Editing Link (SSB4)

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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.
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 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.
Link is 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 [[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.
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Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing, and camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial.
Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing, and camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial.


In terms of [[customization]], Link's custom moves benefit him. Power Bow grants Link's arrows incredible power, being able to KO significantly easier. However, this comes at the cost of heavily decreased range and increased charge time, with uncharged arrows lacking any utility. Quickfire Bow fires {{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 [[windbox]] from the Gale Boomerang and makes it act like the Boomerang from ''Smash 64'' and ''Melee''; it can now be angled easier, has four hitboxes instead of two and deals damage when returning to Link. However, most of Link's setups are now removed since the Boomerang can no longer pull opponents in. Ripping Boomerang possesses no windboxes, deals less damage and has shorter range, but it hits multiple times, goes through opponents, has four hitboxes similar to Boomerang, and stuns victims, making it good for setups. Shocking Spin is an [[electric]]ally charged Spin Attack with significantly stronger damage and KO potential, and the aerial version semi-spikes. However, the grounded version has increased ending lag, while the aerial version lacks back hitboxes and worsens Link's already sub-par recovery by decreasing its horizontal momentum and vertical distance; additionally, while the aerial version can semi-spike, it only works if the opponent is in front. Whirling Leap drastically improves Link's recovery, granting him significantly improved vertical and horizontal distance, alongside very high aerial control during its duration. However, it is solely limited to being a recovery option due to its lack of any hitboxes. Giant Bomb has Link pull out a massive bomb that has a greater explosion radius and damage. However, it has slightly more startup lag and does not explode upon impact, limiting its tactical use compared to the standard Bomb. Meteor Bomb is a much smaller Bomb with a shorter fuse that meteor smashes anyone it hits with moderate knockback. This gives it unique edgeguarding potential and can set up for interesting combos, but as it also affects Link, this prevents him from extending his recovery unless the bomb is used to interrupt potentially deadly vertical KOs.


Overall, Link is very capable at both spacing and [[camping]], yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame.
Overall, Link is very capable at both spacing and [[camping]], yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame.
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'''{{GameIcon|ssb4-3ds}} 1.0.5'''
'''{{GameIcon|ssb4-3ds}} 1.0.5'''
*{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}}
*{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}}
*{{change|Due to the release of {{forwiiu}}, the Quickfire Bow and Power Bow custom moves were altered in order to match the ''Wii U'' version.}}
*{{change|Due to the release of the {{GameIcon|ssb4-u}}, the Quickfire Bow and Power Bow custom moves were altered in order to match the ''Wii U'' version.}}
**{{nerf|As a result, Power Bow's start-up lag and endlag were dramatically increased. Before, it charged around the same speed as his normal Hero's Bow; now it is one of the slowest charging specials in the game.}}
**{{nerf|As a result, Power Bow's start-up lag and endlag were dramatically increased. Before, it charged around the same speed as his normal Hero's Bow; now it is one of the slowest charging specials in the game.}}
**{{buff|Conversely, Quickfire Bow's start-up lag and endlag were heavily decreased. This allows it to have better zoning potential and allows Link to more properly keep opponents in check.}}
**{{buff|Conversely, Quickfire Bow's start-up lag and endlag were heavily decreased. This allows it to have better zoning potential and allows Link to more properly keep opponents in check.}}


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Neutral attack's first hit's 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 grabs cover more distance and they have a longer duration (6 frames → 8), considerably improving their range.}}
*{{buff|All grabs have less ending lag (FAF 66 (standing)/77 (dash)/79 (pivot) → 62/66/67.}}
*{{buff|All grabs have less ending lag (FAF 66 (standing)/77 (dash)/79 (pivot) → 62/66/67.}}
*{{buff|Forward throw has less ending lag decreased (FAF 41 → 36).}}
*{{buff|Forward throw's ending lag decreased|frame 39|34.}}
*{{nerf|Down throw deals 1% less damage (4% (throw)/7% (total) → 3%/6%) and has lower knockback scaling (90 → 85).}}
*{{buff|Down throw deals 1% less damage|7%|6% and its angle altered: 110° → 83°, significantly improving its combo potential.}}
*{{buff|Down throw launches opponents at a higher angle (110° → 83°). When combined with its reduced knockback, this significantly improves its combo potential.}}
*{{buff|[[Spin Attack]]'s knockback growth increased|84 (stage 1)/80 (stage 2)/80 (stage 3)|86/86/82, improving its KO potential.}}
*{{buff|Grounded Spin Attack has higher knockback scaling (84 (clean)/80 (early mid)/80 (late mid) 86/86/82), improving its KO potential.}}
*{{buff|Stage 2 Shocking Spin Attack's knockback growth increased|80|82, improving its KO potential.}}
*{{buff|Grounded Shocking Spin Attack's mid hit has higher knockback scaling (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]]'''
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|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= 
|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=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|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=Half-Moon Slash ({{ja|半月斬り|Hangetsu Kiri}})
|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=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|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 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. Has slow startup for a tilt, but low ending lag with vertical knockback, granting it combo potential into aerials (most notably forward aerial, dealing 35% if both hits connect) and making it safe on shield with proper spacing. It also has a hitbox close to the base of the Master Sword that [[meteor smash]]es aerial opponents, but deals weak knockback. It is also very difficult to land due to its small size and lower priority than the other hitboxes, leaving it unable to hit characters hanging on an edge except for {{SSB4|Charizard}}.
|dashname=Jump Slash ({{ja|ジャンプ斬り|Janpu Giri}})
|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 ({{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=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=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}})
|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=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|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=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|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=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}})
|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=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|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, 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 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]].
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|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=Downward Thrust ({{ja|下突き|Shita Tsuki}})
|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=Midair [[Clawshot]] ({{ja|空中クローショット|Kūchū Kurōshotto}})
|zairname=[[Clawshot]]
|zairdmg=2.5% (hit 1), 4% (hit 2)
|zairdmg=2.5% (hit 1), 4% (hit 2)
|zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward. Has great range and very low landing lag making it a useful spacing tool, and its low knockback also allows it to combo into most ground attacks. The Clawshot also serves as a [[tether recovery]].
|zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward. Has great range and very low landing lag making it a useful spacing tool, and its low knockback also allows it to combo into most ground attacks. The Clawshot also serves as a [[tether recovery]].
|grabname=Clawshot ({{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, but they also have high startup and ending lag.
|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|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=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}})
|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=Back Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}})
|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=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}})
|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=Elbow Strike ({{ja|ヒジ打ち|Hiji Uchi}})
|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.
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|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)
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|fsdmg=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdmg=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit.
}}
===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
}}
}}


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===[[On-screen appearance]]===
===[[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}}
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==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
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''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.''
''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.''


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


*{{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.
*{{Sm|Izaw|Sweden}} - One of the best Link players in Europe. Placed 7th at {{Trn|BEAST 5}}, 9th at both {{Trn|BEAST 6}} and {{Trn|Eclipse 2}}, and 25th at {{Trn|PPT Summer}} with a win over {{Sm|Pink Fresh}}.
*{{Sm|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. Placed 9th at {{Trn|2GGC: West Side Saga}}, 13th at {{Trn|2GGT: FOW Saga}}, and 33rd at {{Trn|2GGC: GENESIS Saga}} with wins over players such as {{Sm|Mr.E}}, {{Sm|K9sbruce}}, and {{Sm|Charliedaking}}.
*{{Sm|Scizor|USA}} - One of the best Link players in the United States 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. Placed 5th at {{Trn|Glitch}}, 13th at {{Trn|Paradigm Shift}}, 17th at {{Trn|Glitch 2}}, and 25th at {{Trn|KTAR XIX}} with wins over players such as {{Sm|Umeki}} and {{Sm|Raptor}}.
*{{Sm|Sova Unknown|USA}} - One of the best Link players in the United States. 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}} (#46) - The best Link player in the world. Placed 2nd at {{Trn|Umebura 24}}, 3rd at {{Trn|2GGC: Civil War}}, 9th at both {{Trn|2GGC: West Side Saga}} and {{Trn|EVO Japan 2018}}, and 13th at {{Trn|Umebura Japan Major 2017}} with wins over players such as {{Sm|KEN}}, {{Sm|Abadango}}, and {{Sm|Fatality}}. Ranked 17th on the [[JAPAN Power Rankings]].
*{{Sm|T|Japan}} - The best Link player 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. Placed 7th at {{Trn|GUMS 15}}, 9th at {{Trn|Shift}}, 17th at {{Trn|GUMS 14}}, 25th at {{Trn|GUMS 13}}, and 49th at {{Trn|Shine 2016}} with wins over players such as {{Sm|Captain L}}, {{Sm|MattyG}}, and {{Sm|Axiom XL}}. Ranked 24th on the [[New England Power Rankings]].
*{{Sm|Tsage|USA}} - One of the best Link players in the United States. 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''.


==In Solo Modes==
===Tier placement and history===
===[[All-Star Mode]]===
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]].
In All-Star Mode, Link is fought in Stage 2 in the 3DS version or Stage 6 in the Wii U version alongside {{SSB4|Samus}}, {{SSB4|Peach}}, {{SSB4|Bowser}}, {{SSB4|Zelda}}, {{SSB4|R.O.B.}}, and {{SSB4|Duck Hunt}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
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''.
====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.
*'''[[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.]]''
*'''[[Princess Punch-Up!]]''': As {{SSB4|Zelda}}, the player is allied with Link and must defeat against {{SSB4|Peach}} and {{SSB4|Mario}}.
*'''[[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.
====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.
*'''[[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.


===[[Congratulations screen]]s===
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.
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Link.png|Classic Mode
SSB4-3DS Congratulations All-Star Link.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
SSB4-Wii U Congratulations Classic Link.png|Classic Mode
SSB4-Wii U Congratulations All-Star Link.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
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
{{Trophy/Fighter
|name=Link
|name=Link
Line 527: Line 447:
}}
}}
{{clrl}}
{{clrl}}
==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.
*'''[[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.]]''
*'''[[Princess Punch-Up!]]''': As {{SSB4|Zelda}}, the player is allied with Link and must defeat against {{SSB4|Peach}} and {{SSB4|Mario}}.
*'''[[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.
===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.
*'''[[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.


==[[Alternate costume (SSB4)#Link|Alternate costumes]]==
==[[Alternate costume (SSB4)#Link|Alternate costumes]]==
Line 572: Line 505:


==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 511:
*Link's alt. trophies in ''Super Smash Bros. for Wii U'' and {{for3ds}} appear very similar to his ancestor's [[All-Star Mode|All-Star]] and [[Adventure Mode]] trophies, respectively, in ''Super Smash Bros. Melee''.
*Link's alt. trophies in ''Super Smash Bros. for Wii U'' and {{for3ds}} appear very similar to his ancestor's [[All-Star Mode|All-Star]] and [[Adventure Mode]] trophies, respectively, in ''Super Smash Bros. Melee''.
*Not counting ''Melee'', this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage.
*Not counting ''Melee'', this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage.
*This is the last ''Smash'' game where Link has his iconic green tunic as his default costume, and his red and blue costumes being based on the Goron and Zora tunics, respectively, first seen in ''Ocarina of Time'', as well as the final game where he uses a tether, and where he is left-handed.
*Despite being relegated to being a trophy in ''3DS'', ''Wii U'' is the only game where Link's adult form from ''Ocarina of Time'' (which inspired his appearance in the first two ''Smash'' games) does not make any appearance at all.
*Despite being relegated to being a trophy in ''3DS'', ''Wii U'' is the only game where Link's adult form from ''Ocarina of Time'' (which inspired his appearance in the first two ''Smash'' games) does not make any appearance at all.
*Of all the veterans that retain their voice clips from ''Brawl'', Link, {{SSB4|Ganondorf}}, and {{SSB4|Captain Falcon}} are the only ones to not make use of knockback voice clips that weren't used in-game in ''Brawl'' despite having them.
*Of all the veterans that retain their voice clips from ''Brawl'', Link, {{SSB4|Ganondorf}}, and {{SSB4|Captain Falcon}} are the only ones to not make use of knockback voice clips that weren't used in-game in ''Brawl'' despite having them.

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