4}} | ||
==[[Taunt]]s== | |||
{{Taunt/SSB4 | {{Taunt/SSB4 | ||
|char=Link | |char=Link | ||
Line 401: | Line 332: | ||
|desc-down=Assumes a {{s|wikipedia|Fujian White Crane}}-like stance while rearing the Master Sword behind his head. Originates from ''SSB'' and may be loosely based on the attacking pose used by the Link from ''[[zeldawiki:Zelda ll: The Adventure of Link|Zelda II: The Adventure of Link]]''.}} | |desc-down=Assumes a {{s|wikipedia|Fujian White Crane}}-like stance while rearing the Master Sword behind his head. Originates from ''SSB'' and may be loosely based on the attacking pose used by the Link from ''[[zeldawiki:Zelda ll: The Adventure of Link|Zelda II: The Adventure of Link]]''.}} | ||
==[[Idle pose]]s== | |||
{{Idle | {{Idle | ||
|desc-1=Assumes a battle ready stance. | |desc-1=Assumes a battle ready stance. | ||
Line 408: | Line 339: | ||
|image-2=LinkIdlePose2WiiU.jpg}} | |image-2=LinkIdlePose2WiiU.jpg}} | ||
==[[Crowd cheer]]== | |||
{{Crowd | {{Crowd | ||
|char=Link | |char=Link | ||
Line 417: | Line 348: | ||
|pitch-jp=Group chant}} | |pitch-jp=Group chant}} | ||
==[[Victory pose]]s== | |||
{{Victory/SSB4 | {{Victory/SSB4 | ||
|victory-theme=ZeldaUniverseTheme.ogg | |victory-theme=ZeldaUniverseTheme.ogg | ||
Line 427: | Line 358: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
Line 447: | Line 372: | ||
|set10=3211 | |set10=3211 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | <!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, please refrain from adding Lythero.--> | ||
====Active==== | |||
*{{Sm|Cat|Netherlands}} - One of the best Link players in Europe. He has wins over {{Sm|Rich Brown}} and {{Sm|S1}}. | |||
*{{Sm|Halo|Japan}} - One of the best Link players in Japan, alongside {{Sm|T}}. His best placings include 17th at [[Karisuma 13]], and 13th at {{Trn|Karisuma 19}}. He has taken sets from players such as {{Sm|Takera}}, {{Sm|RAIN}}, {{Sm|Kameme}}, and {{Sm|Taranito}}. | |||
*{{Sm|Izaw|Sweden}} - One of the best Link players in Europe. Placed 9th at [[B.E.A.S.T 6]] and [[Eclipse 2]]. | |||
*{{Sm|LinkEa|Chile}} - The best Link player in South America. His results can be found [http://smashboards.com/threads/link-tournament-results-thread-25th-october.404196 here]. Ranked 7th in the [https://smash.gg/rankings/smash4/series/chile-2 Chilean Power Rankings] | |||
*{{Sm|LordXav1er|USA}} - One of the best Link players in the United States. Ranked 6th in the [[Rhode Island Smash 4 Power Rankings]]. He has wins over {{Sm|Marss}}, {{Sm|Ntarps}} and {{Sm|CaptAwesum}}. | |||
*{{Sm|Nicorin|Japan}} - One of the best Link players in Japan, alongside {{Sm|T}}. He has taken sets from players such as {{Sm|shky}}, {{Sm|Brood}}, {{Sm|Shogun}}, {{Sm|Fuwa}} and {{Sm|Songn}}. His best results include 25th at [[Umebura 27]] and 33rd at [[Umebura 29]]. He is currently ranked 169th on the [[JAPAN Power Rankings]]. | |||
*{{Sm|Rooky|USA}} - Placed 17th at [[Super Smash Con 2015]] and 33rd at [[Shine 2016]]. | |||
*{{Sm|Scizor|USA}} - One of the best Link players in the United States. Placed 9th at [[2GGC: West Side Saga]], 13th at [[2GGT: FOW Saga]], and 33rd at [[2GGC: GENESIS Saga]]. He has wins over {{Sm|Mr.E}}, {{Sm|K9sbruce}} and others. | |||
*{{Sm|Sillintor|Germany}} - The best Link player in Germany. Often uploads content about Link on his YouTube channel. | |||
*{{Sm|Slenderman|USA}} - One of the best Link players in the United States. Ranked 14th on the [[Chicago Smash 4 Power Rankings]]. Placed 17th at [[Smash 'N' Splash 3]]. He has wins over {{Sm|JJROCKETS}}, {{Sm|Marshall}}, and {{Sm|Dan}}. | |||
*{{Sm|Sova Unknown|USA}} - One of the best Link players in the United States. Placed 5th at [[Glitch (tournament)|Glitch]], 7th at [[Glitch 2]]'s low-tier event, and 13th at [[Paradigm Shift]]. He has wins over Umeki, Raptor, and Jdawg. | |||
*{{Sm|T|Japan}} - The best Link player in the world. Placed 2nd at [[Umebura 24]], 5th at [[Sumabato for THE BIG HOUSE]], 9th at [[Umebura S.A.T.]], and 3rd at [[2GGC: Civil War]]. He has wins over {{Sm|KEN}}, {{Sm|Abadango}}, {{Sm|Kameme}}, {{Sm|Ranai}}, {{Sm|Fatality}}, {{Sm|HIKARU}}, {{Sm|Shuton}}, and {{Sm|Zinoto}}. Formerly ranked 32nd on the [[Panda Global Rankings]] v3 and currently ranked 17th on the [[JAPAN Power Rankings]]. | |||
*{{Sm|Tsage|USA}} - One of the best Link players in the United States. Was once 11th on the [[New England Power Rankings|New England Smash 4 Power Rankings]]. He has wins over {{Sm|Captain L}}, {{Sm|XL-97}}, {{Sm|Locke}}, {{Sm|Kuma}}, and {{Sm|Hero}} and placed 2nd at the [[New England Arcadian II]]. | |||
*{{Sm|VinS|France}} - The best Link player in France. Placed 3rd at [[Big Wanted #1]]. Has wins over {{Sm|cyve}}. | |||
====Inactive==== | |||
*{{Sm|BlueLink|Italy}} - One of the best Link players in Europe prior to his retirement. Formerly ranked 1st on the [[Italian Power Rankings]]. | |||
*{{Sm|Drigo Toes|Chile}} - One of the best Link players in South America prior to his retirement. His results can be found [http://smashboards.com/threads/link-tournament-results-thread-25th-october.404196 here]. | |||
===Tier placement and history=== | |||
Since ''SSB4''{{'}}s release, Link's nimbler mobility, stronger projectile game, higher power and improved range saw him perceived as noticeably better than his appearance in ''Brawl'' and, according to some players, a mid-tier character like [[Link (SSBM)|his ancestor was in ''Melee'']]. However, opinions on Link started to decline in light of more developed metagames and higher popularity of certain other characters, whereas Link's representation in competitive play remained rather poor. This culminated in him being ranked 42nd on the first [[tier list]]. | |||
Opinions on Link, however, started to improve after certain respectable placings by dedicated mains, such as {{Sm|Izaw}} and {{Sm|Scizor}}. This resulted in him being ranked 43rd on the second tier list, after the inclusion of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}. Thanks to {{Sm|T}} notably achieving strong results with Link after the second tier list, Link was ranked 39th on the third tier list. This resulted in him being reassessed as a mid-tier character, while his placement itself was also very similar to his ancestor's in ''Melee''. | |||
After T placed 3rd at [[2GGC: Civil War]], one of the most competitive tournaments in ''SSB4''{{'}}s lifespan, Link's perception has further improved, to the point that he is viewed as deserving to be in the upper portion of the mid-tier. This has been reflected in the fourth and current tier list, in which Link is ranked 31st. | |||
'' | ==Trophies== | ||
:'''Link''' | |||
::{{flag|ntsc}} ''Green tunic? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. Jeez, just how much stuff can Link carry?'' | |||
'' | ::{{flag|pal}} ''Green clothes? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. The hero of Hyrule is really kitted out for a brawl!'' | ||
{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=snes|game2=The Legend of Zelda: A Link to the Past (04/1992)}} | |||
:'''Link (Alt.)''' | |||
::{{flag|ntsc}} ''If Link was on a desert island and could only pick one item, it'd be his powerful sword. This weapon is key to his down-air attack, a move with great launching potential and the ability to strike twice. He can also strike twice with his side smash—the second blow deals more damage and launches harder.'' | |||
==={{ | ::{{flag|pal}} ''Of all of his weapons, Link's sword may be the most lethal. His down air attack has incredible launching power. What's more, he'll bounce up afterwards, allowing for a follow-up strike. His side smash can also be followed up with a more powerful second blow that sends foes flying - just press the button again straight away.'' | ||
{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=snes|game2=The Legend of Zelda: A Link to the Past (04/1992)}} | |||
:'''Triforce Slash (Link)''' | |||
::{{flag|ntsc}} ''Link makes use of the Triforce of Courage to trap foes, and then he launches a 16-blow combo. The final mighty blow has the power to launch opponents off the stage. When Link prepares the attack, the ray of light he emits must strike a rival, or the attack will fail. Shielding will do nothing to stop this powerful attack.'' | |||
::{{flag|pal}} ''Link traps a foe in mid-air with the power of the Triforce of Courage, then he delivers a 16-strike sword combo. The final strike has formidable launching power. If the ray of light at the start of the attack doesn't hit, the whole thing ends there. Helpfully, though, the ray of light's range and speed are incredible, and shields won't block it.'' | |||
<center> | |||
<gallery> | |||
LinkTrophy3DS.png|Classic (3DS) | |||
LinkAltTrophy3DS.png|Alt. (3DS) | |||
LinkTrophyWiiU.png|Classic (Wii U) | |||
LinkAltTrophyWiiU.png|Alt. (Wii U) | |||
TriforceSlashLinkTrophyWiiU.png|[[Triforce Slash]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
*'''[[A Fated Battle]]''': Link must defeat {{SSB4|Ganondorf}} in a two stock battle. If the battle lasts through the third transition phase on [[Castle Siege]], two [[Dark Link]]s will appear. | *'''[[A Fated Battle]]''': Link must defeat {{SSB4|Ganondorf}} in a two stock battle. If the battle lasts through the third transition phase on [[Castle Siege]], two [[Dark Link]]s will appear. | ||
*'''[[All-Star Battle: Regulars]]''': Link is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]'' | *'''[[All-Star Battle: Regulars]]''': Link is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]'' | ||
Line 472: | Line 439: | ||
*'''[[The Demon King and the Goddess]]''': As Ganondorf, the player must initially defeat Link and Zelda. After the two are defeated or some time has passed, a giant {{SSB4|Palutena}} appears and the player must defeat her as well. | *'''[[The Demon King and the Goddess]]''': As Ganondorf, the player must initially defeat Link and Zelda. After the two are defeated or some time has passed, a giant {{SSB4|Palutena}} appears and the player must defeat her as well. | ||
*'''[[The Ultimate Swordsman]]''': As {{SSB4|Ike}}, the player must defeat Link, {{SSB4|Marth}}, {{SSB4|Meta Knight}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin and {{SSB4|Shulk}}. All of the opponents wield swords. | *'''[[The Ultimate Swordsman]]''': As {{SSB4|Ike}}, the player must defeat Link, {{SSB4|Marth}}, {{SSB4|Meta Knight}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin and {{SSB4|Shulk}}. All of the opponents wield swords. | ||
===Co-op Events=== | |||
*'''[[A Fairy Nice Trip]]''': Link and {{SSB4|Pac-Man}} must survive on [[Pac-Land]] until the stage reaches Fairy Land as four [[Kirby (SSB4)|Kirbys]] try to hinder the players' progress. | *'''[[A Fairy Nice Trip]]''': Link and {{SSB4|Pac-Man}} must survive on [[Pac-Land]] until the stage reaches Fairy Land as four [[Kirby (SSB4)|Kirbys]] try to hinder the players' progress. | ||
*'''[[Final Battle Team-Up]]''': Link, using his [[Dark Link]] [[alternate costume]], is one of the opponents two players must defeat. | *'''[[Final Battle Team-Up]]''': Link, using his [[Dark Link]] [[alternate costume]], is one of the opponents two players must defeat. | ||
*'''[[The Ultimate Battle]]''': Two players choose a character and must defeat the entire roster. | *'''[[The Ultimate Battle]]''': Two players choose a character and must defeat the entire roster. | ||
==[[Alternate costume (SSB4)#Link|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Link|Alternate costumes]]== | ||
Line 559: | Line 476: | ||
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 572: | Line 489: | ||
==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. | ||
Line 578: | Line 495: | ||
*Link's alt. trophies in ''Super Smash Bros. for Wii U'' and {{for3ds}} appear very similar to his ancestor's [[All-Star Mode|All-Star]] and [[Adventure Mode]] trophies, respectively, in ''Super Smash Bros. Melee''. | *Link's alt. trophies in ''Super Smash Bros. for Wii U'' and {{for3ds}} appear very similar to his ancestor's [[All-Star Mode|All-Star]] and [[Adventure Mode]] trophies, respectively, in ''Super Smash Bros. Melee''. | ||
*Not counting ''Melee'', this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage. | *Not counting ''Melee'', this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage. | ||
* | *This is the final ''Smash'' game where Link has his iconic green tunic as his default costume, and his red and blue costumes being based on the Goron and Zora tunics, respectively, first seen in ''Ocarina of Time'', as well as the final game where he uses a tether, and where he is left-handed. | ||
==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)]] | [[Category:Trophies (SSB4-Wii U)]] | ||