Editing Link (SSB4)
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{{Disambig2|Link's appearance in ''Super Smash Bros. 4''|the character in other contexts|Link}} | {{Disambig2|Link's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Link}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Link | |name = Link | ||
|image = [[ | |image = [[Image:Link SSB4.png|250px|Link]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
|ssbgame2 = SSBM | |ssbgame2 = SSBM | ||
|ssbgame3 = SSBB | |ssbgame3 = SSBB | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = D | |tier = D | ||
|ranking = | |ranking = 39 | ||
}} | }} | ||
'''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a playable character in '' | '''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a playable character in ''Super Smash Bros. 4''. His return to the series was confirmed 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> Additionally, he was also among the first wave of [[amiibo]] that are compatible with ''SSB4''. Akira Sasanuma reprises his role as Link's voice actor, albeit via voice clips recycled from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''. | ||
Link is currently ranked 39th out of 58 on the [[tier list]], placing him in the D tier and making him the second lowest ranked mid-tier character. This is a vast improvement from his bottom-tier placement in ''Brawl'', where he was ranked 35th out of 38. Link possesses multiple [[projectile]]s in the form of his [[Hero's Bow]], [[Gale Boomerang]] and [[Bomb (Link)|Bomb]], each of which serve as great tools for combos, [[camp]]ing, [[gimp]]ing, and disrupting [[approach]]es. Aside from his projectiles, Link's {{s|zeldawiki|Master Sword}} grants him [[disjoint]]ed range and above average power. | |||
In addition to his retained strengths, his recovery has been greatly buffed from ''Brawl'', thanks to [[Spin Attack]] and [[Hookshot and Clawshot|Clawshot]] covering noticeably more distance, and Bomb's shorter fuse improving its [[Bomb (Link)#Bomb recovery|recovery potential]]. As a heavyweight, his respectable durability allows him to take advantage of the [[rage]] mechanic introduced in ''SSB4'', which further bolsters his already powerful attacks. | |||
However, Link remains held back by his relatively sluggish frame data. He has moves that are quite easily [[punish]]able if they are whiffed, while his heavy weight and slow mobility without [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]] render him vulnerable to combos, especially from the fast, rushdown-oriented characters that are prevalent in the metagame. Despite Link's new assets, several of his fellow [[veteran]]s gained more significant buffs, which downplays the effects that his own buffs grant him in competitive play. | |||
While Link's early tournament results were mediocre at best, he has managed to attain a dedicated playerbase that consists of professionals such as {{Sm|Izaw}}, {{Sm|Scizor}}, {{Sm|SOVA Unknown}} and {{Sm|T}}, who have managed to achieve top 8 and 16 placements more frequently, even at the national level. One notable example includes T placing 3rd at [[2GGC: Civil War]], which was one of the most competitive ''SSB4'' tournaments in the world. As a result, Link's tier placement is quite debatable. | |||
While Link's early tournament results were mediocre at best, he has managed to attain a dedicated | |||
==Attributes== | ==Attributes== | ||
Link is a [[Weight|heavyweight]] and the majority of his attributes are largely reflective of his weight class. His only attribute that is atypical of a heavyweight is his [[ | 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 [[walking]] speed, which is above average. 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 aerial has a long-lasting hitbox, and his down aerial can [[meteor smash]]. | ||
Like his [[Toon Link (SSB4)|alternate timeline counterpart]], Link possesses two [[shield]]s instead of just one. In Link's case, he wields the [[Shield (Link)|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still or walking. Like Toon Link, Link also wields his respective version of the {{s|zeldawiki|Master Sword}}, which grants him disjointed range and above average strength, the latter of which is most evident in his forward tilt, smash attacks, dash attack and [[Spin Attack]]. However, his forward, up and down aerials also boast impressive power while possessing certain traits: his forward and back aerials can hit twice, his up | |||
Link is one of the handful of characters in ''SSB4'' with a [[Grab#Tether grab|tether grab]], with his [[Hookshot and Clawshot|Clawshot]] being a useful supplement not to his recovery, but also to his zoning and combo games. Although its damage output has been lowered since ''Brawl'', Clawshot still boasts impressive range, has no 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 [[wind]]-based drag effect. Gale Boomerang's drag effect also grants it [[gimp]]ing potential in the form of [[Gale Guarding]]. [[Spin Attack]]'s overall recovery distance has noticeably improved since ''Brawl'', while its already impressive power has been further increased, which in turn improves its KO potential or as a way to punish rolls. However, Link's [[Bomb (Link)|Bomb]] is perhaps the most versatile weapon within his arsenal due 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 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. | |||
Overall, Link is a beginner-friendly character that is capable at both spacing and [[camping]]. However, unlike his fellow beginner-friendly characters {{SSB4|Mario}}, {{SSB4|Pit}} and {{SSB4|Cloud}}, Link is a generally defensive character who relies on appropriate use of both camping and his combo game to be successful, which is often dependent on the matchup. Additionally, his techniques can be difficult to utilize at higher levels of play, especially because of the speedy and combo-oriented characters that are prevalent in the metagame. | |||
Link | |||
Link | ==Changes from ''Brawl''== | ||
Link has been significantly buffed in his transition from ''Brawl'' to ''SSB4''. As he received many faster and stronger attacks in exchange for slightly lowered damage outputs, these buffs overall outweigh the nerfs. Both his ground and aerial games have been improved, and his combo game has strengthened as a whole. His grab game has also considerably improved, with some grabs having better angle placements or knockback altogether. He also is a potent [[edgeguard]]er, with his down aerial now being capable of [[meteor smash]]ing to go alongside his other offensive options against opponents on the edge. Additionally, significant buffs to [[Spin Attack]] and Clawshot improve his recovery, which in turn further improves his excellent survivability. Lastly, his camping game has also been improved due to his projectiles, most notably Bomb, being buffed in certain ways. | |||
Link also benefits from the general physics changes brought about by ''SSB4''. The [[Edge-guarding#Ledge Trump|edge trump]] mechanic further improves his recovery, while the [[rage]] mechanic further boosts his power and can be utilized well due to his excellent survivability. Lastly, Link is one of the only characters to not be noticeably affected by the general nerf to camping. Ultimately, Link is significantly better than how he was in ''Brawl'' and is virtually as good as was in ''Melee'', although his current viability is somewhat debatable due to the majority of the returning cast having also been buffed to varying degrees. | |||
Ultimately, Link is | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change| | *{{change|Link once again appears as his ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' incarnation. However, instead of retaining the subdued color scheme used in ''Twilight Princess'' that was also carried over to ''Brawl'', his overall color scheme is now noticeably brighter to appear in line with the more vibrant aesthetics used within ''SSB4''. This is coincidentally similar to Link's appearances in other games within [[The Legend of Zelda (universe)|''The Legend of Zelda'' series]] that use a more vibrant aesthetic than ''Twilight Princess''. Link's hair is also of a significantly higher visual quality than in ''Brawl''.}} | ||
*{{change|The {{s|zeldawiki|Master Sword}}'s trail is now blue with white accents and produces afterimages, rather than a blue blur.}} | |||
*{{change|Idle stance's animation has changed.}} | |||
*{{change| | |||
*{{change| | |||
===Attributes=== | ===Attributes=== | ||
*{{nerf|Link [[ | *{{nerf|Link [[walking|walks]] slower (1.2 → 1.188).}} | ||
*{{buff|Link [[dash]]es faster (1.328 → 1.3944).}} | *{{buff|Link [[dash]]es faster (1.328 → 1.3944).}} | ||
*{{buff|Link's [[air speed]] is faster (0.8084 → 0.88).}} | *{{buff|Link's [[air speed]] is faster (0.8084 → 0.88).}} | ||
*{{change|Link's [[gravity]] is higher (0.089 → 0.096).}} | |||
*{{change|Link's [[gravity]] is higher (0.089 → 0.096) | *{{buff|[[Roll]]s have decreased ending lag (IASA 38 → 31).}} | ||
*{{nerf|[[Sidestep]] has increased ending lag (IASA 23 → 28).}} | |||
*{{buff|[[Roll]]s have decreased ending lag ( | *{{buff|[[Air dodge]] has decreased ending lag (IASA 50 → 34).}} | ||
*{{nerf| | *{{nerf|Rolls and sidestep have decreased intangibility frames (frames 4-19 → 4-17 (rolls), frames 2-20 → 3-18 (sidestep)).}} | ||
*{{buff|[[Air dodge]] has decreased | *{{change|Backward roll's animation has changed. It is now based on the one used by the Link from ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}''.}} | ||
*{{nerf| | *{{buff|Link's new idle stances keep his [[Shield (Link)|Hylian Shield]] in front of him at all times.}} | ||
*{{ | *{{buff|Hylian Shield is more reliable. It now blocks projectiles even if Link is walking, always protects his front while Link is idle due to his new idle animations, and causes Link to raise it when a projectile or an explosion hits it.}} | ||
*{{buff| | *{{buff|Dashing [[item throw]]'s animation is faster (8 frames → 18), making it the fastest in the game. This improves Link's item [[projectile]] game.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*{{nerf|Neutral attack's first and second hits deal less damage (4% (hit 1)/3% (hit 2) → 2.5% (both)).}} | |||
*{{buff|Forward tilt has decreased ending lag (FAF 40 → 38).}} | |||
*{{nerf|Down tilt deals 1% less damage (12% → 11%).}} | |||
*{{buff|Down tilt has altered knockback growth (50 → 62/30) and decreased start-up (frame 13 → 11) and ending lag (FAF 32 → 29). Altogether, these changes improve its combo potential.}} | |||
*{{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 knockback (30 (base)/80 (growth)/0 (set) → 70 (base)/85/77 (growth)/85 (set)), making it better at KOing. It also has much larger hitboxes and, like the previous dash attack, it has favorable launching angles (90°/80°/70°/60° → 45°/50°/55°) that make it ideal for follow-ups.}} | |||
*{{nerf|Dash attack has more start-up lag (frame 8 → 20) compared to the previous dash attack.}} | |||
*{{nerf|Forward smash deals less damage (15%/14% (hit 1)/17%/20% (hit 2) → 14% (hit 1)/13%/12% (hit 2)) and its second hit has increased ending lag (FAF 50 → 68).}} | |||
*{{buff|Forward smash has altered knockback (25 (base)/90 (growth) → 47/100 (hit 1), 20/25/30 (base)/90 (growth) → 85/89 (hit 2)), improving its KO potential.}} | |||
*{{change|Parts of forward smash are now irreversible. Its sourspot's placement has also been adjusted.}} | |||
*{{change|The window of time that the attack button can be pressed after forward smash's first hit in order to activate its second hit has been significantly tightened. This leads to less accidental activations of its second hit, but makes it so that the delay cannot be used as much in order to land its second hit.}} | |||
*{{buff|Up smash's last hit deals 1% more damage (10%/9%/8% → 11%/10%/9%) and has altered knockback (70 (base)/80 (growth) → 60/96), improving its KO potential. Its hits also connect together better.}} | |||
*{{buff|Down smash has altered knockback (26 (base)/90 (growth) → 40/88 (hit 1), 20 (base)/90 (growth) → 80/63 (hit 2)), improving its KO potential. Its angles have been altered (75° (both) → 78° (hit 1)/30° (hit 2)), making its second hit a [[semi-spike]].}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{change|Clean neutral aerial no longer has a consistent damage output (10% → 11%/9%).}} | |||
*{{buff|Neutral aerial's duration has increased (frames 7-27 → 7-31).}} | |||
*{{nerf|Neutral aerial autocancels later (frames 1-6, 32> → 1-3, 36>).}} | |||
*{{buff|Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%) and has altered knockback (5 (base)/100 (growth) → 20/130 (hit 1), 20 (base)/110 (growth) → 30/100 (hit 2)), improving its KO potential.}} | |||
*{{nerf|Forward aerial has increased landing lag (48 frames → 50).}} | |||
*{{nerf|Back aerial deals less damage (4% (hit 1)/7% (hit 2) → 3%/5%).}} | |||
*{{buff|Up aerial has decreased landing lag (30 frames → 23).}} | |||
*{{buff|Up aerial has an altered animation. Link now leans further backward while performing the {{s|zeldawiki|Up Thrust}}. This makes his hurtbox shorter and the Master Sword's hitbox more disjointed.}} | |||
*{{buff|Down aerial's bouncing hit deals 3% more damage (8% → 11%). Additionally, it can now [[meteor smash]] during start-up, similarly to [[Toon Link (SSBB)|Toon Link's down aerial in ''Brawl'']]. However, it does not meteor smash grounded opponents, allowing it to connect into the second hit. Lastly, it has decreased landing lag (61 frames → 32) and increased range, improving its safety.}} | |||
*{{nerf|Clean and late down aerial deal less damage (22% (clean)/18% (late) → 18%/15%). Down aerial is also more difficult to land and all of its hits have decreased base knockback (40/30 → 30 (early, clean), 40/50 → 30 (late, bounce)), hindering its KO potential.}} | |||
*{{nerf|Grab aerial deals less damage (4% (hit 1)/6% (hit 2) → 2.5%/4%) and has increased start-up lag (frame 11 → 12).}} | |||
*{{buff|Grab aerial has significantly increased range as a [[tether recovery]] and transitions faster as an attack (frames 11-16 (hit 1)/frames 23-24 (hit 2) → 12-21/22-23).}} | |||
* | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have decreased ending lag (FAF 86 (standing)/96 (dash, pivot) → 62 (standing)/66 (dash)/67 (pivot)).}} | *{{buff|All grabs have decreased ending lag (FAF 86 (standing)/FAF 96 (dash, pivot) → 62 (standing)/66 (dash)/67 (pivot)).}} | ||
*{{change|{{GameIcon|ssb4-u}}Prior to update 1.0.8, [[Clawshot]] came out earlier and went limp when fully extended, but also ended faster. However, this was merely aesthetic.}} | *{{change|{{GameIcon|ssb4-u}}Prior to update 1.0.8, [[Clawshot]] came out earlier and went limp when fully extended, but also ended faster. However, this was merely aesthetic.}} | ||
*{{change|{{GameIcon|ssb4-3ds}}Clawshot flies and retracts in a straight line like | *{{change|{{GameIcon|ssb4-3ds}}Clawshot flies and retracts in a straight line like {{SSB|Link}}'s Hookshot in ''SSB''. However, this is merely aesthetic.}} | ||
*{{buff|Forward throw has decreased ending lag (FAF 39 → 34).}} | |||
*{{nerf|Down throw deals 1% less damage (7% → 6%).}} | |||
*{{buff|Down throw has decreased knockback growth (90 → 85) and its angle has been altered (110° → 83°), improving its follow-up potential.}} | |||
*{{change|Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Link from ''The Legend of Zelda: Ocarina of Time'' and ''The Legend of Zelda: Majora's Mask''.}} | |||
===Special moves=== | ===Special moves=== | ||
*[[Hero's Bow]] | *{{buff|[[Hero's Bow]] charges faster and has increased knockback (7 (base)/50 (growth) → 10/66), improving its spacing potential.}} | ||
*{{nerf|[[Quickdraw (technique)|Quickdrawing]] has been removed, hindering Hero's Bow's utility.}} | |||
*{{buff|[[Gale Boomerang]] has slightly improved follow-up potential at close range and at low percentages.}} | |||
*[[Gale Boomerang]] | *{{buff|Uncharged [[Spin Attack]] deals 2% more damage (12% → 14%) and has increased knockback growth (72 (hit 1)/80 (hits 2-3) → 86 (early, clean)/82 (late)), improving its KO potential. It also has decreased start-up lag (frame 12 → 8).}} | ||
*{{nerf|Spin Attack's back half KOs 19% later.}} | |||
*{{buff|Aerial Spin Attack deals more damage (14% → 22%) due to consisting of nine hits instead of five, and its last hit has increased knockback growth (160 → 200), significantly improving its KO potential. Additionally, it can now hit an opponent behind Link. Lastly, it covers much more vertical and horizontal distance, and Link retains much more momentum upon performing it, significantly improving its recovery potential.}} | |||
*{{change|Spin Attack's animation has slightly changed. Link now spins while swinging the Master Sword in a slight undulating motion. However, this is merely aesthetic.}} | |||
*{{change|{{b|Bomb|Link}} deals 1% more damage at Link's feet or an opponent's feet when thrown from the ground (7% → 8%). Aerial Bomb also deals consistent damage at Link's feet or an opponent's feet when smash thrown (5%-9% → 9%).}} | |||
*{{buff|Bomb no longer damages Link if it explodes by colliding with an opponent or another projectile and it is more durable, improving its follow-up potential and safety. It also has a shorter fuse, improving its [[Bomb (Link)#Bomb recovery|recovery]] potential.}} | |||
*{{nerf|Bomb's explosion is now [[Absorption|absorbable]].}} | |||
*{{change|{{GameIcon|ssb4-u}}Bomb is slightly larger. However, this is merely aesthetic.}} | |||
*{{b|Bomb|Link}} | *{{nerf|[[Triforce Slash]] deals 23% less damage (83% → 60%).}} | ||
*[[Triforce Slash]] | |||
==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. | 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. 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}}. | ||
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]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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'''{{GameIcon|ssb4-3ds}} 1.0.5''' | '''{{GameIcon|ssb4-3ds}} 1.0.5''' | ||
*{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}} | *{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}} | ||
*{{change| | *{{change|{{GameIcon|ssb4-3ds}}Quickfire Bow and Power Bow now function like they do in the {{GameIcon|ssb4-u}} version.}} | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{nerf|Neutral attack's first hit's | *{{nerf|Neutral attack's first hit's hitbox duration decreased: 27 frames → 19 and its [[interruptibility]] frames have been removed. These changes remove Link's jab cancel "death combo".}}[https://www.youtube.com/watch?v=10sepuQSpds] | ||
*{{ | *{{change|Down tilt's knockback growth decreased. This improves its combo potential, but hinders its KO potential.}} | ||
*{{nerf| | *{{nerf|Non-tipped dash attack deals 1% less damage|13%|12% and its knockback growth decreased: 78 → 72, hindering its KO potential.}} | ||
*{{buff| | *{{buff|Dash attack's start-up lag decreased|frame 21|20.}} | ||
*{{change|Forward smash's sourspot placement adjusted.}} | |||
*{{buff|Parts of forward smash have been made irreversible.}} | |||
*{{change| | *{{buff|Down aerial's range increased by 50%.}} | ||
*{{buff|Uncharged [[Spin Attack]] deals 2% more damage|12%|14% and KOs 17% earlier, improving its KO potential.}} | |||
*{{nerf|Spin Attack's back half KOs 19% later.}} | |||
*{{buff|Spin Attack's start-up|frame 11|8 and ending lag decreased: FAF 86 → 82.}} | |||
*{{ | *{{change|Spin Attack and Shocking Spin Attack's second hitboxes' Z-offsets increased|6.6u|7u.}} | ||
*{{buff| | |||
*{{ | |||
*{{buff| | |||
*{{ | |||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{ | *{{change|Down tilt deals 1% less damage|12%|11%, its knockback decreased and it comes out faster. This improves its combo potential, but hinders its KO potential.}} | ||
*{{buff|Up smash's hits connect together better, as all three hits now connect when it lands and its first two hits now drag the opponent toward Link instead of stunning them.}} | |||
*{{buff|Clawshot's range has been doubled in terms of length and grab distance, and it grabs an opponent just before it droops back down to the ground.}} | |||
*{{change|{{GameIcon|ssb4-u}}Clawshot now behaves like it does in the {{GameIcon|ssb4-3ds}} version.}} | |||
*{{buff|Up smash's hits connect together better.}} | *{{buff|All grabs' ending lag decreased|FAF 66/FAF 77/FAF 79|62/66/67.}} | ||
*{{buff| | *{{buff|Grab's start-up lag decreased|frame 14|12.}} | ||
*{{buff|All grabs | *{{buff|Forward throw's ending lag decreased|FAF 39|34.}} | ||
*{{buff|Forward throw | *{{nerf|Down throw deals 1% less damage|7%|6%.}} | ||
*{{nerf|Down throw deals 1% less damage | *{{buff|Down throw's angle altered|110°|83°, improving its combo potential.}} | ||
*{{buff|Down throw | *{{buff|[[Spin Attack]]'s knockback growth increased|84 (stage 1)/80 (stage 2)/80 (stage 3)|86/86/82, improving its KO potential.}} | ||
*{{buff| | *{{buff|Stage 2 Shocking Spin Attack's knockback growth increased|80|82, improving its KO potential.}} | ||
*{{buff| | |||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|Dash and pivot grabs' start-up lag decreased | *{{buff|Dash and pivot grabs' start-up lag decreased|frame 15 (dash)/frame 16 (pivot)|14/15.}} | ||
*{{change|Spin Attack's hitbox placements adjusted.}} | *{{change|Spin Attack's hitbox placements adjusted.}} | ||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|Shocking Spin deals more damage | *{{buff|Shocking Spin deals more damage|14%/9%/7%/5%|16%/11%/8%/6% and it received an additional hitbox that deals 14%.}} | ||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2.5% | |neutral2dmg=2.5% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutraldesc= | |neutraldesc=An inward slash, followed by an outward slash, followed by a thrust. It is a [[natural combo]] with fast start-up and little knockback, but can also be [[jab cancel]]ed, with notable follow-ups including a grab, down tilt or [[Spin Attack]]. It appears to be loosely based on the final blow that [[zeldawiki:Hero of Time|the Link from ''The Legend of Zelda: Ocarina of Time'']] dealt to Ganon. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=13% | |ftiltdmg=13% | ||
|ftiltdesc=A | |ftiltdesc=A downward slash. It has moderate start-up, but has good range and above average knockback for a tilt attack. It resembles the standard [[zeldawiki:Targeting#Z-Targeting|Z-Targeted]] slash used by the Link from ''Ocarina of Time'' and ''{{s|zeldawiki|The Legend of Zelda: Majora's Mask}}''. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=9% | |utiltdmg=9% | ||
|utiltdesc=An overhead arcing slash. Has good juggling potential | |utiltdesc=An overhead arcing slash. Has good juggling potential at low percentages, good combo potential at medium percentages, and decent KO potential at high percentages. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=11% | |dtiltdmg=11% | ||
|dtiltdesc=A kneeling inward | |dtiltdesc=A kneeling inward slice. Deals vertical knockback, which grants it good combo potential, while its fast start-up and ending lag makes it somewhat safe on shield. It can also [[meteor smash]] opponents in contact with the base of the Master Sword to Link's arm, except for those hanging on edges as of update 1.0.6. | ||
|dashname= | |dashname={{s|zeldawiki|Jump Attack}} | ||
|dashdmg=14% (tip), 13% | |dashdmg=14% (tip), 13%/12% (non-tip) | ||
|dashdesc= | |dashdesc=A leaping downward slash that has been used by every Link since ''Ocarina of Time''. Deals high horizontal knockback when tipped and vertical knockback when hit close, and will KO at early percentages. Has high start-up and ending lag, making it very punishable if whiffed or used recklessly. | ||
|fsmashcount=2 | |fsmashcount=2 | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip) | |fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip) | ||
|fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip) | |fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip) | ||
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Conversely, the second hit deals more consistent damage overall and is relatively powerful, but has heavy ending lag. | |fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Conversely, the second hit deals more consistent damage overall and is relatively powerful, but has heavy ending lag. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}}/{{ChargedSmashDmgSSB4|9}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSB4|4}} (hit 1), {{ChargedSmashDmgSSB4|3}} (hit 2), {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}}/{{ChargedSmashDmgSSB4|9}} (hit 3) | ||
|usmashdesc= | |usmashdesc=Three overhead arcing slashes. The first two hits naturally combo into each other, while the third hit finishes the combo. Covers a wide range, and can KO before 100% high ending lag . | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|16}}/{{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}} (hit 2) | |dsmashdmg={{ChargedSmashDmgSSB4|17}}/{{ChargedSmashDmgSSB4|16}}/{{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|12}}/{{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}} (hit 2) | ||
|dsmashdesc= | |dsmashdesc=Kneels and performs an inward slash in the direction he is facing, followed by an outward slash behind himself. The first hit launches opponents at a vertical trajectory while having slightly increased damage and knockback the closer one is to Link. Conversely, the second hit is a powerful semi-spike that deals slightly more damage and knockback on the Master Sword's blade. | ||
|nairname= | |nairname= | ||
|nairdmg=11% | |nairdmg=11%/9% (clean), 6% (late) | ||
|nairdesc=A flying kick. It is a [[sex kick]] with relatively fast | |nairdesc=A flying kick. It is a [[sex kick]] with relatively fast start-up and little [[landing lag]]. Deals more damage and knockback in its first few active frames, especially at Link's foot, while its late hitbox deals minimal knockback. Overall, this is one of Link's most useful moves, as it allows him to break opponents' combos or start his own. | ||
|fairname= | |fairname= | ||
|fairdmg=11% (hit 1), 13% (hit 2) | |fairdmg=11% (hit 1), 13% (hit 2) | ||
|fairdesc=Two alternating, spinning outward slashes. The first hit has more knockback, while the second | |fairdesc=Two alternating, spinning outward slashes. The first hit has more knockback, while the second hit can only connect if the first hit does not or if the opponent has low damage. Has good KOing potential. | ||
|bairname= | |bairname= | ||
|bairdmg=3% (hit 1), 5% (hit 2) | |bairdmg=3% (hit 1), 5% (hit 2) | ||
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very | |bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very little landing lag, but is one of his least damaging attacks. | ||
|uairname= | |uairname={{s|zeldawiki|Up Thrust}} | ||
|uairdmg=15% (clean), 13% (late) | |uairdmg=15% (clean), 13% (late) | ||
|uairdesc= | |uairdesc=A leaping upward thrust used by the Link from ''{{s|zeldawiki|Zelda II: The Adventure of Link}}''. It has moderate landing lag unless used alongside a full hop. It is quite powerful and has a long-lasting hitbox that is difficult to dodge, making it a good KOing and juggling option. | ||
|dairname= | |dairname={{s|zeldawiki|Down Thrust}} | ||
|dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce) | |dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce) | ||
|dairdesc=The {{s|zeldawiki| | |dairdesc=A leaping downward thrust used by the Links in ''Zelda II: The Adventure of Link'', ''{{s|zeldawiki|The Legend of Zelda: Four Swords}}'', ''{{s|zeldawiki|The Legend of Zelda: Four Swords Adventures}}'' and ''{{s|zeldawiki|The Legend of Zelda: The Minish Cap}}''. It is possible for Link to "bounce" on opponents into a second hit, provided he is not [[fast fall]]ing. The early hit is a powerful [[meteor smash]]. Has a strong non-meteor smash hitbox afterward that is capable of KOing under 130%. However, it is more difficult to land the clean hit than the early hit, as it requires Link to hit with the rising hilt during its start-up, or immediately after the early hit, but before the weak hit. | ||
|zairname= | |zairname=[[Clawshot]] | ||
|zairdmg=2.5% (hit 1), 4% (hit 2) | |zairdmg=2.5% (hit 1), 4% (hit 2) | ||
|zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward. Has great range and | |zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward in the air. Has 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 edge, covering great horizontal distance. | ||
|grabname=Clawshot | |grabname=Clawshot | ||
|grabdesc=Fires his Clawshot forward. In {{for3ds}}, the chain snaps straight back once fully extended, like the Hookshot from ''SSB''. In {{forwiiu}}, the chain drags on the ground like his Hookshot did in ''Melee'' and ''Brawl''. The Clawshot grants each of Link's grabs very long ranges, | |grabdesc=Fires his Clawshot forward. In {{for3ds}}, the chain snaps straight back once fully extended, like the Hookshot from ''SSB''. In {{forwiiu}}, the chain drags on the ground like his Hookshot did in ''Melee'' and ''Brawl''. The Clawshot grants each of Link's grabs very long ranges, and it even allows him to grab aerial opponents. However, each of his grabs have high start-up and ending lag due to being tether grabs. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=2.1% | |pummeldmg=2.1% | ||
|pummeldesc=Hits the opponent with the Master Sword's | |pummeldesc=Hits the opponent with the Master Sword's hilt. A fairly fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 4% (throw) | |fthrowdmg=3% (hit 1), 4% (throw) | ||
|fthrowdesc=A front kick. | |fthrowdesc=A front kick. Mainly used to launch opponents off-stage, but has little utility beyond that. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (hit 1), 4% (throw) | |bthrowdmg=3% (hit 1), 4% (throw) | ||
|bthrowdesc=A back kick. | |bthrowdesc=A back kick. It has similar utility to his forward throw. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=5%/4% (hit 1), 2% (throw) | |uthrowdmg=5%/4% (hit 1), 2% (throw) | ||
|uthrowdesc=Raises the opponent overhead and slashes them upward. | |uthrowdesc=Raises the opponent overhead and slashes them upward. Relatively high knockback growth, which allows it to KO around 170% without [[rage]]. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (hit 1), 3% (throw) | |dthrowdmg=3% (hit 1), 3% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. It can combo into his up tilt, up smash | |dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. It can combo reliably into his up tilt, up smash and aerial attacks. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|edgename= | |edgename= | ||
|edgedmg=7% | |edgedmg=7% | ||
|edgedesc= | |edgedesc=Performs a thrust while climbing up. | ||
|nsdefname=Hero's Bow | |nsdefname=Hero's Bow | ||
|nsdefdmg=4% (uncharged), 12% (fully charged) | |nsdefdmg=4% (uncharged), 12% (fully charged) | ||
|nsdefdesc= | |nsdefdesc=Equips his {{s|zeldawiki|Hero's Bow}} and fires an {{s|zeldawiki|arrow}} forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for [[gimp]]ing recoveries or simply pressuring opponents from afar. | ||
|nsc1name=Power Bow | |nsc1name=Power Bow | ||
|nsc1dmg=4% (uncharged), 20% (fully charged) | |nsc1dmg=4% (uncharged), 20% (fully charged) | ||
|nsc1desc= | |nsc1desc=Shoots arrows that deal very heavy 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. | ||
|nsc2name=Quickfire Bow | |nsc2name=Quickfire Bow | ||
|nsc2dmg=4% (uncharged), 8% (fully charged) | |nsc2dmg=4% (uncharged), 8% (fully charged) | ||
|nsc2desc= | |nsc2desc=Shoots [[magic]]al arrows that charge quickly and travel in a straight line. Uncharged arrows are decently [[spam]]mable due to faster firing speed while sharing the standard move's damage, but charged arrows have lower maximum damage output and the arrows have lower range. | ||
|ssdefname=Gale Boomerang | |ssdefname=Gale Boomerang | ||
|ssdefdmg=7% (near), 5% (middle), — (far/return) | |ssdefdmg=7% (near), 5% (middle), — (far/return) | ||
|ssdefdesc=Throws the {{s|zeldawiki|Gale Boomerang}}, which flies forward and then returns to Link. It damages opponents as it flies away and | |ssdefdesc=Throws the {{s|zeldawiki|Gale Boomerang}}, which flies forward and then returns to Link. It damages opponents as it flies away and drags 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 follow-up potential, though only at close range and at low percentages. | ||
|ssc1name=Boomerang | |ssc1name=Boomerang | ||
|ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return) | |ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return) | ||
|ssc1desc= | |ssc1desc=Throws a {{s|zeldawiki|Boomerang}}. It deals more damage and, [[Boomerang|like in ''SSB'' and ''Melee'']], it damages opponents upon returning. It can also be aimed easier, but deals less knockback. | ||
|ssc2name=Ripping Boomerang | |ssc2name=Ripping Boomerang | ||
|ssc2dmg=4% (near), 2% (middle), 1.5% (far), 0.7% (return) | |ssc2dmg=4% (near), 2% (middle), 1.5% (far), 0.7% (return) | ||
|ssc2desc=Has much shorter range and deals less damage, but hits multiple times and [[stun]]s the opponent, which makes it ideal for | |ssc2desc=Has much shorter range and deals less damage, but hits multiple times and [[stun]]s the opponent, which makes it ideal for setting up combos. | ||
|usdefname=Spin Attack | |usdefname=Spin Attack | ||
|usdefdmg= | |usdefdmg=12%/9%/7%/5% (grounded), 4% (aerial hit 1), 2% (aerial hits 2-8), 4% (aerial hit 9) | ||
|usdefdesc=[[zeldawiki:Spin Attack|A spinning, outward slash]]. | |usdefdesc=[[zeldawiki:Spin Attack|A spinning, outward slash]]. It functions differently on the ground and in the air. A grounded Spin Attack is largely akin to how it appears in the ''The Legend of Zelda'' series, as it is a powerful attack even while uncharged. Conversely, an aerial Spin Attack is Link's primary recovery move, as it grants great vertical distance and can hit the opponent up to nine times. | ||
|usc1name=Shocking Spin | |usc1name=Shocking Spin | ||
|usc1dmg=16%/11%/12%/8%/6% (grounded), 4% (aerial hit 1), 1% (aerial hits 2-4), 6% (aerial hit 5), 14% (additional hitbox) | |usc1dmg=16%/11%/12%/8%/6% (grounded), 4% (aerial hit 1), 1% (aerial hits 2-4), 6% (aerial hit 5), 14% (additional hitbox) | ||
|usc1desc=An [[electric]]al version that deals more damage and knockback. However, it grants much less distance and has poor horizontal momentum, making it function very similarly to how Spin Attack | |usc1desc=An [[electric]]al version that deals more damage and knockback. However, it grants much less distance and has poor horizontal momentum, making it function very similarly to how Spin Attack did in ''SSB'' and ''Brawl''. The aerial version can semi-spike, but cannot hit backward. | ||
|usc2name=Whirling Leap | |usc2name=Whirling Leap | ||
|usc2dmg=— | |usc2dmg=— | ||
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|dsdefname=Bomb | |dsdefname=Bomb | ||
|dspage=Bomb (Link) | |dspage=Bomb (Link) | ||
|dsdefdmg=5% ( | |dsdefdmg=5% (grounded and aerial throws/smash throws at body), 8% (grounded throw/smash throw at feet), 9% (aerial throw/smash throw at feet) | ||
|dsdefdesc=Pulls out a {{s|zeldawiki|Bomb}}. It explodes 3.66 seconds | |dsdefdesc=Pulls out a {{s|zeldawiki|Bomb}}. It explodes 220 frames (3.66 seconds) after being pulled out, or upon making contact with a surface, an attack, or an opponent. The explosion can hurt Link unless it hits an opponent first. When used skillfully, [[Bomb (Link)#Bomb recovery|the explosion can remove Link from helplessness]] and thus allow him to perform an extra Spin Attack, improving his recovery. Oddly, it will deal more damage when it hits the opponent's feet. | ||
|dsc1name=Giant Bomb | |dsc1name=Giant Bomb | ||
|dsc1dmg= | |dsc1dmg=8%-10% (grounded and aerial throws/smash throws at body, feet) | ||
|dsc1desc=A massive Bomb with a large explosion hitbox, which deals more damage and knockback. However, it cannot explode | |dsc1desc=A massive Bomb with a large explosion hitbox, which deals more damage and knockback. However, it cannot explode when thrown at the opponent, and instead explodes based on time or an attack. Deals damage based on range. | ||
|dsc2name=Meteor Bomb | |dsc2name=Meteor Bomb | ||
|dsc2dmg=5% | |dsc2dmg=5%, 7% (grounded throw/smash throw at body), 8% (grounded throw/smash throw at feet), 5% (aerial throw/smash throw at body), 6% (aerial throw/smash throw at feet) | ||
|dsc2desc=A smaller | |dsc2desc=A smaller, weaker Bomb with a much shorter fuse. However, it meteor smashes anyone hit with moderate knockback. As a result, it is not practical for recoveries in any way, as it simply meteor smash Link, though it allows him to survive vertical KOs longer with luck. On the ground, it will halt opponents in their tracks due to its considerable hitstun. | ||
|fsname=Triforce Slash | |fsname=Triforce Slash | ||
|fsdmg=1% ( | |fsdmg=1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17) | ||
|fsdesc= | |fsdesc=Emits a beam of light from the [[zeldawiki:Triforce|Triforce of Courage]] symbol on the back of his hand to stun an opponent in front of him. If the beam comes in contact with an opponent, Link dashes forward and slashes them repeatedly while they are trapped in a Triforce-shaped energy field, with the last hit being a powerful slash that launches the trapped opponent away. Can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{appearance | {{appearance | ||
|desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. | |desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. It may be based on the {{s|zeldawiki|warping}} animation seen upon using the {{s|zeldawiki|Recorder}}. | ||
|char=Link | |char=Link | ||
|game=SSB4}} | |game=SSB4}} | ||
Line 397: | Line 287: | ||
{{Taunt/SSB4 | {{Taunt/SSB4 | ||
|char=Link | |char=Link | ||
|desc-up=Swings the Master Sword twice and twirls it behind him before sheathing it. It is | |desc-up=Swings the Master Sword twice and twirls it behind him before sheathing it. It is 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-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 '' | |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 ''Zelda II: The Adventure of Link''.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
Line 420: | Line 310: | ||
{{Victory/SSB4 | {{Victory/SSB4 | ||
|victory-theme=ZeldaUniverseTheme.ogg | |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. | |victory-desc=An orchestral remix of Get Triforce Fanfare, 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-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-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''. | ||
Line 427: | Line 317: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3211 | |set10=3211 | ||
}} | }} | ||
=== | ===Notable players=== | ||
<!-- | {{incomplete|Certain notability for some smashers}} | ||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, please refrain from adding Lythero.--> | |||
*{{Sm|Cat|Netherlands}} - The best Link player in Europe. He has wins over {{Sm|Rich Brown}} {{Sm|S1}}. | |||
*{{Sm|EdgyHyrule|UK}} - A notable Link player from England. Placed 4th a [[Animal Crossing VS Smashers]] and has a win over {{Sm|Dark-Kong}}. | |||
*{{Sm|Izaw|Sweden}} - One of the best Link players in Europe. Placed 9th at [[B.E.A.S.T 6]] and [[Eclipse 2]]. | |||
*{{Sm|LinkEa|Chile}} - The best Link player in South America. His results can be found [http://smashboards.com/threads/link-tournament-results-thread-25th-october.404196 here]. Ranked 7th in the [https://smash.gg/rankings/smash4/series/chile-2 Chilean Power Rankings] | |||
*{{Sm|LordXav1er|USA}} - One of the best Link players in the United States. Ranked 6th in the [[Rhode Island Power Rankings]]. He has wins over {{Sm|Marss}} and {{Sm|CaptAwesum}}. | |||
*{{Sm|Rooky|USA}} - Placed 17th at [[Super Smash Con 2015]] and 33rd at [[Shine 2016]]. | |||
*{{Sm|Scizor|USA}} - One of the best Link players in the United States. Placed 13th at [[2GGT: FOW Saga]] and 33rd at [[2GGC: GENESIS Saga]]. He has wins over {{Sm|Mr.E}}, {{Sm|K9sbruce}} and others. | |||
*{{Sm|Sillintor|Germany}} - The best Link player in Germany. Often uploads content about Link on his YouTube channel. | |||
*{{Sm|SOVA Unknown|USA}} - One of the best Link players in the United States. Placed 5th at [[Glitch (tournament)|Glitch]], 7th at [[Glitch 2]]'s low-tier event, and 13th at [[Paradigm Shift]]. He has wins over Umeki, Raptor, and Jdawg. | |||
*{{Sm|T|Japan}} - The best Link player in the world. Placed 2nd at [[Umebura 24]], 5th at [[Sumabato for THE BIG HOUSE]], 9th at [[Umebura S.A.T.]], and 3rd at [[2GGC: Civil War]]. He has wins over {{Sm|Abadango}}, {{Sm|Kameme}}, {{Sm|Ranai}}, {{Sm|Fatality}} and {{Sm|Zinoto}}. | |||
*{{Sm|Tsage|USA}} - One of the best Link players in the United States. Ranked 10th on the [[Massachusetts Power Rankings]]. He has wins over {{Sm|Captain L}} and {{Sm|Ntarps}}. | |||
====Inactive==== | |||
*{{Sm|BlueLink|Italy}} - One of the best Link players in Europe prior to his retirement. Formerly ranked 1st on the [[Italian Power Rankings]]. | |||
*{{Sm|Drigo Toes|Chile}} - One of the best Link players in South America prior to his retirement. His results can be found [http://smashboards.com/threads/link-tournament-results-thread-25th-october.404196 here]. | |||
'' | ===Tier placement and history=== | ||
Since ''SSB4''{{'}}s release, Link's nimbler mobility, stronger projectile game, higher power and improved range saw him perceived as noticeably better than his appearance in ''Brawl'' and, according to some players, a mid-tier character like [[Link (SSBM)|his ancestor was in ''Melee'']]. However, opinions on Link started to decline in light of more developed metagames and higher popularity of certain other characters, whereas Link's popularity 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 and current tier list. This resulted in him being reassessed as a mid-tier character, while his placement is also very similar to his ancestor's in ''Melee''. | ||
Following T placing 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 currently viewed as deserving to be in the upper portion of the mid-tier, or even the lower portion of the high-tier. | |||
== | ==Trophies== | ||
:'''Link''' | |||
::{{flag|ntsc}} ''Green tunic? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. Jeez, just how much stuff can Link carry?'' | |||
==={{ | ::{{flag|pal}} ''Green clothes? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. The hero of Hyrule is really kitted out for a brawl!'' | ||
{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=snes|game2=The Legend of Zelda: A Link to the Past (04/1992)}} | |||
:'''Link (Alt.)''' | |||
::{{flag|ntsc}} ''If Link was on a desert island and could only pick one item, it'd be his powerful sword. This weapon is key to his down-air attack, a move with great launching potential and the ability to strike twice. He can also strike twice with his side smash—the second blow deals more damage and launches harder.'' | |||
::{{flag|pal}} ''Of all of his weapons, Link's sword may be the most lethal. His down air attack has incredible launching power. What's more, he'll bounce up afterwards, allowing for a follow-up strike. His side smash can also be followed up with a more powerful second blow that sends foes flying - just press the button again straight away.'' | |||
{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=snes|game2=The Legend of Zelda: A Link to the Past (04/1992)}} | |||
:'''Triforce Slash (Link)''' | |||
::{{flag|ntsc}} ''Link makes use of the Triforce of Courage to trap foes, and then he launches a 16-blow combo. The final mighty blow has the power to launch opponents off the stage. When Link prepares the attack, the ray of light he emits must strike a rival, or the attack will fail. Shielding will do nothing to stop this powerful attack.'' | |||
::{{flag|pal}} ''Link traps a foe in mid-air with the power of the Triforce of Courage, then he delivers a 16-strike sword combo. The final strike has formidable launching power. If the ray of light at the start of the attack doesn't hit, the whole thing ends there. Helpfully, though, the ray of light's range and speed are incredible, and shields won't block it.'' | |||
<center> | |||
<gallery> | |||
LinkTrophy3DS1.png|Classic (3DS) | |||
LinkTrophy3DS2.png|Alt. (3DS) | |||
LinkTrophyWiiU.png|Classic (Wii U) | |||
LinkAltTrophyWiiU.png|Alt. (Wii U) | |||
TriforceSlashLinkTrophyWiiU.png|[[Triforce Slash]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
*'''[[A Fated Battle]]''': Link must defeat {{SSB4|Ganondorf}} in a two stock battle. If the battle lasts through the third transition phase on [[Castle Siege]], two [[Dark Link]]s will appear. | *'''[[A Fated Battle]]''': Link must defeat {{SSB4|Ganondorf}} in a two stock battle. If the battle lasts through the third transition phase on [[Castle Siege]], two [[Dark Link]]s will appear. | ||
*'''[[All-Star Battle: Regulars]]''': Link is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]'' | *'''[[All-Star Battle: Regulars]]''': Link is one of the opponents fought in this event. All of the opponents are the eight starter characters of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] from ''[[Super Smash Bros.]]'' | ||
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*'''[[The Demon King and the Goddess]]''': As Ganondorf, the player must initially defeat Link and Zelda. After the two are defeated or some time has passed, a giant {{SSB4|Palutena}} appears and the player must defeat her as well. | *'''[[The Demon King and the Goddess]]''': As Ganondorf, the player must initially defeat Link and Zelda. After the two are defeated or some time has passed, a giant {{SSB4|Palutena}} appears and the player must defeat her as well. | ||
*'''[[The Ultimate Swordsman]]''': As {{SSB4|Ike}}, the player must defeat Link, {{SSB4|Marth}}, {{SSB4|Meta Knight}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin and {{SSB4|Shulk}}. All of the opponents wield swords. | *'''[[The Ultimate Swordsman]]''': As {{SSB4|Ike}}, the player must defeat Link, {{SSB4|Marth}}, {{SSB4|Meta Knight}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin and {{SSB4|Shulk}}. All of the opponents wield swords. | ||
===Co-op Events=== | |||
*'''[[A Fairy Nice Trip]]''': Link and {{SSB4|Pac-Man}} must survive on [[Pac-Land]] until the stage reaches Fairy Land as four [[Kirby (SSB4)|Kirbys]] try to hinder the players' progress. | *'''[[A Fairy Nice Trip]]''': Link and {{SSB4|Pac-Man}} must survive on [[Pac-Land]] until the stage reaches Fairy Land as four [[Kirby (SSB4)|Kirbys]] try to hinder the players' progress. | ||
*'''[[Final Battle Team-Up]]''': Link, using his [[Dark Link]] [[alternate costume]], is one of the opponents two players must defeat. | *'''[[Final Battle Team-Up]]''': Link, using his [[Dark Link]] [[alternate costume]], is one of the opponents two players must defeat. | ||
*'''[[The Ultimate Battle]]''': Two players choose a character and must defeat the entire roster. | *'''[[The Ultimate Battle]]''': Two players choose a character and must defeat the entire roster. | ||
==[[Alternate costume (SSB4)#Link|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Link|Alternate costumes]]== | ||
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Clawshot_SSB4.png|Using his [[Clawshot]]. | Clawshot_SSB4.png|Using his [[Clawshot]]. | ||
SSB4 - Zelda Screen-3.jpg|Using his side taunt alongside {{SSB4|Zelda}}. | SSB4 - Zelda Screen-3.jpg|Using his side taunt alongside {{SSB4|Zelda}}. | ||
Link and Peach.jpg|Link and {{SSB4|Peach}} on {{SSB4|Battlefield}}. | Link and Peach.jpg|Link and {{SSB4|Peach}} on {{SSB4|Battlefield}}. | ||
SSB4 Toon Link Screen-10.jpg|His appearance in ''Super Smash Bros. for Nintendo 3DS'' alongside Toon Link. | SSB4 Toon Link Screen-10.jpg|His appearance in ''Super Smash Bros. for Nintendo 3DS'' alongside Toon Link. | ||
Edge grab SSB4.jpg|Link [[Edge-guarding#Ledge Trump|edge trumping]] Mario. | Edge grab SSB4.jpg|Link [[Edge-guarding#Ledge Trump|edge trumping]] Mario. | ||
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==Trivia== | ==Trivia== | ||
[[File:LinkT-PoseSSBU.png|thumb|Link's bind pose in | [[File:LinkT-PoseSSBU.png|thumb|right|Link's bind pose in ''Super Smash Bros. for Wii U''.]] | ||
*During Link's first victory animation, his eyebrows appear lighter than usual, only to revert to their original shade of color once the animation ends. | *During Link's first victory animation, his eyebrows appear lighter than usual, only to revert to their original shade of color once the animation ends. | ||
*In | *In ''Super Smash Bros. for Wii U'', a glitch prior to update 1.1.0 enabled the player to see characters' [[bind pose]]s. In Link's case, it could be seen that his bind pose was modeled in an unusual way, without forming a "T" shape like other bind poses. | ||
**This pose can still be seen even post-update 1.1.0, albeit only during the [[Master Core]] battle. If one looks close enough when Master Shadow begins to form, Link's bind pose is used instead of a normal falling pose. | **This pose can still be seen even post-update 1.1.0, albeit only during the [[Master Core]] battle. If one looks close enough when Master Shadow begins to form, Link's bind pose is used instead of a normal falling pose. | ||
*Link's alt | *Link's alt trophy in ''Super Smash Bros. for Wii U'' is a reference to his alt trophy from Melee. | ||
**Also, in ''Super Smash Bros. for 3DS'' his alt trophy is a reference to his adventure mode trophy in Melee. | |||
==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)]] | ||