Link (SSBB)/Moveset
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Move | Description | Segment | Damage | Angle | Hit Frames | BKB | KBG | WBKB | Type | ||||
Neutral attack | Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages. | Hit 1 | 4% | * | 7 | 8 | 16 | 37 | 0 | ||||
Hit 2 | Tip | 3% | 100 | 14 | 15 | 40 | 20 | ||||||
Blade | 78 | ||||||||||||
Arm | 60 | ||||||||||||
Body | 50 | ||||||||||||
Hit 3 | 5% | 30 | 27 | 31 | 70 | 50 | |||||||
Forward tilt | An overhead swipe. An efficient KO move at higher percentages. | 13% | * | 15 | 18 | 20 | 96 | 0 | |||||
Up tilt | Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages. | Tip | 9% | 95 | 8 | 12 | 30 | 122 | 0 | ||||
Blade | 85 | 130 | |||||||||||
Arm | 124 | ||||||||||||
Body | 123 | ||||||||||||
Down tilt | Swipes sword across ground. Meteor smashes aerial opponents in contact with Link's body, and opponents hanging on a ledge. This is more difficult to use as a meteor smash than other down tilts, because the sweetspot is significantly smaller, ranging only from his head to his body (while crouching). There is, however, a second sweetspot on his sword that can be found by playing on Final Destination and examining the vertical lines that range across its surface. This move will meteor smash a character hanging on a ledge if the tip of Link's toes are touching the very last line on either side of the stage. The same place on Link's sword will also be the sweetspot for meteor smashing aerial opponents, although usually opponents will not be meteor smashed due to the low chance of this sweetspot connecting. Aside from meteor smashing, the move has a 40% chance of tripping. | Tip, Arm | 12% | 80 | 13 | 14 | 90 | 50 | 0 | ||||
Blade, Body | 280 | ||||||||||||
Dash attack | Swings sword from head to toe. Good combo starter. | Tip | 10% | 90 | 8 | 11 | 30 | 80 | 0 | ||||
Blade | 12% | 80 | |||||||||||
Arm | 11% | 70 | |||||||||||
Body | 60 | ||||||||||||
Up smash | Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. | Hit 1 | Tip | 4% | 95 | 10 | 15 | 0 | 100 | 40 | |||
Blade | 98 | 48 | |||||||||||
Arm, Body | 40 | ||||||||||||
Hit 2 | Tip | 3% | 93 | 26 | 29 | 30 | |||||||
Blade | 90 | 33 | |||||||||||
Arm | 37 | ||||||||||||
Body | 40 | ||||||||||||
Hit 3 | Tip | 10% | 80 | 41 | 45 | 70 | 80 | 0 | |||||
Blade | 90 | ||||||||||||
Arm | 9% | ||||||||||||
Body | 8% | ||||||||||||
Down smash | Swipes sword from front to back, very quick start-up but moderately long ending lag; like his down tilt but with more force and it hits behind. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link; however, good timing is required. When sweetspotted and fully charged, it can KO at 77%. | Hit 1 | Tip | 14% | 75 | 9 | 11 | 26 | 90 | 0 | |||
Blade, Body | 16% | ||||||||||||
Arm | 17% | ||||||||||||
Hit 2 | Tip, Blade, Body | 16% | 20 | 22 | 20 | ||||||||
Arm | 17% | ||||||||||||
Forward smash | Swings sword forward. If the attack button is pressed again, he swings a second time with more force. Both hits can be used to rack up damage quickly at very low percentages. First hit is stronger in the tip, while the second hit is stronger if hit from close. Can be used to perform Bomb Smashing. Although the first hit has a somewhat long startup, it has almost no animation until the hit, making it difficult to react to. The 2nd hit, when sweetspotted and fully charged, can KO at 69%. | Hit 1 | Sword | 15% | * | 15 | 17 | 25 | 90 | 0 | |||
Non-sword | 14% | ||||||||||||
Hit 2 | Sword | 17% | 48 | 32 | 34 | 20 | |||||||
Arm | 20% | 25 | |||||||||||
Body | 19% | 30 | |||||||||||
Neutral aerial | Does a flying jump-kick. Is a "sex kick". Has almost no landing lag at all, being great to use to land safely from juggles. | Clean | 10% | * | 7 | 8 | 22 | 100 | 0 | ||||
Late | 6% | 9 | 27 | 15 | |||||||||
Forward aerial | Swings his sword twice while spinning 360 degrees. Second hit has great knockback, though the first hit only sets up the second hit at very low percentages, making it hard to use as a KOing move. Takes some time to startup but has surprisingly little landing lag. Great with ledge dropped, double jumped, forward aerial to try to get-up from the ledge safely, and has invincibility during first hit if used early enough after grabbing the ledge normally or with tether. | Hit 1 | 9% | * | 14 | 15 | 5 | 100 | 0 | ||||
Hit 2 | 12% | 26 | 27 | 20 | 110 | ||||||||
Back aerial | Does a two kick combo. Has almost no landing lag, 1st hit is a true combo into his up tilt. | Hit 1 | Foot | 4% | 72 | 6 | 9 | 0 | 100 | 40 | |||
Leg | 68 | ||||||||||||
Hit 2 | 7% | * | 18 | 23 | 70 | 70 | 0 | ||||||
Up aerial | Thrusts his sword upward, just like the upward thrust attack in Zelda II: The Adventure of Link. Long duration and can star KO at higher damages, though it has a slow startup, little horizontal range, and significantly high ending lag (30 frames, or half a second). | Clean | 15% | 80 | 11 | 13 | 18 | 85 | 0 | ||||
Late | 13% | 14 | 40 | ||||||||||
Down aerial | Holds his sword downward, this time based on the downward thrust from Zelda II. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial. | Clean | Hilt | 22% | 65 | 14 | 40 | 80 | 0 | ||||
Tip | 90 | 30 | |||||||||||
Late | Hilt | 18% | 65 | 15 | 64 | 40 | |||||||
Tip | 50 | ||||||||||||
After Bounce | Hilt | 8% | 40 | ||||||||||
Tip | 50 | ||||||||||||
Grab aerial (zair) | Clawshot | Fires his Clawshot forward, scoring two hits. Has no landing lag at all. Can be used as a tether recovery. Very useful for spacing and stopping approaches against taller characters. This tether recovery can be used to save Link from a KO at extremely high damages ranging up to even higher than 300%. This can be done by simply air dodging and then immediately using the clawshot (or pressing Z twice or more) after getting hit by an attack that can semi-spike, such as Fox's, Jigglypuff's, or Zelda's down smashes. Link's Zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover with a Bomb. Link has the 2nd longest zair in Brawl, only slightly shorter than Samus'. | Hit 1 | 4% | 45 | 11 | 16 | 60 | 30 | 0 | |||
Hit 2 | 6% | 23 | 24 | ||||||||||
Pummel | Hits opponent with the hilt of the Master Sword. A fairly fast pummel. | 2% | * | 9 | 0 | 100 | 0 | ||||||
Forward throw | Lets go of foe then kicks them, football punt style. | Hit 1 | 3% | * | 12 | 13 | 0 | 0 | 120 | ||||
Throw | 4% | 55 | 13 | 50 | 120 | 0 | |||||||
Back throw | Throws foe back then back kicks. | Hit 1 | 3% | * | 12 | 0 | 0 | 120 | |||||
Throw | 4% | 50 | 13 | 50 | 110 | 0 | |||||||
Up throw | Throws foe a very short distance above him, then slashes. Can KO at high percentages. Can be comboed with Spin Attack. | Hit 1 | Tip | 5% | 20 | 26 | 29 | 50 | 100 | 0 | |||
Blade | 4% | ||||||||||||
Throw | 2% | 90 | 28 | 24 | 230 | ||||||||
Down throw | Throws foe down then elbow drops them. The first hit cannot hit Jigglypuff. It is believed that this is because Jigglypuff's very low weight causes the animation to occur too quickly, the hitbox appearing and vanishing before it is checked for. | Hit 1 | 3% | * | 22 | 0 | 0 | 120 | |||||
Throw | 4% | 110 | 23 | 60 | 90 | 0 | |||||||
Floor (back) | Does two slashes front and back. | Hit 1 | 6% | * | 21 | 22 | 80 | 50 | 0 | ||||
Hit 2 | 28 | 29 | |||||||||||
Floor (front) | Does another two slashes front and back. | Hit 1 | 6% | * | 15 | 16 | 80 | 50 | 0 | ||||
Hit 2 | 25 | 27 | |||||||||||
Floor (trip) | Essentially the same as his other two floor attacks. | Hit 1 | 5% | * | 19 | 20 | 60 | 50 | 0 | ||||
Hit 2 | 28 | 29 | |||||||||||
Edge (<100%) | Pulls himself up into a front flip and slices downward. | 8% | * | 27 | 29 | 0 | 100 | 110 | |||||
Edge (100%+) | Slowly climbs up and stabs in front of him. | 10% | * | 51 | 54 | 0 | 100 | 110 | |||||
Neutral special move | Hero's Bow | Fires an arrow that can be charged. | 5% | * | 7 | 50 | 0 | ||||||
Side special move | Gale Boomerang | Throws the Gale Boomerang, which damages at it flies away and then pulls as it makes its way back. | Release | 7% | 70 | 1 | 4 | 80 | 40 | 0 | |||
Flight | 5% | 65 | 5 | 28 | 60 | ||||||||
Slowdown | 0% | 60 | 29 | 0 | 100 | 60 | |||||||
Return | 40 | 100 | 70 | ||||||||||
Up special move | Spin Attack | Attacks on both sides with a spinning slash that can be charged and is easy to punish. | Hit 1 (ground) | Blade | 12% | * | 12 | 16 | 68 | 72 | 0 | ||
Tip | 9% | ||||||||||||
Hit 2 (ground) | Blade | 17 | 28 | 55 | 80 | ||||||||
Tip | 7% | ||||||||||||
Hit 3 (ground) | Blade | 29 | 36 | 20 | |||||||||
Tip | 5% | ||||||||||||
Hit 1 (air) | Part A | 4% | 92 | 8 | 10 | 0 | 100 | 90 | |||||
Part B | 75 | 100 | |||||||||||
Part C | 38 | 50 | |||||||||||
Part D | 70 | 78 | |||||||||||
Hit 2 (air) | Part A | 2% | 92 | 16 | 18 | 88 | |||||||
Part B | 75 | 100 | |||||||||||
Part C | 38 | 50 | |||||||||||
Part D | 70 | 78 | |||||||||||
Hit 3 (air) | Part A | 92 | 22 | 24 | 77 | ||||||||
Part B | 75 | 90 | |||||||||||
Part C | 40 | 40 | |||||||||||
Part D | 70 | 55 | |||||||||||
Hit 4 (air) | Part A | 92 | 31 | 33 | 60 | ||||||||
Part B | 75 | 70 | |||||||||||
Part C | 40 | 40 | |||||||||||
Part D | 70 | 43 | |||||||||||
Hit 5 (air) | 4% | * | 47 | 51 | 30 | 160 | 0 | ||||||
Down special move | Bomb | Produces a bomb to throw. Can cause self-damage. | 5% | 70 | 40 | 90 | 0 | ||||||
Final Smash | Triforce Slash | Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. | Snag | 5% | 22 | 13 | 14 | 0 | 100 | 30 | |||
Hits 1-14 | Part A | 4% | 90 | 5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149 | 0 | 100 | 50 | ||||||
Part B | 70 | ||||||||||||
Part C | 110 | ||||||||||||
Part D | 0 | ||||||||||||
Part E | 180 | ||||||||||||
Hit 15 | 4% | * | 159 | 60 | 200 | 0 | |||||||
Hit 16 | 18% | 255 | 256 | 45 | 100 |