Editing Link (SSB4)

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
{{Disambig2|Link's appearance in ''Super Smash Bros. 4''|the character in other contexts|Link}}
{{disambig2|Link's appearance in Super Smash Bros. 4|the character in other contexts|Link}}
{{Infobox Character
{{Infobox Character
|name = Link
|name         = Link
|image = [[File:Link SSB4.png|250px]]
|image       = [[Image:Link SSB4.png|250px|Link]]
|game = SSB4
|game         = SSB4
|ssbgame1 = SSB
|ssbgame1     = SSB
|ssbgame2 = SSBM
|ssbgame2     = SSBM
|ssbgame3 = SSBB
|ssbgame3     = SSBB
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = D
|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'') was confirmed to be a playable character in ''[[Super Smash Bros. 4]]'' on June 11th, 2013 during the [[E3 2013]] [[Nintendo Direct]].<ref>[http://www.youtube.com/watch?v=vQD1yJinzeQ Wii U & Nintendo 3DS Developer Direct - Super Smash Bros. for Nintendo 3DS and Wii U @E3 2013]</ref> He was also among the first wave of [[amiibo]] figures that are compatible with ''SSB4''.


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 ''Brawl'', Akira Sasanuma reprises the voice of Link in all versions, but through voice clips recycled from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''.


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.
==Changes from ''Brawl''==
Although Link has, aside from ''Melee'', been one of the most sub-par characters in the ''Super Smash Bros.'' series, many of his attacks have been revamped and buffed in the transitions from ''Brawl'' to ''SSB4''. Even though Link has also gained some [[nerf]]s as well, the potency of his buffs largely mitigate these nerfs, such as some of his attacks having been weakened slightly, yet having had both their speed and knockback increased. Both his ground and aerial games have been improved, and his comboing ability has strengthened as a whole. His grab game has also been considerably buffed, with some grabs having better angle placements or knockback altogether. He also is one of the more potent [[edge-guard]]ers in the game, with his down aerial now capable of [[meteor smash]]ing, as well as more offensive options against opponents on the ledge. Additionally, significant buffs to [[Spin Attack]] and his Clawshot as a tether recovery grant him excellent survivability.


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.
Link also benefits from the general physics changes brought to ''SSB4'', such as the new edge-trump mechanic further helping his already great recovery. In particular, the transition has given Link a subtle but effective buff in that he is one of the few characters that benefit heavily from the [[rage]] mechanic due to his heavy weight. While under the effect of rage, most of his attacks while will KO early, even at the middle of the stage; this is especially evident with his up tilt, forward tilt, dash attack, smash attacks, and some of his aerials. Game updates brought Link a mix of buffs and nerfs. 1.0.4 and 1.0.6 nerfed him slightly by reducing his KOing potential and ability to rack up damage. However, 1.0.8 brought Link significant buffs in the form of a much more effective grab game and better KOing options; the latter of which helps mitigate the nerfs to his KOing potential that updates 1.0.4 and 1.0.6 brought. This has resulted in him being viewed as slightly more viable than how he was during the initial release of ''SSB4''. Ultimately, Link is significantly better than how he was in ''Brawl'' and is virtually as good as was in ''Melee'', though he is still widely considered to be a mid-tier character by many professionals due to the majority of the returning cast having also been buffed to varying degrees.
 
However, Link remains held back by his relatively sluggish frame data. He has moves that are quite easily [[punish]]able if they are whiffed, while his heavyweight and slow mobility without [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]] render him vulnerable to combos, especially from the fast, rushdown-oriented characters that are prevalent in the metagame. Despite Link's new assets, several of his fellow [[veteran]]s gained more significant buffs, which downplays the effects that his own buffs grant him in competitive play.
 
While Link's early tournament results were mediocre at best, he has managed to attain a dedicated player base that consists of professionals such as {{Sm|Izaw}}, {{Sm|Scizor}}, {{Sm|Sova Unknown}} and {{Sm|T}}, who have managed to achieve top 8 and 16 placements more frequently, even at the national level. T, in particular, has demonstrated Link's viability, placing 3rd at [[2GGC: Civil War]], one of the most competitive ''SSB4'' tournaments in the world, and being ranked 46th on the [[PGR 100]], the all-time ranking for ''Smash 4''.
 
==Attributes==
Link is a [[Weight|heavyweight]] and the majority of his attributes are largely reflective of his weight class. His only attribute that is atypical of a heavyweight is his [[walk]]ing speed, which is above average. His most unique attribute is his [[fast fall]]; while his regular falling speed is tied with that of {{SSB4|R.O.B.}}, {{SSB4|Ryu}}, and standard {{SSB4|Mii Swordfighter}} as the 24th fastest in the game, his fast fall is actually the third fastest in the game, behind {{SSB4|Fox}} and {{SSB4|King Dedede}}. This is because Link uniquely increases his falling speed by 90% when fast-falling, as opposed to the standard 60% that all other characters (bar Ryu) adhere to.
 
Like his [[Toon Link (SSB4)|alternate timeline counterpart]], Link possesses two [[shield]]s instead of just one. In Link's case, he wields the [[Shield (Link)|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still or walking. Like Toon Link, Link also wields his respective version of the {{s|zeldawiki|Master Sword}}, which grants him disjointed range and above average strength, the latter of which is most evident in his forward tilt, smash attacks, dash attack and [[Spin Attack]]. However, his forward, up and down aerials also boast impressive power while possessing certain traits: his forward and back aerials can hit twice, his up and down aerials have long-lasting hitboxes, and his down aerial can [[meteor smash]].
 
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's special moves all have their uses. [[Hero's Bow]] is a strong option against characters who struggle at [[approach]]ing and is good for providing long-ranged pressure. [[Gale Boomerang]] is a decent spacing option and has follow-up potential upon contact or via its [[Pulling|vacuum]] effect. Gale Boomerang's drag effect also grants it [[gimp]]ing potential in the form of [[Gale Guarding]]. [[Spin Attack]]'s overall recovery distance has noticeably improved since ''Brawl'', while its already impressive power has been further increased, which in turn improves its KO potential or as a way to punish rolls. However, Link's [[Bomb (Link)|Bomb]] is perhaps the most versatile weapon within his arsenal thanks to its utility. Throwing a Bomb at an opponent can cause enough [[hitstun]] to help Link's approach and/or set up combos. Conversely, if the opponent shields it, the Bomb simply bounces off, allowing it to be used for spacing. Even holding a Bomb long enough for it to explode can be useful; while doing so damages Link, it gives him a small vertical boost and removes him from being [[helpless]], aiding his recovery and/or allowing him to break out of combos. Like in ''Brawl'', his bombs can also be used for a technique called [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]], which noticeably supplements his ground mobility. When combined with the overall fastest [[item throw]] animations in the game, Link's Bomb allows him to pressure opponents at a deceptively fast speed.
 
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.
 
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]]''==
Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. Both his ground and aerial games have been improved. His overall mobility has slightly improved and his attacks have seen adjustments to either make them more reliable or to improve their utility. An example of this is with dash attack as while it is much slower and has no followup potential, it is much stronger now being the second strongest dash attack in the game. His air speed has been increased and a few of his aerials have seen some useful adjustments; forward aerial's first hit is much stronger, up aerial is stronger and down aerial's clean hit now [[meteor smash]]es granting it edgeguarding potential as well as the later two aerials having less landing lag. His grab game has also considerably improved as his grabs have less ending lag and his down throw is weaker giving it greater followup potential especially when combined with the changes to [[hitstun canceling]]. He also is a potent [[edgeguard]]er, with his down aerial now being capable of [[meteor smash]]ing to go alongside his other offensive options against opponents on the edge. Additionally, [[Spin Attack]] covers much more distance and is less reliant on momentum while Clawshot has increased range as a tether significantly improving his recovery, removing one of Link's most detrimental flaws in ''Brawl''. Lastly, his camping game has seen some improvements due to his projectiles, most notably Bomb, being buffed in certain ways.
 
Link also benefits from the general physics changes brought about by ''SSB4''. The [[Edge-guarding#Ledge Trump|edge trump]] mechanic combined with the increased speed to [[air dodge]]s immensely improves his recovery allowing him to make much greater use of his new and improved recovery options. The [[rage]] mechanic further boosts his power and can be utilized well, due to his excellent endurance. The changes of [[hitstun canceling]] has also improved his combo potential especially out of back aerial and down throw.
 
However, Link has also seen some nerfs. While the removal of hitstun canceling improves his own combo potential, it makes him more susceptible to combos himself and it removes [[momentum canceling]] hindering his endurance especially vertically (although Link does notably benefit from the removal of [[chain grab]]bing). Link also lost access to the advanced techniques he had in ''Brawl'' most notably [[DACUS]] which significantly hinders his approach potential combined with his up smash having more ending lag. He also no longer has access to {{b|Quickdraw|technique}}ing and the removal of [[edge momentum shifting]] has hindered [[Gale Boomerang]]'s utility. As for his more direct nerfs, his overall damage output is lower (although it is higher relative to the cast) with his forward and down smash seeing significant nerfs to their damage and some of his moves have worse overall KO potential due to their alterations such as with down tilt and down aerial. His grab aerial is also worse on stage as while it connects with the strong hit more reliably, it is weaker, launches opponents at a less favorable angle and has more landing lag hindering its use as a spacing tool. Lastly, while his out of shield game has improved due to his faster Spin Attack and the general changes to shields, his [[spot dodge]] is drastically worse going from being one of the best to a very mediocre spot dodge.
 
Ultimately, Link is considerably better than how he was in ''Brawl'' as his buffs are of greater quantity than his nerfs and while most of his direct changes do not greatly benefit him, the changes to the game's mechanics greatly benefit him overall as they improve his combo and KO potential and most importantly, they make his recovery far better fixing one of his main issues in ''Brawl''. Despite this, his other issues including his poor mobility and frame data were not properly addressed and in some cases, worsened and he did see a few notable hindrances from the changes to the game's mechanics. Nevertheless, he is a significantly more effective character relative to the cast and has seen greater tournament results although he still struggles against the higher tiered characters.


===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''SSB4'', Link's overall color scheme is significantly more vibrant, and his hair is of a significantly higher visual quality than in ''Brawl''. Link's hair is also sandy blond instead of blond.}} As a result, other than his hairstyle, his hair color, and the starched appearance of his clothing, his coloration closely resembles his ''Skyward Sword'' incarnation, whom despite being unused in ''Smash'', sports a similar design to his ''Twilight Princess'' incarnation.
*{{change|Link once again appears as his ''Twilight Princess'' incarnation. However, instead of retaining the subdued color scheme that was used in ''Twilight Princess'' and carried over to ''Brawl'', his overall color scheme is, like a number of other characters, now noticeably brighter to appear in line with the more vibrant aesthetics used within ''SSB4''. This is coincidentally similar to Link's appearance in other ''Zelda'' games that used a more colorful aesthetic than ''Twilight Princess''.}}
*{{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|The trail on the Master Sword's blade is now an afterimage-heavy blue blur with white accents, whereas it was a fully blue blur in ''Brawl''.}}
*{{change|Link has a new [[idle pose]]. He now readies his sword-wielding arm by slightly rearing it back while keeping his [[Shield (Link)|Hylian Shield]] in front of himself, instead of twirling the {{s|zeldawiki|Master Sword}} by his side and bringing his shield-wielding arm to his side. Link also always holds his Hylian Shield in front of himself during his other idle poses. However, he will revert to his idle poses from ''Brawl'' while holding a small [[item]].}}
*{{change|Backward roll's animation has changed. It is now based on the backflip used by the {{s|zeldawiki|Hero of Time}}.}}
*{{change|The Master Sword's trail is now sky blue with white accents and produces afterimages, instead of being a sky blue blur.}}
*{{change|The Hylian Shield's metal decals and rim are now silver and polished, instead of gray and tarnished.}}


===Attributes===
===Attributes===
*{{nerf|Link [[walk]]s slower (1.2 → 1.188).}}
*{{nerf|Link's [[Walking|walks]] slightly slower (1.2 → 1.188).}}
*{{buff|Link [[dash]]es faster (1.328 → 1.3944).}}
*{{buff|Link's [[Dashing|dashes]] slightly 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).}}
*{{change|Link's [[rolling|roll]] animations are now based on those of the Link from ''Ocarina of Time''.}}
*{{change|Link's [[gravity]] is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his endurance, makes him more susceptible to combos and reduces the height of his jumps.}}
*{{buff|Link will now flinch when a projectile or bomb explosion hits his Hylian Shield, making his Hylian Shield more reliable when attempting to block multiple projectiles. It will normally block any projectile in front of him, no matter where it is placed or if he is crouching or not and idle poses will no longer render it useless. His shield can now block projectiles even when walking.}}
**{{buff|Despite this, his [[double jump]] is higher.}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 38 → 31).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-17).}}
*{{buff|[[Air dodge]] has decreased startup lag (frame 4 → 3) and ending lag (FAF 50 → 34).}}
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frame 2-20 → 3-18) and has increased ending lag (FAF  23 → 28), no longer being one of the best in the game.}}
*{{buff|Dashing [[item throw]] has significantly less ending lag (FAF 42 → 19), making it the fastest in the game. This slightly improves Link's [[item]]-based zoning potential although he is still usually better off using his [[Glide Toss|DITCIT]].}}
*{{buff|The Hylian Shield now blocks projectiles even while Link is walking. Additionally, it now always protects his front while he is idle, due to his idle poses' updated animations. Lastly, Link now raises the Hylian Shield when a projectile or an explosion hits it. Altogether, these changes significantly improve its reliability.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{nerf|[[Neutral attack]] deals 2% less damage.}}
**{{buff|Neutral attack's first hit has higher base knockback (16 → 35/30). Along with the changes to its angles and the lower knockback on the second hit, this enables the move to connect all its hits more reliably.}}
*{{buff|[[Forward tilt]] has less ending lag.}}
**{{nerf|Neutral attack's first and second hits deal less damage (4% (hit 1)/3% (hit 2) → 2.5% (both)), and the latter also has lower knockback (40 (base), 20 (scaling) → 38/10), hindering its [[jab cancel]]ing ability. The first hit also has more ending lag (FAF 20 → 28) and different angles across its hitboxes ([[Sakurai angle|361°]] → 95°/80°/361°), making [[jab lock]]ing with it much harder combined with its higher base knockback, as only the hitboxes closest to Link and with the lowest ID can do so rather than all of them. While this would improve its jab canceling potential, this is negated by its higher ending lag.}}
*{{buff|[[Dash attack]] is far stronger, to the point that it can KO under 150%. Also, it can hit horizontally, vertically, diagonally or even backwards depending on which hitbox connects.}}
*{{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.}}
*{{nerf|Dash attack has considerably more start up.}}
*[[Forward tilt]]:
*{{buff|[[Up tilt]]'s knockback has been significantly increased, now being able to KO at low percentages.}}
**{{buff|Forward tilt has a longer duration (frames 15-18 → 15-19), decreased ending lag (FAF 40 → 38) and higher knockback (20 (base), 98 (scaling) → 55/82), improving its KO potential near the horizontal blastzone.}}
*{{change|Dash attack now resembles the Jump Attack, a technique used in a number of ''The Legend of Zelda'' games, as it is now a jumping slash rather than a running thrust. It resembles the one used by the Links in ''Twilight Princess'' and ''Skyward Sword'' the most.}}
*[[Down tilt]]:
*{{buff|[[Forward smash]] is stronger, and the second hit can be comboed into from the first hit like Toon Link's.}}
**{{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|Forward smash's second hit has more ending lag.}}
**{{nerf|Down tilt deals less damage (12% → 11%) and its extended hitbox has lower knockback scaling (50 → 30), while its meteor hitbox has a significantly smaller radius (4u/3.5u → 1.5u) and lower knockback (90 (base), 50 (scaling) → 0/62). This worsens the move's KO potential, and renders it nearly useless for edgeguarding even with the removal of [[meteor canceling]], as the meteor hitbox is survivable offstage even at high percents and can no longer hit any character hanging on an edge except for {{SSB4|Charizard}}.}}
*{{nerf|Both hits of forward smash deal less damage (15%/20% → 14%/13%), and the first hit can only KO if it hits close to or at the tip.}}
**{{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|The window of time that the A button can be pressed after the first hit of forward smash in able to activate the second hit has been significantly tightened, leading to less accidental activation of the second hit, but making it so that one cannot use the delay as much in order to hit with the second hit.}}
*[[Dash attack]]:
*{{buff|[[Up smash]]'s final hit deals 1% more damage and deals much more knockback.}}
**{{buff|Link has a new dash attack, the {{s|zeldawiki|Jump Attack}} from ''The Legend of Zelda'' series. Compared to the previous dash attack, it deals more damage (10%/12%/11% → 14%/13%/12%) and has significantly more knockback (30 (base), 80 (scaling) → (70/85/85)/(85/85/77), greatly improving its KO potential.}}
*{{buff|[[Down smash]] is now a powerful [[semi spike]] during the second hit and deals more knockback at the base on the first.}}
**{{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. This improves its spacing potential but hinders its followup potential.}}
*[[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), 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), 90 (scaling) → 85/89), allowing it to KO earlier near edges and with [[rage]], despite its much lower damage.}}
**{{nerf|Forward smash has increased ending lag (FAF 50 (both hits) → 52 (hit 1)/68 (hit 2)), and the second hit deals much less damage (17%/20%/19% → 13%/12%).}}
**{{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]]:
**{{buff|Up smash's last hit deals more damage (10%/9%/8% → 11%/10%/9%) and has more knockback (70 (base), 80 (scaling) → 60/96), improving its KO potential. Its first and second hits have also received several adjustments to their knockback and angles, which alongside the weakening of [[SDI]] enables the move to connect all hits better.}}
**{{nerf|Up smash has more ending lag (FAF 70 → 78), now being the up smash with the slowest interruptibility in the game.}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential.}}
*[[Down smash]]:
**{{buff|Down smash's first hit launches at a higher angle (75° → 78°) and has more knockback (26 (base), 90 (scaling) → 40/88), improving its KO potential.}}
**{{nerf|Down smash's second hit deals less damage (16%/17%/16% → 12%/11%/10%).}}
**{{change|Down smash's second hit is a [[semi-spike]] (75° → 30°) and has higher base knockback, but lower knockback scaling (20 (base), 90 (scaling) → 80/63). Coupled with its lower damage, this hinders its KO potential from center stage, but improves its edgeguarding potential.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|The increased shieldstun benefits neutral aerial and forward aerial, as due to their low landing lag and higher damage (sweetspotted in the case of neutral aerial), they are now safe on shield with properly timed landings.}}
*{{change|[[Neutral aerial]]'s clean hit has been split into two parts: the front half does 11% damage, while the back half does 9% damage. Previously, it did 10% damage overall.}}
*[[Neutral aerial]]:
*{{buff|Neutral aerial's late hits have lower knockback overall and are capable of setting up combos, thanks to its very low ending lag.}}
**{{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|[[Forward aerial]] is much faster and has less ending lag and landing lag.}}
**{{buff|Neutral aerial has a longer duration (frames 7-27 → 7-31).}}
*{{nerf|Forward aerial does less damage (9%/12% → 8%/10%).}}
**{{nerf|Neutral aerial's initial [[auto-cancel]] window is shorter (frames 1-6 → 1-3) and auto-cancels later (frames 32 → 36), no longer auto-canceling in a [[short hop]].}}
*{{buff|[[Back aerial]] comes out much faster.}}
**{{nerf|Neutral aerial has slightly increased landing lag (9 frames → 10).}}
*{{nerf|Back aerial does less damage (11% → 8%).}}
*[[Forward aerial]]:
*{{buff|[[Down aerial]] can [[meteor smash]] during the start of the attack, similar to {{SSBB|Toon Link}}'s in ''Brawl''. Link's down aerial also experiences significantly less ending lag and landing lag, providing him now with a safer attack when bouncing off opponents, and allowing him to recover if falling off the stage.}}
**{{buff|Forward aerial deals more damage (9% (hit 1)/12% (hit 2) 11%/13%), with knockback noticeably increased on the first hit (5 (base), 100 (scaling) → 20/130) and compensated on the second hit (20 (base), 110 (scaling) → 30/100), improving the former's KO potential.}}
*{{nerf|Outside the new meteor smash, down aerial is significantly weaker overall, dealing a maximum of 18% damage as opposed to 22%. The strong hit can KO in the 110-130% range instead of under 75% and is more difficult to land.}}
**{{nerf|Forward aerial has slightly increased landing lag (10 frames → 12). Link's higher gravity also prevents it from auto-canceling in a full hop.}}
*{{buff|[[Up aerial]]'s hitbox is more disjointed, allowing for Link to get in better KOs, as well as being his primary KO move in general. It also has shorter landing lag than before, makes Link's hitbox shorter for a bit, has less ending lag and can even be capable of juggling, all of which improves the move overall.}}
*[[Back aerial]]:
*{{buff|[[Grab aerial]] covers much more distance when used as a [[tether]] and comes out much faster as an attack.}}
**{{nerf|Back aerial deals less damage (4% (hit 1)/7% (hit 2) 3%/5%) hindering its edgeguarding potential and each hit has a shorter duration (frames 6-9 → 6-8 (hit 1), frames 18-23 → 18-22 (hit 2)).}}
*{{nerf|Grab aerial has more landing lag when performed with air dodge + A.}}
***{{buff|The second hit's lower damage and the changes to hitstun canceling turn it into a reliable combo starter, allowing Link to follow up with more back aerials and a reverse [[Spin Attack]].}}
*{{nerf|Grab aerial does less damage (10% 6%).}}
*[[Up aerial]]:
**{{buff|Up aerial launches at a higher angle (80° → 85°) with more knockback scaling (85 → 88), improving its KO potential, and has decreased landing lag (30 → 23 frames). It also has an altered animation where Link leans farther backward while performing the {{s|zeldawiki|Up Thrust}}, improving its range and narrowing his hurtbox while performing the move.}}
*[[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), 80 (scling) → 25/40) against grounded targets, allowing it to combo into the bouncing hit at a wide range of percents, which also deals more damage (8% → 11%). Lastly, the move has significantly decreased landing lag (50 → 32 frames) and increased range below Link (4.2u → 5.5u (early)/6u (clean, late)).}}
**{{nerf|Down aerial deals less damage (22% (clean)/18% (late) → 15% (early, late)/18% (clean)) and has reduced base knockback (40/30 → 30 (clean), 40/50 → 30 (late)). Combined with the aerial early hit meteor smashing and the grounded early hit having much lower knockback and making the clean hit harder to land, this immensely hinders the move's onstage KO potential. The hitbox at the hilt of the Master Sword has also been removed, reducing its range above Link.}}
*[[Grab aerial]]:
**{{buff|Grab aerial has increased range as a [[tether recovery]], significantly improving its recovery potential when combined with the changes to ledges. It also transitions faster as an attack (frames 11-16 (hit 1)/23-24 (hit 2) → frames 12-21/22-23), has less base knockback (60 → 50) and the first hit launches at a lower angle (45° → 35°), which along with its lower damage allows both hits to connect better.}}
**{{nerf|Grab aerial has more startup (frame 11 → 12), deals less damage (4% (hit 1)/6% (hit 2) → 2.5%/4%) and now has 8 frames of landing lag rather than auto-canceling. These changes significantly hinder its safety, spacing and followup potential combined with the first hit's lower angle.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|All grabs have decreased ending lag (FAF 86 (standing)/96 (dash, pivot) → 62 (standing)/66 (dash)/67 (pivot)).}}
*{{buff|[[Grab]] has less startup and far less ending lag.}}
*{{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|Link has a new edge attack based on the Crouch Stab used by the Link from ''Ocarina of Time''.}}
*{{change|{{GameIcon|ssb4-3ds}}Clawshot flies and retracts in a straight line like the Hookshot in ''SSB''. However, this is merely aesthetic.}}
*[[Pummel]]:
**{{buff|Pummel deals slightly more damage (2% → 2.1%).}}
*[[Forward throw]]:
**{{buff|Forward throw has less ending lag (FAF 41 → 36).}}
*[[Down throw]]:
**{{nerf|Down throw deals less damage (4% (throw)/7% (total) → 3%/6%).}}
**{{change|Link releases opponents from down throw one frame later (frame 23 → 24).}}
**{{buff|The hitbox has a longer duration (frame 22 → 22-23). This prevents the hitbox from whiffing against certain characters with certain [[weight]] values.}}
**{{buff|Down throw has decreased knockback scaling (90 → 85) and it launches opponents at a higher angle (110° → 83°). When combined with its lower damage and the changes to hitstun canceling/DI, this significantly improves its combo potential.}}
*[[Edge attack]]:
**{{change|Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Hero of Time.}}
**{{buff|New edge attack has less startup lag compared to the previous fast edge attack (frame 27 → 20).}}
**{{nerf|New edge attack deals less damage compared to the previous edge attacks (8% (fast)/10% (slow) → 7%).}}


===Special moves===
===Special moves===
*[[Hero's Bow]]:
*{{buff|[[Hero's Bow]] charges faster.}}
**{{buff|Hero's Bow charges faster and has increased knockback (7 (base), 50 (scaling) → 10/66), improving its camping potential.}}
*{{buff|[[Gale Boomerang]] has more knockback and now sends opponents at a vertical trajectory, making it much better for follow ups.}}
**{{nerf|{{b|Quickdraw|technique}}ing has been removed, hindering Hero's Bow's utility. Their higher knockback also hinders their locking potential.}}
*{{buff|Link's recovery with [[Spin Attack]] is much better overall, as it needs much less momentum than before and its vertical and horizontal reaches are much higher and farther, respectively, compared to ''Brawl''.}}
*[[Gale Boomerang]]:
*{{change|Spin Attack has a slightly altered animation in which Link spins his sword at subtly different heights. However, it has no obvious change in power or range compared to ''Brawl''.}}
**{{buff|Gale Boomerang has slightly improved setup potential at close range and at low percentages.}}
*{{buff|If a {{b|Bomb|Link}} explodes due to colliding with an opponent, the explosion does not hurt Link.}}
**{{nerf|The removal of [[edge momentum shifting]] (in version [[1.0.8]]) has hindered Gale Boomerang's approach and edgeguarding potential.}}
*{{buff|Bomb fuses are shorter and Link can attack and explode his own bombs in the air after throwing them, improving his Bomb-aided recovery.}}
*[[Spin Attack]]:
*{{buff|Bombs only deal 5% damage at point-blank range, but deal 8% damage when hitting the feet of the opponent.}}
**{{buff|Uncharged Spin Attack deals 2% more damage (12% → 14%) and its front hit has increased knockback scaling (72 (early), 80 (clean/late) → 86 (early/clean)/82 (late)), improving its KO potential. It also has decreased startup lag (frame 11 → 8). Due to consisting of nine hits instead of five, aerial Spin Attack deals 8% more damage (14% → 22%) and its last hit has increased knockback scaling (160 → 200), significantly improving its KO potential. It can now also hit opponents behind Link. Lastly, aerial Spin Attack covers much more distance and Link retains much more momentum upon performing it. This significantly improves its recovery potential.}}
*{{buff|Bombs will absorb blasts from large projectiles such as a fully charged [[Charge Shot]] and [[Aura Sphere]], aiding his defensive and camping options threefold.}}
**{{buff|The weakening of SDI makes aerial Spin Attack significantly more difficult to escape from.}}
*{{nerf|[[Triforce Slash]] does less damage (83% → 60%).}}
**{{nerf|Spin Attack's back hit has decreased knockback. The early and clean hits also have reduced base knockback (68 (early)/55 (clean) → 60/48).}}
 
**{{change|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.}}
===Version exclusives===
*{{b|Bomb|Link}}:
*{{change|In the Wii U version of the game, Bombs are bigger. This does not seem to affect gameplay.}}
**{{change|Bomb deals 1% more damage at Link's feet or an opponent's feet when thrown from the ground (7% → 8%). It also deals consistent damage at Link's feet or an opponent's feet when smash thrown in the air (5%-9% → 9%).}}
*{{change|In the Wii U version of the game prior to 1.0.8, Clawshot, as a grab, will come out shorter and will drop, but end quicker.}}
**{{buff|Bomb no longer damages Link if it explodes by hitting an opponent or another projectile. It also has increased durability. These changes improve its combo potential and safety.}}
*{{change|In the 3DS version, the Clawshot no longer falls to the ground as it retracts, much like the Hookshot in ''SSB''.}}
**{{nerf|Bomb's explosion is now [[absorb]]able.}}
**{{change|Bomb has a shorter fuse, improving its [[Bomb (Link)#Bomb recovery|recovery]] potential, but hindering its [[mindgame]] potential.}}
**{{change|{{GameIcon|ssb4-u}}Bomb is slightly larger. However, this is merely aesthetic.}}
*[[Triforce Slash]]:
**{{nerf|Triforce Slash deals much less damage (83% → 60%).}}


==Update history==
==Update history==
Link has been heavily buffed via game updates. In update [[1.0.4]], the knockback of the first hit of his forward smash was lowered, allowing it to connect better into the second hit. In update [[1.0.6]] though, he received a mix of buffs and nerfs, which hindered his KO and damage racking potentials, but improved his range and combo game. However, update 1.0.8 brought Link significant buffs in the form of a much more effective grab game and better KOing options, the latter of which helped mitigate the nerfs to his KOing potential that update 1.0.6 brought. In update [[1.1.0]], his grab game was buffed by slightly decreasing the start-up lag of his dash and pivot grabs.
'''{{GameIcon|ssb4-3ds}} 1.0.4'''
 
*{{change|The non-tip of the first hit of forward smash has significantly reduced base knockback (60 → 47). This causes it to more easily set up the second hit, but in turn reduces its KOing ability even further.}}
Updates [[1.1.3]] and [[1.1.5]] also brought several buffs, which further increased his already high KO potential. Lastly, he was indirectly buffed due to the changes on the shield mechanics in updates 1.1.0 and [[1.1.1]], as the increased [[shieldstun]] and the fact that [[hitlag]] modifiers now apply on shielding opponents improve Link's close-range game by making his moves safer on shield. Altogether, these buffs have resulted in Link being viewed as a better character than how he was in ''Brawl'' and even better than during the initial release of ''SSB4'', much like {{SSB4|Samus}}.
 
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Link}}


'''{{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.}}
*{{change|[[Quickfire Bow]] and Power Bow have been changed to match how they function in the Wii U version. The Quickfire Bow charges, comes out and ends faster, while the Power Bow is the opposite.}}
*{{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.}}
**{{nerf|As a result, Power Bow's start-up lag and endlag were dramatically increased. Before, it charged around the same speed as his normal Hero's Bow; now it is one of the slowest charging specials in the game.}}
**{{buff|Conversely, Quickfire Bow's start-up lag and endlag were heavily decreased. This allows it to have better zoning potential and allows Link to more properly keep opponents in check.}}
 
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{nerf|Neutral attack's first hit's has considerably higher ending lag (FAF 20 → 28), significantly hindering its safety and its jab canceling potential.}}
*{{buff|Dash attack has less startup lag (frame 21 → 20).}}
*{{nerf|Dash attack's near hit deals less damage (13% → 12%) and has lower knockback scaling (78 → 72), hindering its KO potential.}}
*{{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.}}
*{{change|Down tilt's hitboxes are now static, rather than being attached to Link's sword/body.}}
*{{change|Down tilt's main hitbox now uses one extended hitbox which covers Link's sword rather than two standard hitboxes.}}
*{{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.}}
*{{nerf|Down tilt's main hitbox has lower knockback scaling (50 → 30), hindering its KO potential.}}
**{{buff|However, this also improves its combo potential at lower percents.}}
*{{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.}}
*{{nerf|Down tilt's meteor smash hitbox has dramatically reduced knockback (90 (base), 50 (scaling) → 0/62), making it immensely weaker.}}
*{{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]]'''
*{{buff|Down tilt has less startup lag (frame 13 → 11) with its total duration subsequently reduced (FAF 32 → 30).}}
*{{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|Link's 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|Forward throw has less ending lag decreased (FAF 41 → 36).}}
*{{nerf|Down throw deals 1% less damage (4% (throw)/7% (total) → 3%/6%) and has lower knockback scaling (90 → 85).}}
*{{buff|Down throw launches opponents at a higher angle (110° → 83°). When combined with its reduced knockback, this significantly improves its combo 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|Grounded Shocking Spin Attack's mid hit has higher knockback scaling (80 → 82), improving its KO potential.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} 1.0.6'''
*{{buff|Dash and pivot grabs' start-up lag decreased (frame 15 (dash)/frame 16 (pivot) → 14/15).}}
*{{buff|[[Spin Attack]] comes out 3 frames sooner, ends 4 frames sooner, KOs 17% earlier, and has increased damage when uncharged|12%|14%.}}
*{{change|Spin Attack's hitbox placements adjusted.}}
*{{nerf|The back half of Spin Attack KOs 19% later.}}
*{{change|Spin Attack and Shocking Spin Attack hitbox 2 Z-offset: 6.6 → 7}}
*{{nerf|First hit of jab lasts 27 frames instead of 19 and no longer has any [[IASA]] frames, removing his "Jab Cancel Death Combo".}}[https://www.youtube.com/watch?v=10sepuQSpds]
*{{nerf|[[Up throw]] has less KOing potential.}}
*{{nerf|Dash attack damage (non-tip)|13%|12%.}}
*{{nerf|Dash attack knockback growth|78|72}}
*{{buff|Dash attack's hitbox comes out sooner|frame 21|frame 20.}}
*{{nerf|Down tilt's knockback growth has been drastically reduced and no longer [[meteor smash]]es characters hanging on a ledge except for {{SSB4|Charizard}}.}}
*{{buff|Up smash has slightly reduced startup|frame 25|frame 24.}}
*{{change|Forward smash 1 sourspot given altered position.}}
*{{change|Portions of forward smash made irreversible.}}
*{{buff|Hylian Shield now blocks [[Blaster]] shots.}}
*{{buff|Down air's reach has increased by 50%.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} 1.0.8'''
*{{buff|Shocking Spin deals more damage (14%/9%/7%/5% → 16%/11%/8%/6%) and it received an additional hitbox that deals 14%.}}
*{{Change|Down tilt comes out faster, but does less knockback and damage|12%|11%.}}
*{{Buff|Up Smash links better now, with all three hits hitting when the attack connects. The first two hits, instead of stunning the opponent, now drag them toward Link.}}
*{{Buff|{{GameIcon|ssb4-u}}Link's grab range has been doubled in terms of Clawshot length and grab distance. It also grabs just before the Clawshot droops back down to the ground. Speed is up by a mere two frames on an idle grab. This makes the Clawshot's behavior identical to 3DS.}}
*{{Buff|Standing grab, dash grab and pivot grab all have less endlag.}}
*{{Buff|Link's down throw trajectory is reduced: |110°|83°, which allows for better follow ups and juggling.}}
*{{change|Down throw second hit deals slightly less damage|4%|3%, though this causes the knockback to be lower which allows for better follow ups and juggling.}}
*{{Buff|[[Spin Attack]] knockback growth (stages 1-3)|84/80/80|85/85/82}}
*{{Buff|Shocking Spin Attack stage 2 knockback growth|80|82}}


'''{{GameIcon|ssb4}} [[1.1.3]]'''
'''{{GameIcon|ssb4}} 1.1.0'''
{{UpdateList/1.1.3|char=Link}}
*{{change|Spin attack's hitbox placements adjusted.}}
 
*{{buff|Dash grab and pivot grab both 1 frame faster.}}
'''{{GameIcon|ssb4}} [[1.1.5]]'''
{{UpdateList/1.1.5|char=Link}}


==Moveset==
==Moveset==
''For a gallery of Link's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Stab ({{ja|突き|Tsuki}})
|neutralname=&nbsp;
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2.5%
|neutral2dmg=2.5%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. Has slow startup for a jab, but its second hit can be [[jab cancel]]ed, with notable followups including down tilt, a grab, or [[Spin Attack]], and its third hit is a [[semi-spike]] with high base knockback, making it useful for [[tech-chasing]] and forcing opponents near edges offstage. It is based on the final series of strikes that the {{s|zeldawiki|Hero of Time}} deals to [[Ganondorf|Ganon]] in ''The Legend of Zelda: Ocarina of Time''.
|neutraldesc=A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. Loosely based the final blow that the Link from ''Ocarina of Time'' dealt to Ganon. Is a [[natural combo]] with fast startup and little knockback.
|ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltname=&nbsp;
|ftiltdmg=13%
|ftiltdmg=13%
|ftiltdesc=A lunging downward slash. It is tied with {{SSB4|Olimar}} for the second slowest startup of any forward tilt in the game (at frame 15), but has long range, can hit opponents above Link, and deals high knockback for a tilt attack, while having only average ending lag that makes it safe on shield if spaced properly. This attack resembles the [[zeldawiki:Targeting|Z-Targeting]] slash used by Link from ''The Legend of Zelda: Ocarina of Time''.
|ftiltdesc=An overhand sword swing with moderate startup but high knockback.
|utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu Kiri}})
|utiltname=&nbsp;
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=An overhead arcing slash. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and decent KO potential at high percentages.
|utiltdesc=A half-moon slice above Link's head. Has good juggling capabilities at low percentages, great combo potential at medium percentages and decent KOing potential at somewhat higher percentages.
|dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|dtiltname=&nbsp;
|dtiltdmg=11%
|dtiltdmg=11%
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt, but low ending lag with vertical knockback, granting it combo potential into aerials (most notably forward aerial, dealing 35% if both hits connect) and making it safe on shield with proper spacing. It also has a hitbox close to the tip of the Master Sword that [[meteor smash]]es aerial opponents, but deals weak knockback. It is also very difficult to land due to its small size and lower priority than the other hitboxes, leaving it unable to hit characters hanging on an edge except for {{SSB4|Charizard}}.
|dtiltdesc=A low-angled sword swipe across the ground with vertical knockback. [[Meteor smash]]es opponents (except those hanging on the ledges as of update 1.0.6) in contact with the base of the sword to Link's arm. Has great combo potential and is sometimes safe on block due to its fast startup and ending lag.
|dashname=Jump Slash ({{ja|ジャンプ斬り|Janpu Giri}})
|dashname=&nbsp;
|dashdmg=14% (tip), 13% (middle), 12% (base)
|dashdmg=14% (tip), 12% (non-tip)
|dashdesc=The {{s|zeldawiki|Jump Attack}}. It is the second strongest dash attack in the game without knockback modifications, only behind {{SSB4|King Dedede}}'s, KOing at around 110% from center stage when sweetspotted. However, it also has the second slowest startup of them (at frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly.
|dashdesc=The Jump Attack, a leaping downward slash used by the Link from ''Ocarina of Time''. Deals horizontal knockback when tipped and vertical knockback when hit close, and will KO at early percents.
|fsmashcount=2
|fsmashcount=2
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip)
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip)
|fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip)
|fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip)
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Conversely, the second hit deals more consistent damage overall and is relatively powerful, but has heavy ending lag.
|fsmashdesc=Link lunges forward with a wide sword swing in front of him, dealing good damage and knockback when tipped. The base of his sword has extremely little knockback, designed to [[Natural combo|naturally combo]] into an optional second hit: a sword swing with greater KO power.
|usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}}/{{ChargedSmashDmgSSB4|9}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}}/{{ChargedSmashDmgSSB4|9}} (hit 3)
|usmashdesc=A series of three overhead arcing slashes, the last one which launches opponents away. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword.
|usmashdesc=Three half-moon sword swings above Link's head, which the first two slashes combo naturally into each other, and the third finishes off. Has great KO potential at higher percentages.
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|16}}/{{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|16}}/{{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}} (hit 2)
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory while dealing more damage the closer the opponent is to Link, and can KO at around 100% uncharged with the strongest hitbox. Conversely, the second hit is a semi-spike with high base knockback that deals more damage at farther range, but is weaker than the first hit.
|dsmashdesc=A low slash in front and then behind Link. First hit sends opponents at a vertical trajectory while having slightly increased damage and knockback the closer one is to Link. Second hit is a powerful semi-spike with slightly increased damage and knockback on his blade.
|nairname=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|nairname=&nbsp;
|nairdmg=11% (clean, foot), 9% (clean, leg), 6% (late)
|nairdmg=11%/9% (clean), 6% (late)
|nairdesc=A flying kick. It is a [[sex kick]] with relatively fast startup and low ending and [[landing lag]]. One of Link's most useful moves overall, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents.
|nairdesc=Link performs a flying kick. Acts as a [[sex kick]] with relatively fast startup and little landing lag. Deals more damage closer to his boot, as well as more knockback during the first few frames of hit.
|fairname=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}})
|fairname=&nbsp;
|fairdmg=11% (hit 1), 13% (hit 2)
|fairdmg=8% (hit 1), 10% (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=Swings his sword twice while spinning 360˚. While the second hit has more knockback, it is inconvenient to use, as it can only be landed if the first hit misses.
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairname=&nbsp;
|bairdmg=3% (hit 1), 5% (hit 2)
|bairdmg=3% (hit 1), 5% (hit 2)
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very low ending and landing lag, allowing it to combo into itself at low percents, which can be further followed up by a reverse Spin Attack. However, it is one of his least damaging attacks, and the weakest back aerial in the game, as it is unable to KO from center stage even during [[Sudden Death]].
|bairdesc=Two back kicks. The have very little landing lag, but deal low damage.
|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 Up Thrust, a leaping upward thrust used by the Link from ''Zelda II: The Adventure of Link''. It has moderate landing lag unless used alongside a full hop.
|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)
|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 Down Thrust, a leaping downward thrust used by the Links in ''The Adventure of Link'', ''Four Swords'', ''Four Swords Adventures'' and ''The Minish Cap''. It's possible for Link to "bounce" on opponents into a second hit. The early hit is a powerful [[meteor smash]]. If the strong non-meteor hitbox lands, it results in considerable knockback being capable of KOing under 130%. However, it is difficult to land a strong non-meteor hitbox than the meteor hitbox, as it requires Link to hit with the rising hilt on startup, or immediately after the initial meteor hit, but before the weak hit.  
|zairname=Midair [[Clawshot]] ({{ja|空中クローショット|Kūchū Kurōshotto}})
|zairname=&nbsp;
|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 [[Clawshot]] forward in the air with great range and no landing lag. Link can cancel his [[air dodge]] at any point via his tether, however it will not cancel the landing lag suffered from the dodge. The Clawshot also serves as a [[tether recovery]] that auto-snaps the ledge, covering great horizontal distance.
|grabname=Clawshot ({{ja|クローショット|Kurōshotto}})
|grabname=&nbsp;
|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=Link fires his Clawshot forwards. In {{for3ds}}, the chain snaps straight back once fully extended, like the Hookshot from ''Super Smash Bros.''; in {{forwiiu}}, the chain drags on the ground as it does in ''Melee'' and ''Brawl''.
|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummelname=&nbsp;
|pummeldmg=2.1%
|pummeldmg=2.1%
|pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel.
|pummeldesc=Hits the opponent with the hilt of the Master Sword. A fairly fast pummel.
|fthrowname=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}})
|fthrowname=&nbsp;
|fthrowdmg=3% (hit 1), 4% (throw)
|fthrowdmg=3% (hit 1), 4% (throw)
|fthrowdesc=A front kick. Has little utility beyond launching opponents offstage, due to its weak power.
|fthrowdesc=Link releases the opponent from his [[pummel]] and front kicks them away.
|bthrowname=Back Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}})
|bthrowname=&nbsp;
|bthrowdmg=3% (hit 1), 4% (throw)
|bthrowdmg=3% (hit 1), 4% (hit 2)
|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=Link takes his opponent behind him and back kicks them away.
|uthrowname=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}})
|uthrowname=&nbsp;
|uthrowdmg=5%/4% (hit 1), 2% (throw)
|uthrowdmg=5%/4% (hit 1), 2% (throw)
|uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]]. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot.
|uthrowdesc=Link raises the opponent above him and slashes upward.
|dthrowname=Elbow Strike ({{ja|ヒジ打ち|Hiji Uchi}})
|dthrowname=&nbsp;
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdmg=3% (hit 1), 4% (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=Link drops the opponent onto the ground and elbow drops them. It can combo reliably into his up tilt.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Slashes in front of himself and then behind himself.
|floorfdesc=Does two slashes front and back.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Slashes in front of himself and then behind himself.
|floorbdesc=Does another two slashes front and back.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Slashes in front of himself and then behind himself.
|floortdesc=Essentially the same as his other two floor attacks.
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''.
|edgedesc=Stabs forwards while climbing up.
|nsdefname=Hero's Bow
|nsdefname=Hero's Bow
|nsdefdmg=4% (uncharged), 12% (fully charged)
|nsdefdmg=4%-12%
|nsdefdesc=Wields his [[zeldawiki:Bow|Hero's Bow]] and fires an {{s|zeldawiki|arrow}} forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for [[gimp]]ing recoveries and pressuring opponents from afar.
|nsdefdesc=Link equips his bow, with the arrows serving as projectiles. Charging increases the speed, distance and damage dealt by an arrow.
|nsc1name=Power Bow
|nsc1name=Power Bow
|nsc1dmg=4% (uncharged), 20% (fully charged)
|nsc1dmg=4%-20%
|nsc1desc=The arrow has considerable knockback when fully charged, to the point of KOing at medium to high percentages. However, this comes at the cost of heavily increasing the charge time of the move. Additionally, uncharged or partially charged arrows have extremely short ranges and low power, as they drop near Link's feet.
|nsc1desc=At the cost of heavily increasing the charge time of the move, the arrows deal very heavy knockback when fully charged, enough to KO at medium high percents. Uncharged or half-charged arrows have extremely limited range and power, dropping near Link's feet with no charging.
|nsc2name=Quickfire Bow
|nsc2name=Quickfire Bow
|nsc2dmg=4% (uncharged), 8% (fully charged)
|nsc2dmg=4%-8%
|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=Shoots [[magic|magical]] arrows that charge quickly and travel in a straight line. Decently [[spam|spammable]], but with low range and damage.
|ssdefname=Gale Boomerang
|ssdefname=Gale Boomerang
|ssdefdmg=7% (near), 5% (middle), (far/return)
|ssdefdmg=7% (near), 5% (middle), 0% (far/return)
|ssdefdesc=Throws the {{s|zeldawiki|Gale Boomerang}}, which flies forward and then returns to Link. It damages opponents as it flies away and [[Windbox#Pulling attacks|pulls]] opponents toward him during its return. It can be angled up or down, while a [[Item throw#Directions and strength|smash throw]] (which is similar to when performing the input for a smash attack) increases the distance it can travel. Unlike [[Boomerang]], a [[reflection|reflected]] Gale Boomerang is not threatening to Link, as it will only fly past him with its non-damaging windbox. It has set-up potential, albeit only at close range and at low percentages.
|ssdefdesc=A projectile which damages opponents as it flies away and drags opponents towards Link during its return. Can be angled up or down. A "smash throw" (similar to performing a smash attack) increases the distance the boomerang can travel.
|ssc1name=Boomerang
|ssc1name=Boomerang
|ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return)
|ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return)
|ssc1desc=Functions [[Boomerang|like his ancestor's Boomerang in ''SSB'' and ''Melee'']], dealing more damage and damaging opponents upon returning. It can also be aimed easier, but deals less knockback.
|ssc1desc=Behaves like the Boomerang from both ''SSB'' and ''Melee'', which deals damage both when the boomerang is thrown and when it returns. It has less knockback, but can be aimed easier.
|ssc2name=Ripping Boomerang
|ssc2name=Ripping Boomerang
|ssc2dmg=4% (near), 2% (middle), 1.5% (far), 0.7% (return)
|ssc2dmg=4% (near), 2% (middle), 1.5% (far), 0.7% (return)
|ssc2desc=Has much shorter range and deals less damage, but hits multiple times and [[stun]]s the opponent, which makes it ideal for set-ups.
|ssc2desc=Travels across a much shorter range than the Gale Boomerang, but also deals multiple hits of low damage and adds a stunning effect to the opponents. Great for setting up combos.
|usdefname=Spin Attack
|usdefname=Spin Attack
|usdefdmg=14%/12%/9%/7% (grounded, blade), 11.2%/9.6%/7.2%/5.6% (grounded, tip), 4% (aerial hit 1), 2% (aerial hits 2-8), 4% (aerial hit 9)
|usdefdmg=12%/9%/7%/5% (ground), 4% (air hit 1), 2% (air hits 2-8), 4% (air hit 9)
|usdefdesc=[[zeldawiki:Spin Attack|A spinning, outward slash]]. Much like in the ''The Legend of Zelda'' series, it is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance, but minimal horizontal distance. The grounded version is a fast [[out of shield]] option and decays on damage over time, KOing at around 120% uncharged with the strongest hit, while the aerial version deals up to 9 hits, but usually only connects 5 hits against opponents in front of Link.
|usdefdesc=This move functions differently when grounded and airborne; an aerial Spin Attack is used as recovery which grants Link great vertical distance. Hits 8 times in the air. A grounded Spin Attack is akin to most ''Zelda'' games, and functions similarly to a smash attack with great knockback.
|usc1name=Shocking Spin
|usc1name=Shocking Spin
|usc1dmg=16%/11%/12%/8%/6% (grounded), 4% (aerial hit 1), 1% (aerial hits 2-4), 6% (aerial hit 5), 14% (additional hitbox)
|usc1dmg=14%/9%/7%/5% (ground), 4% (air hit 1), 1% (air hits 2-4), 6% (air hit 5)
|usc1desc=An [[electric]]al version that deals more damage and knockback. However, it grants much less distance and has poor horizontal momentum, making it function very similarly to how Spin Attack functioned in ''SSB'' and ''Brawl''. The aerial version can semi-spike, but cannot hit backwards.
|usc1desc=A much more powerful [[electric]] version of the Spin Attack that has enough power to KO around the 90% range. The downside is that Link's recovery is much shorter and has poor horizontal motion, almost like how his Spin Attack functioned in ''Brawl''. The aerial version can semi-spike, but cannot hit backwards.
|usc2name=Whirling Leap
|usc2name=Whirling Leap
|usc2dmg=
|usc2dmg=0%
|usc2desc=Deals no damage, but grants even greater vertical and horizontal distance, to the point that Link can perform multiple left and right movements without relying on momentum. The grounded version also makes Link leap into the air.
|usc2desc=A special type of Spin Attack that can only be used as a recovery move. It produces no hits and thus, no damage whatsoever, but actually travels much higher and much further than the normal recovery, even to the point of not relying on momentum and performing multiple left and right movements.
|dsdefname=Bomb
|dsdefname=Bomb
|dspage=Bomb (Link)
|dspage=Bomb (Link)
|dsdefdmg=5% (explosion center), 9% (explosion outlines)
|dsdefdmg=5% (upper body), 8% (feet), 9% (down smash aerial, feet)
|dsdefdesc=Pulls out a {{s|zeldawiki|Bomb}}. It explodes 3.66 seconds (220 frames) after being pulled out, or upon contact with a surface, an attack, or an opponent. The explosion can hurt Link unless it hits an opponent first. When used skillfully, [[Bomb (Link)#Bomb recovery|the explosion can remove Link from helplessness]] and thus allow him to perform an extra Spin Attack, improving his recovery.
|dsdefdesc=An item based [[projectile]] Link pulls out. On contact with a surface, it detonates, dealing damage to opponents and can hurt Link as well (though the bombs do not cause damage to Link if the explosion hits an opponent). The explosion can grant him an extra Spin Attack if used skillfully. An odd function is that it will deal 8% damage when it hits the feet.
|dsc1name=Giant Bomb
|dsc1name=Giant Bomb
|dsc1dmg=7%-8% (center), 10%-11% (outlines)
|dsc1dmg=8%-10%
|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 huge explosion hitbox, which deal more damage and knockback. However, they cannot blow up when thrown at the opponent, and blow up based on time or an attack. They deal damage based on range.
|dsc2name=Meteor Bomb
|dsc2name=Meteor Bomb
|dsc2dmg=5%
|dsc2dmg=5%
|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=Weaker bombs with a noticeably short fuse. However, they meteor smash anyone hit by them with moderate knockback, which can affect Link as well if a bomb detonates in his hand. On the ground, it will halt opponents in their tracks, giving considerable stun. It is not practical for recoveries in any way, as the bombs simply meteor smash Link, though it allows him to survive vertical KOs longer with luck.
|fsname=Triforce Slash
|fsname=Triforce Slash
|fsdmg=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdmg=1% (first hit), 3% (hits 2-15), 2% (hit 16), 15% (hit 17)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit.
|fsdesc=|fsdesc=Link sends out a beam of light from the Triforce of Courage symbol on the back of his hand to stun enemies in front of him. If the beam comes in contact with an enemy, Link dashes forward and slashes them repeatedly while they are trapped in a Triforce-shaped energy field, with the last hit being a powerful stab and launching the trapped enemies away.
}}
}}


===Stats===
===[[Taunt]]s===
{{Attributes
*'''Up Taunt''':  Swings his sword twice and twirls the sword before sheathing it. Similar to his ''Twilight Princess'' victory pose, which he performs after defeating a boss, learning a hidden sword technique, or sheathing his sword upon the defeat of harder-to-defeat enemies.
|cast = 58
*'''Side Taunt''': Link takes out a fairy that appears similar to Navi from ''Ocarina of Time''. The fairy then proceeds to fly around as Link watches it until it returns to his pocket.
|weight = 104
*'''Down Taunt''': Link pulls in his right knee and draws his sword back behind his head in a threatening battle pose. It originates from ''[[Super Smash Bros.]]'' and may be loosely based on the attacking pose used by the Link from ''The Adventure of Link''.
|rweight = 11-13
 
|dash = 1.3
===Idle Poses===
|rdash = 49-55
*Takes a battle ready stance.
|run = 1.3944
*Looks behind himself.
|rrun = 50
====On-Screen Appearance====
|walk = 1.188
Small whirlwinds appear on the battlefield, from which Link appears. Link then proceeds to equip the Master Sword and Hylian Shield.
|rwalk = 19-20
|trac = 0.064
|rtrac = 12-13
|airfric = 0.0038
|rairfric = 55-56
|air = 0.88
|rair = 52-53
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.04
|raddaccel = 46-53
|gravity = 0.096
|rgravity = 19-20
|fall = 1.6
|rfall = 24-27
|ff = 3.04
|rff = 3
|jumpsquat = 7
|rjumpsquat = 52-57
|jumpheight = 27.799999
|rjumpheight = 52
|shorthop = 13.380496
|rshorthop = 50
|djump = 29
|rdjump = 46
}}


===[[Announcer]] call===
====Victory Fanfare====
{{audio|Needs announcer calls from other languages.}}
A flourished remix directly from ''Brawl''. It is a remix of the tune that will play when Link obtained a Triforce Piece in ''The Legend of Zelda'' for the Nintendo Entertainment System. It is shared with {{SSB4|Zelda}}, {{SSB4|Sheik}}, {{SSB4|Ganondorf}}, and {{SSB4|Toon Link}}.
<gallery>
<gallery>
Link English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
ZeldaUniverseTheme.ogg
</gallery>
</gallery>


===[[On-screen appearance]]===
====Victory Poses====
{{appearance
<gallery>
|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]]''.
File:LinkPose1WiiU.png
|char=Link
File:LinkPose2WiiU.png
|game=SSB4}}
File:LinkPose3WiiU.png
</gallery>
*Link stabs his sword fowards, holds it up to his face, then thrusts it to the sky while yelling "EH-AH!".
*Three swipes with his sword and looks to the right. (His "character chosen" animation in ''Super Smash Bros.'', but ends with him facing a different direction.)
*Swipes his sword once, spins it behind his head, then sheaths it. This is based on his special sheathing animation in ''Twilight Princess'' which occurs if he puts away his sword immediately after defeating an enemy. Link does a similar thing during his up taunt.


===[[Taunt]]s===
==In [[Competitive play|Competitive Play]]==
{{Taunt/SSB4
|char=Link
|desc-up=Swings the Master Sword twice and twirls it behind him before sheathing it. It is very similar to his victory pose in ''Twilight Princess'', which he performs after learning a {{s|zeldawiki|Hidden Skill}} or defeating a boss/particularly difficult enemies.
|desc-side=Link takes out a {{s|zeldawiki|fairy}} from his pocket, which proceeds to fly around him as he watches it until it returns to his pocket. While the fairy's design is based on the fairy cursor seen in the Wii version of ''Twilight Princess'', it could also be a reference to {{s|zeldawiki|Navi}}, the fairy companion of the Link from ''Ocarina of Time''.
|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
|desc-1=Assumes a battle ready stance.
|desc-2=Looks behind himself.
|image-1=LinkIdlePose1WiiU.jpg
|image-2=LinkIdlePose2WiiU.jpg}}
 
===[[Crowd cheer]]===
{{Crowd
|char=Link
|game=SSB4
|desc-us=Link! Link! Link!
|desc-jp=Rin-ku!
|pitch-us=Group chant
|pitch-jp=Group chant}}
 
===[[Victory pose]]s===
{{Victory/SSB4
|victory-theme=ZeldaUniverseTheme.ogg
|victory-desc=An orchestral remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''[[zeldawiki:The Legend of Zelda (Game)|The Legend of Zelda]]'' and has since become the main theme of ''The Legend of Zelda'' series.
|desc-1=Swings the Master Sword three times and then looks to the right. It is based on his "character chosen" animation in ''SSB'', albeit ending with him facing a different direction.
|desc-2=Swings the Master Sword once, twirls it behind his head, then sheathes it while looking at the camera. Like his up taunt, it is based on his victory pose from ''Twilight Princess''.
|desc-3=Thrusts the Master Sword forward, holds it up to his face, then thrusts it upward while emitting a {{s|wikipedia|kiai}}.
|char=Link}}
 
==In [[competitive play]]==
===Tier placement and history===
Since ''SSB4''{{'}}s release, Link's nimbler mobility, stronger projectile game, higher power and improved range saw him perceived as noticeably better than his appearance in ''Brawl'' and, according to some players, a mid-tier character like [[Link (SSBM)|his ancestor was in ''Melee'']]. However, opinions on Link started to decline in light of more developed metagames and higher popularity of certain other characters, whereas Link's representation in competitive play remained rather poor. This culminated in him being ranked 42nd on the first [[tier list]].
 
Opinions on Link, however, started to improve after certain respectable placings by dedicated mains, such as {{Sm|Izaw}} and {{Sm|Scizor}}. This resulted in him being ranked 43rd on the second tier list, after the inclusion of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}. Thanks to {{Sm|T}} notably achieving strong results with Link after the second tier list, Link was ranked 39th on the third tier list. This resulted in him being reassessed as a mid-tier character, while his placement itself was also very similar to his ancestor's in ''Melee''.
 
After T placed 3rd at [[2GGC: Civil War]], one of the most competitive tournaments in ''SSB4''{{'}}s lifespan, Link's perception has further improved, to the point that he is viewed as deserving to be in the upper portion of the mid-tier. This has been reflected in the fourth and current tier list, in which Link is ranked 31st.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 447: Line 278:
|set10=3211
|set10=3211
}}
}}
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Izaw|Sweden}}
*{{Sm|JustTheTip|USA}}
*{{Sm|Lythero|UK}}
*{{Sm|Nobu|Japan}}
*{{Sm|HyruleHero|USA}}


''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.''
==In [[Event Match]]es==
 
===Solo Events===
''See also: [[:Category:Link players (SSB4)]]''
*'''[[A Fated Battle]]''': Link must fight {{SSB4|Ganondorf}} in a 2 stock battle. If the battle lasts through the third portion, two [[Dark Link]]s will appear.
 
*'''[[All-Star Battle: Regulars]]''': Link is one of the opponents fought in this event. All opponents are starter characters from the original ''[[Super Smash Bros.]]'' game.
*{{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.
*'''[[Princess Punch-Up!]]''': Link serves as an ally in a 1 stock battle against {{SSB4|Peach}} and {{SSB4|Mario}}.
*{{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}}.
*'''[[The Demon King and the Goddess]]''': {{SSB4|Ganondorf}} must initially defeat a team of Link and {{SSB4|Zelda}}. After the two are defeated or some time has passed, Giant {{SSB4|Palutena}} appears and the player must defeat her as well.
*{{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}}.
*'''[[The Ultimate Swordsman]]''': Link is one of the fighters {{SSB4|Ike}} must defeat. All opponents wield swords.
*{{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}}.
===Co-op Events===
*{{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]].
*'''[[A Fairy Nice Trip]]''': Link and {{SSB4|Pac-Man}} must survive against 4 {{SSB4|Kirby}}s until the stage reaches Fairy-Land.  
*{{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''.
*'''[[Final Battle Team-Up]]''': Link (in his dark [[alternate costume]]) is one of the opponents that two players fight in this event. All opponents are antagonists in their respective universes.
 
==In Solo Modes==
===[[All-Star Mode]]===
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===
====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.
*'''[[The Ultimate Battle]]''': Two players choose a character and must defeat the entire roster.
===[[Congratulations screen]]s===
<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]]==
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
|name=Link
|image-3ds=LinkTrophy3DS.png
|image-wiiu=LinkTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=Green clothes? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. Jeez, just how much stuff can Link carry?
|desc-wiiu-ntsc=Green tunic? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. Jeez, just how much stuff can Link carry?
|desc-pal=Green clothes? Pointy hat? Yep, it's Link all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs and boomerang will spice up any battle. He's even brought his Clawshot to make light work of grabbing enemies and hanging from edges. The hero of Hyrule is really kitted out for a brawl!
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=04/1992}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=09/1992}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Link (Alt.)
|image-3ds=LinkAltTrophy3DS.png
|image-wiiu=LinkAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=If Link was on a desert island and could only pick one item, it'd be his powerful sword. This weapon is key to his down-air attack, a move with great launching potential and the ability to strike twice. He can also strike twice with his side smash—the second blow deals more damage and launches harder.
|desc-wiiu-ntsc=If Link was on a desert island and could take only one item, it'd be the Master Sword. This weapon is key to his down air attack, a move with great launching potential and the ability to strike twice. He can also strike twice with his side smash—the second blow deals more damage and launches farther.
|desc-pal=Of all of his weapons, Link's sword may be the most lethal. His down air attack has incredible launching power. What's more, he'll bounce up afterwards, allowing for a follow-up strike. His side smash can also be followed up with a more powerful second blow that sends foes flying – just press the button again straight away.
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=04/1992}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=09/1992}}
}}
{{clrl}}
{{Trophy/Fighter
|name=Triforce Slash (Link)
|image=TriforceSlashLinkTrophyWiiU.png
|desc-ntsc=Link makes use of the Triforce of Courage to trap foes, and then he launches a 16-blow combo. The final, mighty blow has the power to launch opponents off the stage. When Link prepares the attack, the ray of light he emits must strike a rival, or the attack will fail. Shielding will do nothing to stop this powerful attack.
|desc-pal=Link traps a foe in mid-air with the power of the Triforce of Courage, then delivers a 16-strike sword combo. The final strike has formidable launching power. If the ray of light at the start of the attack doesn't hit, the whole thing ends there. Helpfully, though, the ray of light's range and speed are incredible, and shields won't block it.
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Link|Alternate costumes]]==
==[[Alternate costume (SSB4)#Link|Alternate costumes]]==
Line 542: Line 311:
|{{Head|Link|g=SSB4|s=50px|cl=Grey}}
|{{Head|Link|g=SSB4|s=50px|cl=Grey}}
|}
|}
==Trophies==
:'''Link'''
::{{flag|ntsc}} ''Green clothes? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. Jeez, just how much stuff can Link carry?''
::{{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>
LinkTrophy3DS1.png|Classic (3DS)
LinkTrophy3DS2.png|Alt. (3DS)
LinkTrophyWiiU.png|Classic (Wii U)
LinkAltTrophyWiiU.png|Alt. (Wii U)
TriforceSlashLinkTrophyWiiU.png|[[Triforce Slash]]
</gallery>
</center>


==Gallery==
==Gallery==
Line 547: Line 348:
Link Direct.png|Link in the Nintendo Direct from April 8th, 2014.
Link Direct.png|Link in the Nintendo Direct from April 8th, 2014.
Link amiibo.png|Link's [[amiibo]].
Link amiibo.png|Link's [[amiibo]].
LinkWiiUVersionE32013.png|Link's appearance in {{forwiiu}}.
LinkWiiUVersionE32013.png|Link's appearance in ''Super Smash Bros. for Wii U''.
Link3DS.jpg|Link's appearance in {{for3ds}}.
Link3DS.jpg|Link's appearance in ''Super Smash Bros. for Nintendo 3DS''.
LinkUpSpecialWiiU.png|Using [[Spin Attack]] on {{SSB4|Mario}} in ''Super Smash Bros. for Wii U''.
LinkUpSpecialWiiU.png|Link's [[up special]] in the Wii U version.
Link&PitSSB4.png|Using [[Hero's Bow]] alongside {{SSB4|Pit}}'s [[Palutena Bow]].
Link&PitSSB4.png|Link and {{SSB4|Pit}} preparing their arrows.
Link on Pyrosphere.jpg|Using his forward tilt with {{SSB4|Kirby}} in the background.
Link on Pyrosphere.jpg|Link's [[forward tilt]] with {{SSB4|Kirby}} watching.
SSB4-DoubleSpinAttack.jpg|Link's Spin Attack colliding with {{SSB4|Toon Link}}'s Spin Attack against {{SSB4|Donkey Kong}}.
SSB4-DoubleSpinAttack.jpg|Link's [[Spin Attack]] colliding with Toon Link's against Donkey Kong.
Toon Link Throws Bomb At Link.jpg|Toon Link throwing a [[Bomb (Link)|Bomb]] at Link.
Toon Link Throws Bomb At Link.jpg|Toon Link throws a Bomb at Link.
SpinAttack-SSB4.jpg|Toon Link and Link using their Spin Attacks on the ground.
SpinAttack-SSB4.jpg|Toon Link and Link use their Spin Attack on the ground.
Link - Down Stab - SSB4.jpg|Using down aerial and displaying its new [[meteor smash]] effect on {{SSB4|Samus}}.
Link - Down Stab - SSB4.jpg|Link's down aerial showing its new meteor smash effect on {{SSB4|Samus}}.
Marth and Link dash attack SSB4.jpg|Using neutral attack's first hit against {{SSB4|Marth}}'s forward tilt.
Marth and Link dash attack SSB4.jpg|Link using his neutral attack 1 while {{SSB4|Marth}} performs his forward tilt.
Clawshot_SSB4.png|Using his [[Clawshot]].
Clawshot_SSB4.png|Link using his [[Clawshot]].
SSB4 - Zelda Screen-3.jpg|Using his side taunt alongside {{SSB4|Zelda}}.
SSB4 - Zelda Screen-3.jpg|His side taunt.
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 the 3DS version, posing with {{SSB4|Toon Link}}.
Edge grab SSB4.jpg|Link [[Edge-guarding#Ledge Trump|edge trumping]] Mario.
Edge grab SSB4.jpg|Link stealing a ledge from {{SSB4|Mario}}.
Smash.4 - Colliding Projectiles.jpg|Hero's Bow and Palutena Bow colliding in the air.
Smash.4 - Colliding Projectiles.jpg|Link's and Pit's arrows colliding in the air.
SSB4 Link aerial.jpg|Using his forward aerial.
SSB4 Link aerial.jpg|Forward aerial.
LinkBoomerangSSB4 NintendoDirect.gif|Using [[Gale Boomerang]].
LinkBoomerangSSB4 NintendoDirect.gif|Link using the [[Gale Boomerang]].
SSB4 - Tether Recovery.jpg|Link and Samus simultaneously grabbing an edge with their [[Tether recovery|tether recoveries]].
SSB4 - Tether Recovery.jpg|Link and {{SSB4|Samus}} simultaneously grabbing a ledge with their [[Tether recovery|tether recoveries]].
Link Skyward Sword Clothes.jpg|Link's new alternate costume based on the civilian clothes worn by the Link in ''The Legend of Zelda: Skyward Sword''.
Link Skyward Sword Clothes.jpg|The clothes inspired by ''The Legend of Zelda: Skyward Sword''.
SSB4 - Shulk Screen-6.jpg|{{SSB4|Shulk}} using his forward aerial on [[Dark Link]].
SSB4 - Shulk Screen-6.jpg|The [[Dark Link]] costume.
Link_Cover.png|Link's appearance on the cover of ''Super Smash Bros. for Nintendo 3DS''.
Link_Cover.png|Link as he appears on the 3DS cover.
</gallery>
</gallery>


==Trivia==
==Trivia==
[[File:LinkT-PoseSSBU.png|thumb|Link's bind pose in {{forwiiu}}.]]
*Link is the only ''Legend of Zelda'' character (besides {{SSB4|Toon Link}}) to lack an {{SSB4|alternate costume}} based on his ''Ocarina of Time'' incarnation; however, he has a costume based on Fierce Deity Link, who is one of the [[Young Link|Hero of Time]]'s transformations in ''Majora's Mask''.
*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.
*Link's Alt. trophy in the ''Wii U'' version resembles his All-Star trophy in ''Melee'' except with a different costume.
*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.
*Link is the only character in ''SSB4'' to have a [[fast-fall]] increase higher than 60%, with 90%.
**This pose can still be seen even post-update 1.1.0, albeit only during the [[Master Core]] battle. If one looks close enough when Master Shadow begins to form, Link's bind pose is used instead of a normal falling pose.
*On Link's first victory animation, if the player looks at Link's eyebrows, they can see that Link's eyebrows are lighter, only to go back to their original darker shade once the victory animation ends.
*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.
*Despite being relegated to being a trophy in ''3DS'', ''Wii U'' is the only game where Link's adult form from ''Ocarina of Time'' (which inspired his appearance in the first two ''Smash'' games) does not make any appearance at all.
*Of all the veterans that retain their voice clips from ''Brawl'', Link, {{SSB4|Ganondorf}}, and {{SSB4|Captain Falcon}} are the only ones to not make use of knockback voice clips that weren't used in-game in ''Brawl'' despite having them.


==References==
==References==
{{reflist}}
{{reflist|1}}


{{SSB4Characters}}
{{SSB4Characters}}
{{Zelda universe}}
{{Zelda universe}}
[[Category:Link (SSB4)| ]]
[[Category:Link (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Link (SSB4)]]

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