Editing Link (SSBB)

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'''Link''' ({{ja|リンク|Rinku}}, ''Link'') returns as a playable character in ''[[Super Smash Bros. Brawl]]'' at [[E3 2006]]. He was one of the original 4 members to be confirmed as returning playable character at [[E3 2006]], with the other three being [[Mario]], [[Kirby]], and [[Pikachu]].
{{cquote|''A warrior from distant Hyrule. His sword and projectiles make him a versatile fighter.''|cite=''Brawl'' manual description}}
'''Link''' ({{ja|リンク|Rinku}}, ''Link'') returns as a playable character in ''[[Super Smash Bros. Brawl]]'' at [[E3 2006]]. He was one of the original 4 members to be confirmed as returning playable character at [[E3 2006]], with the other three being [[Mario]], [[Kirby]], and [[Pikachu]]. Akira Sasanuma, who voices Link in ''The Legend of Zelda: Twilight Princess'', reprises his role as Link in ''Brawl''.


Akira Sasanuma is the voice of Link in all regions of ''Brawl'', succeeding Nobuyuki Hiyama. Following a trend from the original ''Super Smash Bros.'', Link's voice clips are re-purposed directly from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'', featuring a combination of returning voice clips and ones left over from the game's recordings sessions.
Link is currently ranked 35th on the tier list, placing him in the middle of the F tier, a vast drop from his position of 18th in ''Melee'', and his worst placement in the series. He is the lowest ranked of the original eight. Link is equipped with a useful [[DACUS]] that helps his mobility, as well as some camping ability, some of the best overall [[reach]] in his attacks, great [[momentum cancelling]] and the third best potential vertical endurance, and many KO moves. Like his ''Melee'' incarnation, he still has plenty of projectiles, all of which can be useful at different times. Despite his [[projectile]]s and large number of advanced techniques, however, Link in general has poor mobility due to poor [[Dashing|dashing speed]], [[air speed]], and [[jump]]ing ability, poor [[out of shield]] options, one of the worst [[aerial]] games, and sluggish moves in general (his fastest ground attack, jab, has a startup lag of 7 frames, and fastest aerial, [[back aerial]], is 6 frames). The most crippling flaw of Link, however, is his recovery, that has been heavily [[nerf]]ed from ''Melee'' to being arguably the worst recovery in ''Brawl'', and often prevents him from fulfilling his amazing endurance potential; [[Spin Attack]] doesn't give him much horizontal distance (and barely any without prior momentum), his bombs are less effective for recovery, and his hookshot can no longer [[wall grapple]]. This has resulted in terrible match-ups against most characters, and terrible tournament results.
 
Link is currently ranked 35th on the tier list, placing him in the middle of the F tier, a vast drop from his position of 18th in ''Melee'', and is roughly similar to his 11th place ranking in ''Smash 64''. Link is equipped with a useful [[DACUS]] that helps his mobility, camping ability, some of the best overall [[reach]] in his attacks, great [[momentum cancelling]], the third-best potential vertical endurance, and many KO moves. Like his ''Melee'' incarnation, he still has multiple projectiles, all of which are effective for [[spacing]]. [[Gale Boomerang]]s can be used to apply pressure, he can fire arrows and allow characters to approach, and [[bomb]]s can be used for [[edgeguarding]]. Despite his various [[projectile]]s and [[DACUS]], Link has atrocious mobility due to poor [[Dashing|dashing speed]], [[air speed]], and [[jump]]ing ability. In addition, Link has lackluster frame data throughout his moveset (his fastest grounded attack, [[jab]], and his fastest aerial, [[back aerial]], have startup lags of 7 and 6 frames, respectively), giving him almost nonexistent [[out of shield]] options, one of the worst [[aerial]] games, and an unremarkable [[neutral]] game. His most crippling flaw, however, is his [[recovery]], which has been heavily [[nerf]]ed from ''Melee'' to being one of the worst recoveries in ''Brawl'', often preventing him from fulfilling his amazing endurance potential. [[Spin Attack]] doesn't grant him much horizontal distance (and barely any without prior momentum), his [[bomb]]s are less effective for [[bomb recovery]], and his hookshot can no longer [[wall grapple]] (instead targeting only the edge, making it easily edgehogged). Overall, Link has unimpressive match-ups against most characters (especially in the top tiers) and terrible tournament results.


==Attributes==
==Attributes==
Link may be a character of poor speed, but he makes up for that with power. His sliding [[DACUS]] also helps his slow mobility and his BDACUS is very effective due to his fast sidestep. Link is moderately [[weight|heavy]], having the same weight as {{SSBB|Captain Falcon}}. Link is also one of the heavyweight characters that has good [[directional influence]] and [[momentum canceling]], especially vertically, which along his extremely quick [[fast fall]] allows him to survive almost as long as {{SSBB|Snake}} onstage, though he arguably has the worst recovery in the game and sometimes his fast fall can also give him problems recovering. His heavy weight backfires, however, by making him extremely vulnerable to chain grabs that force him offstage. Link's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also [[meteor smash]] at the tip of the sword or hitting behind Link, making it respectable for [[edgeguarding]]. His up tilt is fast and good for juggling, and his forward tilt can easily KO at high percentages. Link's forward smash can become a two hit [[natural combo]] at low percentages. It is also a great KO move, depending from where the sword connects. His down smash is an easy KO move at fairly high percentages, and is Link's quickest [[smash attack]]. However, it is predictable making it easy to read at higher percentages, and has some ending lag. Link's up smash doesn't KO easily, but it racks up decent damage. Link's aerial attacks are also good, as both his neutral aerial and [[grab aerial]] (zair), combined with a short hop and fast falling, is a great option for approach. Link's back aerial is good for spacing when needed. Link's forward aerial is fairly fast, is a good set-up move and its second hit is powerful, but this KOing move is hard to land, since the first hit only set ups the second hit at very low percentages and the first hit lacks KO power. Link's up and down aerials are some of his best KO moves, having high duration and high [[knockback]], but have high ending and landing lag. Even though his aerial attacks are effective, his slow aerial speed, fast falling speed, and small jumps give Link a very weak aerial game. His grab, like all tether grabs, has good range but has a high amount of startup lag (12 frames) and is laggy if missed. Specials for Link are also good for keeping distance, racking up damage, and great for survival. On the ground, Link can charge his [[up special]]. It is a good edge guarding tool, but is predictable. Spin Attack can also deflect projectiles if used in the air. His [[neutral special]] is a bow that charges and shoots quick projectiles. If activated in the air, just before hitting the ground, an uncharged arrow will shoot instantly, making it a fast attack that will often hit unsuspecting enemies. Link's [[down special]] allows him to pull out a bomb as an [[item]] and throw it, which can be used for [[mindgames]], but his own bombs can be caught during the throw and used against him. His [[side special move]], [[Gale Boomerang]] has fairly good range and can gimp some opponent's recoveries. Inputting the command like a smash attack will cause the boomerang to reach farther. Link's shield, which he holds to his front while standing, can act as a shield on its own: when Link doesn't move, many projectiles coming from the opposite direction he's facing can't hit him. Crouching can also block most attacks as well, but leaves his upper hitbox open. He also has a great [[spot dodge]].
Link may be a character of poor speed, but he makes up for that with power. His sliding [[DACUS]] also helps his slow mobility and his BDACUS is very effective due to his fast sidestep. Link is moderately [[weight|heavy]], having the same weight as {{SSBB|Captain Falcon}}. Link is also one of the heavyweight characters that has good [[directional influence]] and [[momentum canceling]], especially vertically, which along his extremely quick [[fast fall]] allows him to survive almost as long as {{SSBB|Snake}}, though he arguably has the worst recovery in the game and sometimes his fast fall can also give him problems recovering. His heavyweight backfires, however, by making him extremely vulnerable to chain grabs that force him offstage. Link's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also [[meteor smash]] at the tip of the sword or hitting behind Link. His up tilt is fast and good for juggling, and his forward tilt can easily KO at high percentages. Link's forward smash can become a two hit combo at low percentages, it is also a great KO move, depending from where the sword connects. His down smash is an easy KO move at fairly high percentages, and is Link's quickest smash. However, it is predictable making it easy to watch out at higher percentages, and has some ending lag. Link's up smash doesn't KO easily, but it racks up decent damage. Link's aerial attacks are also good, as both his neutral aerial and [[grab aerial]] (zair), combined with a short hop and fast falling, is a great option for approach. Link's back aerial is good for spacing when needed. Link's forward aerial is fairly fast, is a good set-up move and its second hit is powerful, but this KOing move is hard to land, since the first hit only set ups the second hit at very low percentages and the first hit lacks KO power. Link's up and down aerials are some of his best KO moves, having high duration and high [[knockback]], but have high ending and landing lag. Even though his aerial attacks are effective, his slow aerial speed, fast falling speed, and small jumps give Link a very weak aerial game. His grab, like all tether grabs, has good range but has 12 frames start-up and is laggy if missed. Specials for Link are also good for keeping distance, racking up damage, and great for survival. On the ground, Link can charge his [[up special]]. It is a good edge guarding tool, but is predictable. Spin attack can also deflect projectiles if used in the air. His [[neutral special]] is a bow that charges and shoots high-speed projectiles. If activated in the air, just before hitting the ground, an uncharged arrow will shoot instantly, making it a fast attack that will often hit unsuspecting enemies. Link's [[down special]] allows him to pull out a bomb and throw it, which can be used for mind games, but his own bombs can be used against him. His [[side special move]], [[Gale Boomerang]] has fairly good range and can gimp some opponent's recovery. Smashing the side special will cause the boomerang to reach farther. Link's shield can act as a shield on its own: when Link doesn't move, many projectiles coming from the opposite direction he's facing can't hit him. Crouching can also block most attacks as well, but leaves his upper hitbox open. He also has a great [[spot dodge]].


Link's critical problem is his abysmal recovery, being one of the worst recoveries in the game; this makes him easy to KO despite being a heavyweight with great momentum canceling. Although his projectiles, particularly Gale Boomerang help it somewhat, his poor jumping, quick fall speed, slow air speed, and poor distance on the [[Spin Attack]] make his recovery arguably the shortest in the game both horizontally and vertically and also very predictable, so it's suggested that all Link mains have good directional influence. Link's Spin Attack is also a slow recovery move, with predictable trajectory and minimal distance both vertically and horizontally, making it fairly easy to edgeguard and [[gimp]], mostly with moves that out prioritise his projectiles, and due to the poor distance of his recovery he can get KO'd offstage with a fairly low amount of hits and not being able to recover, especially when he loses his 2nd jump, and due his poor height, that also means meteor smashes are devastating for his recovery. Link's most effective mode of recovery is to first throw the Gale Boomerang to disrupt the opponent, then use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using [[Spin Attack]] immediately after being hit while recovering makes it give no horizontal distance at all. His [[Clawshot]] can be useful, being the second longest tether grab in the game, but, like all [[tether recovery|tether recoveries]], it is easily [[edgehog|edgehogged]]. Another method of recovery is where Link pulls out a bomb, uses his Spin Attack, and his bomb blows up on him for little damage but gives Link another Spin Attack. At higher percentages the knockback from the bomb can be used for additional height. Although, Link has a large [[Sweet spot (ledge)|ledge sweetspot]], but due to his poor recovery, Link heavily relies on edge grabbing, leaving him vulnerable to edgehogging (though, this can be prevented with his projectiles). If Link is lucky, the Gale Boomerang can carry the opponent out far enough so they can't recover, but this happens rarely, making it very unreliable.
Link's critical problem is his abysmal recovery, being arguably the worst recovery in the game, on par with {{SSBB|Ganondorf}}'s [[Dark Dive]]; this makes him easy to KO despite being a heavyweight with great momentum canceling. Although his projectiles, particularly Gale Boomerang help it somewhat, his poor jumping, quick fall speed, slow air speed, and poor distance on the Spin Attack make his recovery arguably the shortest in the game both horizontally and vertically and also very predictable, so it's suggested that all Link mains have good directional influence. Link's spin attack is also a slow recovery move, with predictable trajectory, making it fairly easy to edgeguard, mostly with moves that out prioritizes his projectiles, and due to the poor distance of his recovery he can get KO'd offstage with a fairly low amount of hits and not being able to recover, especially when he loses his 2nd jump, and due his poor vertical distance that also means meteor smashes are devastating for his recovery. Link's most effective mode of recovery is to first throw the Gale Boomerang to disrupt the opponent, then use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using [[Spin Attack]] immediately after being hit while recovering makes it give no horizontal distance at all. His [[Clawshot]] is also useful, being the second longest tether grab in the game, but, like all [[tether recovery|tether recoveries]], it is easily [[edgehog|edgehogged]]. Another method of recovery is where Link pulls out a bomb, uses his Spin Attack, and his bomb blows up on him for little damage but gives Link another Spin Attack. At higher percentages the knockback from the bomb can be used for additional height. Although, Link has a large [[Sweet spot (ledge)|ledge sweetspot]], but due to his poor recovery, Link heavily relies on edge grabbing, leaving him vulnerable to edgehogging (though, this can be prevented with his projectiles). If Link is lucky, the Gale Boomerang can carry the opponent out far enough so they can't recover, but this happens rarely, making it very unreliable.


Overall, Link's high power and respectable camping ability is largely offset by his terrible recovery, unreliable frame data and poor mobility; this gives him a poor approach and almost no reliable method of recovering. Because of his overwhelming weaknesses, he is widely considered non-viable in tournament play, and his representation is almost nonexistent at a competitive level.
==Changes from ''Melee'' to ''Brawl''==
Link has received some significant power buffs and is overall a much more powerful character in ''Brawl''. Many of his attacks have had an increase in power resulting in him having access to a lot more kill moves with his overall KO potential and damage output being better relative to the cast. His grab aerial is a lot more useful as an attack as it no longer suffers from a lot of landing lag giving him a new spacing tool which could be used to flow into other attacks. Additionally, the introduction of [[DACUS]] gives him a new much needed approach option although his DACUS is poor as while it covers a large distance, his up smash remains a fairly poor move especially with its higher ending lag.


==Changes from ''[[Super Smash Bros. Melee]]''==
However, he has received some significant nerfs in other more important areas, that have made him an even slower and less mobile character. His already poor [[out of shield]] game was made even worse as all of his out of shield options (including [[Spin Attack]], [[grab]] and [[neutral aerial]]) are all slower than they were before and his lower traction only increases this issue. His aerial game is also worse. His air speed is much slower hindering both his aerial approach and recovery. Up aerial is much slower and is non viable for combos and the removal of [[L-canceling]] drastically harmed both his up and down aerials. Lastly and most significantly, his recovery has been drastically nerfed, almost close to being as bad as it was in ''Smash 64''. His grab aerial can only be used as a tether recovery significantly reducing its utility and his Spin Attack covers less horizontal distance and is more reliant on prior momentum which is especially poor considering his worse air speed and acceleration. Link can also no longer destroy [[Bomb]]s with Spin Attack which also hinders his recovery.
Link has received some significant power buffs and is overall a much more powerful character in ''Brawl''. Many of his attacks have been given higher knockback potential, resulting in him wielding many more KO moves. His grab aerial is a lot more useful as an attack as it no longer suffers from large amounts of landing lag, giving him a new spacing tool and more opportunities to link to his other moves. Additionally, the introduction of [[DACUS]] gives him a new much needed approach option, though his DACUS is poor as while it covers a large distance, his up smash remains a fairly poor move especially with its higher ending lag.


Unfortunately, he has received some significant nerfs to his movement speed, which has made him an even slower character. His already poor [[out of shield]] game was made even worse as all of his out of shield options (including [[Spin Attack]], [[grab]] and [[neutral aerial]]) are all slower than they were before and his lower traction only increases this issue. His aerial game is also worse, as most of his aerials’ frame data was lengthened, making him difficult to reliably threaten opponents. His air speed is much slower, hindering both his aerial approach and recovery. Up aerial is much slower and now unviable for combos, and the removal of [[L-canceling]] drastically harmed both his up and down aerials. His biggest detriment, however, is his heavily crippled recovery in ''Brawl''. His grab aerial can now only be used as a tether recovery, significantly reducing its utility, and his Spin Attack covers less horizontal distance, making him more reliant on prior momentum. This is especially troubling given his worse air speed and acceleration. Link can also no longer destroy [[Bomb]]s with Spin Attack which also hinders his recovery.
This overall makes him a worse character in ''Brawl'' than he was in ''Melee'' where he was already a non viable character.


While Link already heavily struggled to utilize his strengths in ''Melee'', the game mechanics made even worse in ''Brawl'', and he has among the worst tournament results and representation.
===Aesthetics===
===Aesthetics===
*{{change|Link's design is now based off of ''Twilight Princess'', rather than being based of his ''Ocarina of Time'' design he had in ''Melee'' and ''SSB''. His design has also received a significant boost in graphics quality, most notably seen on his tunic and hat, which have much more detail and textures.}}
*{{change|Link's design is now based off of ''Twilight Princess'', rather than being based of his ''Ocarina of Time'' design he had in ''Melee'' and ''SSB''. His design has also received a significant boost in graphics quality, most notably seen on his tunic and hat, which have much more detail and textures.}}  
*{{change|His forward [[helpless]] state is now the animation of when he finishes his double jump (from both ''Melee'' and ''Brawl''), but his back and neutral helpless states are the same.}}
*{{change|His forward [[helpless]] state is now the animation of when he finishes his double jump (from both ''Melee'' and ''Brawl''), but his back and neutral helpless states are the same.}}
*{{change|Link's dark costume is now based on [[Dark Link]] and he has a new yellow costume.}}
*{{change|Link's dark costume is now based on [[Dark Link]] and he has a new yellow costume.}}
*{{change|Like all characters, Link now has three taunts; his ''Melee'' has been removed and replaced with two new ones, and his down taunt is similar to his ''Smash 64'' taunt.}}
*{{change|Link's taunt from ''Melee'' has been removed. His new down taunt is similar to his ''Smash 64'' taunt.}}


===Attributes===
===Attributes===
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*{{nerf|Link's traction is significantly lower (0.1 → 0.064), especially when comparing with the returning veterans, now going from the best in Melee to the 10th highest. This makes it harder for him to punish out of shield and due to the removal of [[wavedashing]], its benefits do not make up for it.}}
*{{nerf|Link's traction is significantly lower (0.1 → 0.064), especially when comparing with the returning veterans, now going from the best in Melee to the 10th highest. This makes it harder for him to punish out of shield and due to the removal of [[wavedashing]], its benefits do not make up for it.}}
*{{nerf|[[jump|Jumpsquat]] is longer (6 frames → 7).}}
*{{nerf|[[jump|Jumpsquat]] is longer (6 frames → 7).}}
*{{buff|[[Spot dodge]] has a longer duration (frames 2-15 → 2-20).}}
*{{buff|[[Spotdodge]] has a longer duration (frames 2-15 → 2-20).}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|The second and third hits of [[neutral attack]] have less startup lag (frame 7 → 6) and the third hit has altered knockback (10 (base), 100 (scaling) → 70/50) improving its spacing potential. Additionally, the first hit can now be used to [[jab lock]] opponents.}}
**{{buff|The second and third hits of neutral attack have less startup lag (frame 7 → 6) and the third hit has altered knockback (10 (base), 100 (scaling) → 70/50) improving its spacing potential. Additionally, the first hit can now be used to [[jab lock]] opponents.}}
*{{nerf|Link's neutral attack is now always three hits instead of being multi-hit, making it less effective at racking up damage. The first hit also has more startup lag (frame 6 → 7) and deals less damage (5% → 4%). The second and third hits also have more end lag (frame 18 → 21 (hit 2), frame 33 → 37 (hit 3) and the third hit also deals less damage (6% 5%).}}
**{{nerf|Neutral attack no longer has a neutral infinite and will always deal three hits, decreasing it's overall damage potential.}}
*{{buff|Forward tilt has less startup lag (frame 16 → 15) and deals more knockback (5/2 (base), 90 (scaling) → 20/96).}}
***{{nerf|The first and third hits deals less damage (5% (first)/6% (third) → 4%/5%). Additionally, the first hit has more startup lag (frame 6 → 7) and the second and third hits also have more end lag (frame 18 (second)/frame 33 (third) 21/37).}}
*{{nerf|Forward tilt deals consistent damage (13%/14%/15% → 13%).}}
*[[Forward tilt]]:
*{{buff|Up tilt has less startup lag (frame 9 → 8) and the universally decreased falling speeds improve its KO potential.}}
**{{buff|Forward tilt has less startup lag (frame 16 → 15) and deals more knockback (5/2 (base), 90 (scaling) → 20/96).}}
*{{nerf|Up tilt has a shorter duration (frames 9-15 → 8-12) and more ending lag (frame 30 → 36). This combined with universally decreased fall speeds and the introduction of [[hitstun canceling]] hinders its juggling potential.}}
**{{nerf|Forward tilt deals consistent damage (13%/14%/15% → 13%).}}
*{{buff|[[Down tilt]] deals more damage (11% → 12%) and has increased base knockback (80 → 90). This combined with the changes to [[meteor canceling]] significantly improves its edgeguarding potential.}}
*[[Up tilt]]:
*{{nerf|Down tilt's meteor smash hitbox is significantly smaller and the hitbox placement is worse (now being a small hitbox on Link's body), now making it nearly impossible to land due to its impractical placement. One of its hitboxes is also no longer a meteor smash.}}
**{{buff|Up tilt has less startup lag (frame 9 → 8) and the universally decreased falling speeds improve its KO potential.}}
*{{buff|[[Dash attack]]'s tipper hitbox deals more damage (9% → 10%) and all hitboxes have altered knockback (10 (base), 100 (scaling) → 30/80) improving its safety.}}
**{{nerf|Up tilt has a shorter duration (frames 9-15 → 8-12) and more ending lag (frame 30 → 36). This combined with universally decreased fall speeds and the introduction of [[hitstun canceling]] hinders its juggling potential.}}
*{{nerf|Dash attack has more startup lag and a shorter duration (frames 7-12 → 8-11). The introduction of hitstun cancelling also hinders its combo potential.}}
*[[Down tilt]]:
*{{buff|Second slash of forward smash is now affected by smash charging and launches opponents at a lower angle (65° → 48°). The first hit also deals more damage (13%/14% → 14%/15%) has increased knockback (30 (base), 83/85 (scaling) → 25/90), has slightly decreased ending lag (frame 50 → 49) and can now [[trip]] opponents.}}
**{{buff|Down tilt deals more damage (11% → 12%) and has increased base knockback (80 → 90). This combined with the changes to [[meteor canceling]] significantly improves its edgeguarding potential.}}
*{{change|The second hit of forward smash now has three hitboxes dealing a different amount of damage (18%/20% → 17%/19%/20%).}}
**{{nerf|Down tilt's meteor smash hitbox is significantly smaller and the hitbox placement is worse (now being a small hitbox on Link's body), now making it nearly impossible to land due to its impractical placement. One of its hitboxes is also no longer a meteor smash.}}
*{{nerf|Both hits of forward smash have a shorter duration (frames 15-18 → 15-17 (hit 1), frames 10-13 → 12-14 (hit 2). The second hit also has more startup lag (frame 10 → 12) and deals less knockback (30 (base), 100 (scaling) → (20/25/30)/90) making it weaker when uncharged despite its more favourable angle.}}
*[[Dash attack]]:
*{{buff|[[Up smash]] inflicts 2% more damage when all hits connect due to changes in [[stale-move negation]] (15% → 17%). Up smash also has less startup lag (frame 11 → 10) and all hits have a longer duration (frames 11-15 → 10-15 (hit 1), frames 26-28 → 26-29 (hit 2), frames 41-43 → 41-45 (hit 3).}}
**{{buff|Dash attack's tipper hitbox deals more damage (9% → 10%) and all hitboxes have altered knockback (10 (base), 100 (scaling) → 30/80) improving its safety.}}
*{{buff|Link was given a lengthy sliding DACUS, whose inputs can also be used for super [[glide toss]]ing his Bombs or other items significantly improving his grounded approach.}}
**{{nerf|Dash attack has more startup lag and a shorter duration (frames 7-12 → 8-11). The introduction of hitstun cancelling also hinders its combo potential.}}
*{{nerf|Up smash has more ending lag (frame 52 → 70) significantly hindering its followup potential despite the final hits lower base knockback (90 → 70).}}
*[[Forward smash]]:
*{{buff|[[Down smash]]'s weak hit deals more damage (11% → 14% (front), 16% (back)), the front hit has higher base knockback (20 → 26) and the back hit has less startup lag (frame 21 → 20).}}  
**{{buff|Second slash of forward smash is now affected by smash charging and launches opponents at a lower angle (65° → 48°). The first hit also deals more damage (13%/14% → 14%/15%) has increased knockback (30 (base), 83/85 (scaling) → 25/90), has slightly decreased ending lag (frame 50 → 49) and can now [[trip]] opponents.}}
*{{nerf|Down smash has more ending lag (frame 42 → 50).}}
**{{change|The second hit of forward smash now has three hitboxes dealing a different amount of damage (18%/20% → 17%/19%/20%).}}
**{{nerf|Both hits of forward smash have a shorter duration (frames 15-18 → 15-17 (hit 1), frames 10-13 → 12-14 (hit 2). The second hit also has more startup lag (frame 10 → 12) and deals less knockback (30 (base), 100 (scaling) → (20/25/30)/90) making it weaker when uncharged despite its more favourable angle.}}
*[[Up smash]]:
**{{buff|Up smash inflicts 2% more damage when all hits connect due to changes in [[stale-move negation]] (15% → 17%). Up smash also has less startup lag (frame 11 → 10) and all hits have a longer duration (frames 11-15 → 10-15 (hit 1), frames 26-28 → 26-29 (hit 2), frames 41-43 → 41-45 (hit 3).}}
**{{buff|Link was given a lengthy sliding DACUS, whose inputs can also be used for super [[glide toss]]ing his Bombs or other items significantly improving his grounded approach.}}
**{{nerf|Up smash has more ending lag (frame 52 → 70) significantly hindering its followup potential despite the final hits lower base knockback (90 → 70).}}
*[[Down smash]]:
**{{buff|Down smash's weak hit deals more damage (11% → 14% (front), 16% (back)), the front hit has higher base knockback (20 → 26) and the back hit has less startup lag (frame 21 → 20).}}
**{{nerf|Down smash has more ending lag (frame 42 → 50).}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Link is arguably the character most adversely affected by the loss of [[L-cancelling]], along with {{SSBB|Ganondorf}} and {{SSBB|Bowser}}, as his high landing lag up and down aerials were especially reliant on it, with his up aerial completely losing its comboing abilities while his down aerial is now dangerously unsafe if he misses it.}}
*{{nerf|Link is arguably the character second most adversely affected by the loss of [[L-cancelling]] after {{SSBB|Ganondorf}}, as his high landing lag up and down aerials were especially reliant on it, with his up aerial completely losing its comboing abilities while his down aerial is now dangerously unsafe if he misses it.}}
**{{change|Neutral, forward and back aerials have less landing lag (15 frames → 9 (neutral), 10 (forward/back) although their landing lag was not fully compensated for the loss of L-cancelling.}}
*{{change|Neutral, forward and back aerials have less landing lag (15 frames → 9 (neutral), 10 (forward/back) although their landing lag was not fully compensated for the loss of L-cancelling.}}
*[[Neutral aerial]]:
*{{buff|[[Neutral aerial]] [[auto-cancel]]s earlier as its hitbox is now shorter than its auto-cancel window (frame 40 → 32) allowing it to auto-cancel in a [[short hop]]. Neutral aerial also no longer has sourspots which deal less damage (9%/8% → 10%).}}
**{{buff|Neutral aerial [[auto-cancel]]s earlier as its hitbox is now shorter than its auto-cancel window (frame 40 → 32) allowing it to auto-cancel in a [[short hop]]. Neutral aerial also no longer has sourspots which deal less damage (9%/8% → 10%).}}
*{{nerf|Neutral aerial's clean sweetspot and late hit deal less damage (11% → 10% (clean), 7% → 6% (late)) although their base knockback was compensated (15 → 22 (clean), 10 → 15 (late)). Neutral aerial also has more startup lag, a shorter duration (frames 4-39 → 7-27) and more ending lag (frame 36 → 40).}}
**{{nerf|Neutral aerial's clean sweetspot and late hit deal less damage (11% → 10% (clean), 7% → 6% (late)) although their base knockback was compensated (15 → 22 (clean), 10 → 15 (late)). Neutral aerial also has more startup lag, a shorter duration (frames 4-39 → 7-27) and more ending lag (frame 36 → 40).}}
*{{nerf|First hit of [[forward aerial]] was significantly weakened, dealing less damage (13% → 9%) with no compensation on its knockback, no longer reliably KOing. However, even with the power nerf, it does not connect with the second hit for much longer. Both hits also have a shorter duration (frames 14-16 → 14-15 (hit 1), frames 30-33 → 26-27 (hit 2)).}}  
*[[Forward aerial]]:
*{{buff|The second hit of forward aerial deals more damage (8% → 12%) and knockback (0 (base), 90 (scaling) → 20/110) being stronger than the first hit in ''Melee''. The second hit also has less startup lag (frame 30 → 26) and is much easier to use out of a short hop. Forward aerial also has less ending lag (frame 56 → 51) and it can now auto-cancel out of a full hop.}}
**{{nerf|First hit of forward aerial was significantly weakened, dealing less damage (13% → 9%) with no compensation on its knockback, no longer reliably KOing. However, even with the power nerf, it does not connect with the second hit for much longer. Both hits also have a shorter duration (frames 14-16 → 14-15 (hit 1), frames 30-33 → 26-27 (hit 2)).}}
*{{buff|[[Back aerial]]'s first hit now has set knockback (0 (base) → 40 (set)) making it connect with the second hit much more reliably. The second hit deals more knockback (15 (base), 100 (scaling) → 70/70) improving its edgeguarding potential}}
**{{buff|The second hit of forward aerial deals more damage (8% → 12%) and knockback (0 (base), 90 (scaling) → 20/110) being stronger than the first hit in ''Melee''. The second hit also has less startup lag (frame 30 → 26) and is much easier to use out of a short hop. Forward aerial also has less ending lag (frame 56 → 51) and it can now auto-cancel out of a full hop.}}
*{{nerf|Back aerial's first hit deals less damage (7% → 4%) and back aerial has slightly higher ending lag (frame 30 → 31).}}
*[[Back aerial]]:
*{{buff|Up aerial auto-cancels earlier (frames 1-4/56 → 1-10/47) enabling it to auto-cancel out of a full hop. The late hit also deals more damage (12% → 13%) although its base knockback was compensated (25 → 18).}}
**{{buff|Back aerial's first hit now has set knockback (0 (base) → 40 (set)) making it connect with the second hit much more reliably. The second hit deals more knockback (15 (base), 100 (scaling) → 70/70) improving its edgeguarding potential}}
*{{nerf|Up aerial has much more startup lag with a shorter duration (frames 5-49 → 11-41) and the clean hit deals less damage (16% → 15%) and has less base knockback (25 → 18).}}
**{{nerf|Back aerial's first hit deals less damage (7% → 4%) and back aerial has slightly higher ending lag (frame 30 → 31).}}
*{{buff|[[Down aerial]]'s clean hit's sourspot deals more damage (20% → 22%) and launches opponents at a higher angle (65° → 90°) improving its KO potential despite its lower base knockback (40 → 30) and making it among the strongest aerials in the game. The universally decreased fall speeds also improves its KO potential. The bounce hit also deals consistent damage (6%/8% → 8%).}}
*[[Up aerial]]:
*{{change|If Link fast falls while using his down aerial, he will not bounce after hitting with it, plummeting straight through to the ground.}}
**{{buff|Up aerial auto-cancels earlier (frames 1-4/56 → 1-10/47) enabling it to auto-cancel out of a full hop. The late hit also deals more damage (12% → 13%) although its base knockback was compensated (25 → 18).}}
*{{nerf|Down aerial has more startup lag and a shorter duration (frames 13-64 → 14-64) and its early auto-cancel window is shorter (frames 1-12 → 1-9). It's previous clean hit's sweetspot deals less base knockback (50 → 40) and the late hit deals less damage (19% → 18%).}}
**{{nerf|Up aerial has much more startup lag with a shorter duration (frames 5-49 → 11-41) and the clean hit deals less damage (16% → 15%) and has less base knockback (25 → 18).}}
*{{buff|[[Grab aerial]] is significantly more useful for non-recovery purposes; the move now auto-cancels on landing instead of having an immense 30 frames of landing lag, and its altered angle (361° → 45°) and knockback (30 (base), 40 (scaling) → 60/30) makes it useful for setting up additional blows, giving the move significant utility on stage and making it an effective spacer. It also no longer renders Link helpless after using it. It now also has a second hit increasing its maximum damage output (6% → 10%).}}
*[[Down aerial]]:
*{{nerf|Grab aerial's first hit deals less damage (6% → 4%) and has a shorter duration (frames 11-18 → 11-16).}}
**{{buff|Down aerial's clean hit's sourspot deals more damage (20% → 22%) and launches opponents at a higher angle (65° → 90°) improving its KO potential despite its lower base knockback (40 → 30) and making it among the strongest aerials in the game. The universally decreased fall speeds also improves its KO potential. The bounce hit also deals consistent damage (6%/8% → 8%).}}
*{{nerf|Grab aerial is now a tether recovery instead of a wall grapple meaning that Link can only use it to grab the ledge and it can now be [[edgehogging|edgehogged]]. This makes grab aerial significantly worse for recovering. It also has less range.}}
**{{change|If Link fast falls while using his down aerial, he will not bounce after hitting with it, plummeting straight through to the ground.}}
**{{nerf|Down aerial has more startup lag and a shorter duration (frames 13-64 → 14-64) and its early auto-cancel window is shorter (frames 1-12 → 1-9). It's previous clean hit's sweetspot deals less base knockback (50 → 40) and the late hit deals less damage (19% → 18%).}}
*[[Grab aerial]]:
**{{buff|Grab aerial is significantly more useful for non-recovery purposes; the move now auto-cancels on landing instead of having an immense 30 frames of landing lag, and its altered angle (361° → 45°) and knockback (30 (base), 40 (scaling) → 60/30) makes it useful for setting up additional blows, giving the move significant utility on stage and making it an effective spacer. It also no longer renders Link helpless after using it. It now also has a second hit increasing its maximum damage output (6% → 10%).}}
**{{nerf|Grab aerial's first hit deals less damage (6% → 4%) and has a shorter duration (frames 11-18 → 11-16).}}
**{{nerf|Grab aerial is now a tether recovery instead of a wall grapple meaning that Link can only use it to grab the ledge and it can now be [[edgehogging|edgehogged]]. This makes grab aerial significantly worse for recovering. It also has less range.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s
*{{nerf|Grabs have more startup lag (frame 11 → 12 (standing), frame 12 → 14 (dash).}}
**{{nerf|Grabs have more startup lag (frame 11 → 12 (standing), frame 12 → 14 (dash).}}
*{{buff|Grabs have a longer duration (frames 11-17 → 12-19 (standing), frames 12-17 → 14-21 (dash) Link also now possesses a pivot grab with a very long duration (frames 15-35).}}
**{{buff|Grabs have a longer duration (frames 11-17 → 12-19 (standing), frames 12-17 → 14-21 (dash) Link also now possesses a pivot grab with a very long duration (frames 15-35).}}
*{{buff|[[Pummel]] has less end lag (frame 26 → 16).}}
*[[Pummel]]:
*{{nerf|Pummel deals less damage (3% → 2%).}}
**{{buff|Pummel has less end lag (frame 26 → 16).}}
*{{buff|All throws deal more damage (6% → 7%).}}
**{{nerf|Pummel deals less damage (3% → 2%).}}
*{{buff|Forward (25 (base), 110 (scaling) → 50/120) and back throw (24 (base) → 50) deal more knockback.}}
**{{buff|All throws deal more damage (6% → 7%).}}
*{{nerf|The introduction of [[hitstun canceling]] heavily limits up and down throw's follow up potential beyond very low percents.}}
**{{buff|Forward (25 (base), 110 (scaling) → 50/120) and back throw (24 (base) → 50) deal more knockback.}}
*{{buff|Down throw no longers put opponents into [[tumble]] at extremely low percents allowing for potential follow ups despite the introduction of hitstun canceling.}}
**{{nerf|The introduction of [[hitstun canceling]] heavily limits up and down throw's follow up potential beyond very low percents.}}
*{{nerf|Down throw no longer connects properly on {{SSBB|Jigglypuff}} making it deal less damage against Jigglypuff (6% 4%). It also has increased knockback scaling (50 → 90) hindering its follow up potential beyond extremely low percents.}}
*[[Down throw]]:
**{{buff|Down throw's hitbox deals more damage (2% → 3%) and has higher knockback scaling (98 → 120).}}
**{{buff|The hitbox is larger (3.5154u → 4.32u).}}
**{{buff|Down throw no longer put opponents into [[tumble]] at extremely low percents, allowing for potential follow ups.}}
**{{change|Link releases opponents from down throw earlier (frame 28 → 23). This makes the throw harder to DI but increases its ending lag as its total duration was unchanged.}}
**{{nerf|The hitbox has a shorter duration (frames 22-23 → 22). As the throw is still weight dependent, this notably means that the hitbox will no longer come out against {{SSBB|Jigglypuff}} and {{SSBB|Zero Suit Samus}} (as their weight values play the throw at a speed where the frame the hitbox comes out is skipped), making the throw only deal 4% against them.}}
**{{nerf|The throw launches opponents at a lower angle (90° 110°) and it has increased knockback scaling (50 → 90). When combined with its higher ending lag, along with the introduction of hitstun canceling, this significantly hinders its follow up potential, while still being too weak to KO.}}


===Special moves===
===Special moves===
*[[Hero's Bow]]:
*{{buff|Link can now [[B-reverse]] [[Hero's Bow]] and [[Gale Boomerang]].}}
**{{change|Hero's Bow has a slightly altered animation: instead of standing upright and gradually leaning backwards while drawing the bow, Link now kneels and draws the bow at a fixed height.}}
*{{buff|Hero's Bow charges faster, and the arrows it fires travel faster and farther. He also now has access to {{b|Quickdraw|technique}}ing improving Hero's Bow's utility.}}
**{{buff|Hero's Bow charges faster, and the arrows it fires travel faster and farther. He also now has access to {{b|Quickdraw|technique}}ing, improving Hero's Bow's utility.}}
*{{bugfix|[[Ghost Arrow glitch]] has been removed.}}
***{{nerf|As a drawback of both the faster charge and the increased minimum range, it is harder to hit opponents below Link.}}
*{{nerf|Link has a new side special: Gale Boomerang. It is considered less effective; Gale Boomerang deals significantly less damage in its initial hitboxes and has no damaging hitboxes at all in its later flight and on its return, while the opponent can still fully react when being pushed/pulled by the wind hitboxes, which makes it difficult for Link to use the move to setup additional blows. Gale Boomerang also travels more slowly and cannot be controlled.}}
**{{buff|Link can now [[B-reverse]] with Hero's Bow.}}
*{{buff|Gale Boomerang deals more knockback, has larger hitboxes, and is much more effective for [[gimp]]ing. Its new [[Windbox]] can allow for new follow ups in some situations. Link can now [[cape glide|edge momentum shift]] Gale Boomerang aiding its edeguarding potential.}}
**{{bugfix|[[Chain dance#Ghost Arrow glitch|Ghost Arrow glitch]] has been removed.}}
*{{bugfix|[[Boomerang superjump]] glitch removed.}}
*[[Gale Boomerang]]:
*{{buff|Link can now charge grounded [[Spin Attack]] with its fully charged varient dealing more damage (15% → 19%) and knockback. It's uncharged late hit also deals more damage (5% → 9%/7%/5%) and the aerial version deals more damage due to changes to stale move negation (12% → 14%).}}
**{{nerf|Link has a new side special: Gale Boomerang. It is considered less effective; Gale Boomerang deals significantly less damage in its initial hitboxes and has no damaging hitboxes at all in its later flight and on its return, while the opponent can still fully react when being pushed/pulled by the wind hitboxes, which makes it difficult for Link to use the move to setup additional blows. Gale Boomerang also travels more slowly and cannot be controlled.}}
*{{nerf|Grounded Spin Attack is significantly weaker unless it is charged, making the move less effective for KOing. Its non charged varient deals less damage (15% → 12%/9%) and its knockback was not fully compensated (15 (base) 100 (scaling) → 68/72 (clean), 60/100 → (55/20)/80 (late)). The semi-spike of its later hitboxes was also removed as in the PAL version of ''Melee'' (0° → 361°). It also has sourspots and it now has a clean hit, a mid hit and a very weak late hit. Furthermore, Aerial Spin Attack covers significantly less horizontal distance, and has a greater reliance on prior momentum, to where if Link uses the move without momentum toward the direction he was going, it'll gain almost no horizontal distance at all and the final hit has less base knockback (40 → 30). Both versions of Spin Attack have more startup lag (frame 8 → 11).}}
**{{buff|Gale Boomerang deals more knockback, has larger hitboxes, and is much more effective for [[gimp]]ing. Its new [[Windbox]] can allow for new follow ups in some situations. Link can now [[cape glide|edge momentum shift]] Gale Boomerang aiding its edeguarding potential.}}
*{{buff|The introduction of super glide tossing gives Link an extra movement option while holding [[Bomb]]s.}}
**{{buff|Link can B-reverse with Gale Boomerang.}}
*{{nerf|Link can no longer hit his own Bombs with aerial Spin Attack, preventing Link from utilising the most useable form of his bomb jump, thus Link can no longer use a bomb jump to extend his recovery unless he had a bomb in his hand before going offstage and it explodes in time. Bomb's maximum damage output is also lower (10% → 9%).}}
**{{bugfix|[[Chain dance#Boomerang superjump|Boomerang superjump]] glitch removed.}}
*{{change|Link's final smash is [[Triforce Slash]]. He emits a beam of light with the Triforce of Courage and traps a nearby opponent into it when he then proceeds to constantly slash at them with his sword. It it highly damaging dealing 83% although he can only trap one opponent into it.}}
*[[Spin Attack]]:
**{{buff|Link can now charge grounded Spin Attack, with its fully charged variant dealing more damage (15% → 19%) and knockback. Its uncharged late hit also deals more damage (5% → 9%/7%/5%), and the aerial version deals more damage due to changes to stale move negation (12% → 14%).}}
**{{nerf|Grounded Spin Attack is significantly weaker unless it is charged, making the move less effective for KOing. Its non-charged variant deals less damage (15% → 12%/9%), and its knockback was not fully compensated (15 (base) 100 (scaling) → 68/72 (clean), 60/100 → (55/20)/80 (late)). The semi-spike of its later hitboxes was also removed as in the PAL version of ''Melee'' (0° → 361°). It also has sourspots and it now has a clean hit, a mid hit and a very weak late hit. Furthermore, Aerial Spin Attack covers significantly less horizontal distance, and has a greater reliance on prior momentum, to where if Link uses the move without momentum toward the direction he was going, it'll gain almost no horizontal distance at all and the final hit has less base knockback (40 → 30). Both versions of Spin Attack have more startup lag (frame 8 → 11).}}
*{{b|Bomb|Link}}:
**{{buff|The introduction of super glide tossing gives Link an extra movement option while holding [[Bomb]]s.}}
**{{nerf|Link can no longer hit his own Bombs with aerial Spin Attack, preventing Link from utilizing the most usable form of his bomb jump, thus Link can no longer use a bomb jump to extend his recovery unless he had a bomb in his hand before going offstage and it explodes in time. Bomb's maximum damage output is also lower (10% → 9%).}}
*[[Final Smash]]:
**{{change|Link now has a Final Smash called [[Triforce Slash]]. He emits a beam of light with the Triforce of Courage and traps a nearby opponent into it when he then proceeds to constantly slash at them with his sword. It is one of the most powerful Final Smashes in the game, dealing a total of 83%.}}


==Moveset==
==Moveset==
''For a gallery of Link's hitboxes, see [[Link (SSBB)/Hitboxes|here]].''<br>
''For a more detailed information regarding Link's moveset and attack hitboxes, see [[Link (SSBB)/Moveset|this page]].''
''For a more detailed information regarding Link's moveset and attack hitboxes, see [[Link (SSBB)/Moveset|this page]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
|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=4%
|neutral1dmg=4%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. Loosely based on Link's final blow to Ganon in 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.
|neutraldesc=A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. Loosely based on Link's final blow to Ganon in 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.
|ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltname=&nbsp;
|ftiltdmg=13%
|ftiltdmg=13%
|ftiltdesc=An overhead swipe. An efficient KO move at higher percentages.
|ftiltdesc=An overhead swipe. An efficient KO move at higher percentages.
|utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu Kiri}})
|utiltname=&nbsp;
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages.
|utiltdesc=Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages.
|dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|dtiltname=&nbsp;
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=Swipes sword across ground. [[Meteor smash]]es aerial opponents in contact with Link's body and the hilt of the sword. 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).
|dtiltdesc=Swipes sword across ground. [[Meteor smash]]es aerial opponents in contact with Link's body and the hilt of the sword. 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).  
|dashname=Splitting Strike ({{ja|たたき割り|Tataki Wari}})
|dashname=&nbsp;
|dashdmg=12% (blade), 10% (tip), 11% (arm & body)
|dashdmg=12% (blade), 10% (tip), 11% (arm & body)
|dashdesc=Swings sword from head to toe. Good combo starter.
|dashdesc=Swings sword from head to toe. Good combo starter.
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
|fsmashname=Sword Slice
|fsmashcount=2
|fsmashcount=2
|fsmashdmg={{ChargedSmashDmgSSBB|15}} (blade), {{ChargedSmashDmgSSBB|14}} (body)
|fsmashdmg={{ChargedSmashDmgSSBB|15}} (blade), {{ChargedSmashDmgSSBB|14}} (body)
|fsmash2dmg={{ChargedSmashDmgSSBB|17}} (blade), {{ChargedSmashDmgSSBB|20}} (arm), {{ChargedSmashDmgSSBB|19}} (body)
|fsmash2dmg={{ChargedSmashDmgSSBB|17}} (blade), {{ChargedSmashDmgSSBB|20}} (arm), {{ChargedSmashDmgSSBB|19}} (body)
|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 link onto an optional second hit: a sword swing with greater KO power.
|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 link onto 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={{ChargedSmashDmgSSBB|4}} (hit 1), {{ChargedSmashDmgSSBB|3}} (hit 2), {{ChargedSmashDmgSSBB|10}} (hit 3 blade), {{ChargedSmashDmgSSBB|9}} (hit 3 arm), {{ChargedSmashDmgSSBB|8}} (hit 3 body)
|usmashdmg={{ChargedSmashDmgSSBB|4}} (hit 1), {{ChargedSmashDmgSSBB|3}} (hit 2), {{ChargedSmashDmgSSBB|10}} (hit 3 blade), {{ChargedSmashDmgSSBB|9}} (hit 3 arm), {{ChargedSmashDmgSSBB|8}} (hit 3 body)
|usmashdesc=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 [[SDI]]ed out of the last hit.
|usmashdesc=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 [[SDI]]ed out of the last hit.
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashname=&nbsp;
|dsmashdmg=Hit 1: {{ChargedSmashDmgSSBB|16}} (blade & body), {{ChargedSmashDmgSSBB|14}} (tip), {{ChargedSmashDmgSSBB|17}} (arm)<br/>Hit 2: {{ChargedSmashDmgSSBB|16}} (blade & body), {{ChargedSmashDmgSSBB|17}} (arm)
|dsmashdmg=Hit 1: {{ChargedSmashDmgSSBB|16}} (blade & body), {{ChargedSmashDmgSSBB|14}} (tip), {{ChargedSmashDmgSSBB|17}} (arm)<br/>Hit 2: {{ChargedSmashDmgSSBB|16}} (blade & body), {{ChargedSmashDmgSSBB|17}} (arm)
|dsmashdesc=Swipes sword from front to back, having very quick start-up but moderately long ending lag. 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.
|dsmashdesc=Swipes sword from front to back, having very quick start-up but moderately long ending lag. 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.
|nairname=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|nairname=&nbsp;
|nairdmg=10% (clean), 6% (late)
|nairdmg=10% (clean), 6% (late)
|nairdesc=Link thrusts his leg out in front of him for an extended time. Has [[sex kick]] properties.
|nairdesc=Link thrusts his leg out in front of him for an extended time. Has [[sex kick]] properties.
|fairname=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}})
|fairname=&nbsp;
|fairdmg=9% (hit 1), 12% (hit 2)
|fairdmg=9% (hit 1), 12% (hit 2)
|fairdesc=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.
|fairdesc=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.
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairname=&nbsp;
|bairdmg=4% (hit 1), 7% (hit 2)
|bairdmg=4% (hit 1), 7% (hit 2)
|bairdesc=Does a two kick combo behind himself. Has very little landing lag and low damage.
|bairdesc=Does a two kick combo behind himself. Has very little landing lag and low damage.
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairname=&nbsp;
|uairdmg=15% (clean), 13% (late)
|uairdmg=15% (clean), 13% (late)
|uairdesc=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.
|uairdesc=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.
|dairname=Downward Thrust ({{ja|下突き|Shita Tsuki}})
|dairname=&nbsp;
|dairdmg=22% (clean), 18% (late), 8% (after bounce)
|dairdmg=22% (clean), 18% (late), 8% (after bounce)
|dairdesc=Holds his sword downward, this time based on his "Downthrust" from ''Zelda II: The Adventure of Link''. Bounces when the attack lands, possibly scoring an additional hit, but goes through opponents if Link is fast falling. 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).
|dairdesc=Holds his sword downward, this time based on his "Downthrust" from ''Zelda II: The Adventure of Link''. Bounces when the attack lands, possibly scoring an additional hit, but goes through opponents if Link is fast falling. 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).  
|zairname=Midair [[Clawshot]] ({{ja|空中クローショット|Kūchū Kurōshotto}})
|zairname=&nbsp;
|zairdmg=4% (hit 1), 6% (hit 2)
|zairdmg=4% (hit 1), 6% (hit 2)
|zairdesc=Link 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.
|zairdesc=Link 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.
|grabname=Clawshot ({{ja|クローショット|Kurōshotto}})
|grabname=&nbsp;
|grabdesc=&nbsp;
|grabdesc=&nbsp;
|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Hits opponent with the hilt of the Master Sword. A fairly fast pummel.
|pummeldesc=Hits 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=Link releases the opponent then kicks them, football punt style.
|fthrowdesc=Link releases the opponent then kicks them, football punt style.
|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% (throw)
|bthrowdesc=Link throws the opponent behind him and kicks them away.
|bthrowdesc=Link throws the opponent behind him and 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% (hit 1), 2% (throw)
|uthrowdesc=Link raises the opponent above him and slashes upward. The hitbox has a sweetspot and a sourspot, although the sourspot can only connect against bystanders.
|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), 4% (throw)
|dthrowdmg=3% (hit 1), 4% (throw)
|dthrowdesc=Link takes the opponent onto the ground and elbow drops them. Unlike Link's other throws, this throw is weight dependent. As the throw has a hitbox which only lasts for one frame, this can cause problems (with the hitbox simply not coming out when the throw is used against {{SSBB|Jigglypuff}} or {{SSBB|Zero Suit Samus}}).
|dthrowdesc=Link takes the opponent onto the ground and elbow drops them.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdmg=6%
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|usname=Spin Attack
|usname=Spin Attack
|usdmg=12%/9%/7%/5% (ground), 4% (air hit 1), 2% (air hits 2-4), 4% (air hit 5)
|usdmg=12%/9%/7%/5% (ground), 4% (air hit 1), 2% (air hits 2-4), 4% (air hit 5)
|usdesc=This move functions differently when grounded and airborne; an aerial Spin Attack is used as recovery which grants Link height. A grounded Spin Attack is akin to most ''Zelda'' games, and functions similarly to a smash attack with great knockback.
|usdesc=This move functions differently when grounded and airborne; an aerial Spin Attack is used as recovery which grants Link vertical distance. A grounded Spin Attack is akin to most ''Zelda'' games, and functions similarly to a smash attack with great knockback.
|dsname=Bomb
|dsname=Bomb
|dspage=Bomb (Link)
|dspage=Bomb (Link)
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|fsdesc=Link locks onto an opponent and proceeds to slash them repeatedly with his Master Sword. A luminous image of the Triforce appears around the opponent as Link slashes them. The final strike launches the opponent.
|fsdesc=Link locks onto an opponent and proceeds to slash them repeatedly with his Master Sword. A luminous image of the Triforce appears around the opponent as Link slashes them. The final strike launches the opponent.
}}
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 104
|rweight    = 12-13
|dash      = 1.3
|rdash      = 29-35
|run        = 1.328
|rrun      = 35
|walk      = 1.2
|rwalk      = 12-14
|trac      = 0.064
|rtrac      = 10
|airfric    = 0.0038
|rairfric  = 38
|air        = 0.8084
|rair      = 34
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.04
|raddaccel  = 31-35
|gravity    = 0.089
|rgravity  = 12
|fall      = 1.6
|rfall      = 9
|ff        = 2.666
|rff        = 2
|jumpsquat  = 7
|rjumpsquat = 36-37
|jumpheight = 27.57550702
|rjumpheight= 34
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Link English Announcer SSBB.wav|English/Japanese
</gallery>
===[[Wii Remote selection sound]]===
{{SelectSound|char=Link|desc=Link yells, similar to his up smash.}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. Seemingly based on the {{s|zeldawiki|warping}} animation seen upon using the {{s|zeldawiki|Recorder}} in ''[[The Legend of Zelda]]''.
|desc=Small whirlwinds appear on the battlefield, from which Link appears. Link then proceeds to equip the Master Sword and Hylian Shield.
|char=Link
|char=Link
|game=SSBB}}
|game=SSBB}}
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|desc-up=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.
|desc-up=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.
|desc-side=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.
|desc-side=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.
|desc-down=Link's taunt that had previously appeared in the original ''Super Smash Bros.'' He pulls his knee to his chest and draws his sword back behind his head. Similar to {{SSBB|Lucario}}'s down taunt. May be loosely based on the attacking pose used by the Link from ''Zelda II: The Adventure of Link''.}}
|desc-down=Link's taunt that had previously appeared in the original ''Super Smash Bros.''. He pulls his knee to his chest and draws his sword back behind his head. Similar to {{SSBB|Lucario}}'s down taunt. 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===
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|pitch-us=Group chant
|pitch-us=Group chant
|pitch-jp=Group chant}}
|pitch-jp=Group chant}}
===[[Wii Remote selection sound]]===
{{SelectSound|char=Link|desc=Link yells, similar to his up smash.}}


===[[Victory pose]]s===
===[[Victory pose]]s===
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|desc-up=Horizontal swipe with his sword, then holds it up, giving off a battle cry.
|desc-up=Horizontal swipe with his sword, then holds it up, giving off a battle cry.
|desc-left=Three swipes with his sword, turns to his right. (His "character chosen" animation in ''Super Smash Bros.'')
|desc-left=Three swipes with his sword, turns to his right. (His "character chosen" animation in ''Super Smash Bros.'')
|desc-right=Gives two swipes of his sword, then sheaths it (his victory taunt from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''.)
|desc-right=Gives two swipes of his sword, then sheaths it (his victory taunt from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'').)
|char=Link}}
|char=Link}}


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Matchups===
:''See also: [[:Category:Link players (SSBB)]]''
{{SSBBMatchupTable|link=yes}}
<!--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 -->
Link has among the worst matchup spreads in ''Brawl''. He soft counters two characters {{SSBB|Ganondorf}} and {{SSBB|Zelda}} and is even with three, but is soft countered by seven, countered by 20, and hard countered by four. He suffers against characters who can outspeed him such as {{SSBB|Sonic}} and {{SSBB|Sheik}}, characters who can outcamp him such as {{SSBB|Falco}}, or characters that can chaingrab him to death such as {{SSBB|Ice Climbers}} and {{SSBB|King Dedede}}. Overall, Link has very few advantageous matchups, and his positive matchups are rarely seen in competitive play.


*{{sm|Izaw|Sweden}} - Known as the best Link player in Europe and one of the very few to achieve any regional notoriety with the character. Managed to place 33rd out of 140 entrants at [[Bushido Brawl Impact]], the only ''Brawl'' major that Europe ever had.
===Notable players===
*{{sm|KirinBlaze|USA}} - Known as the best Link player in the world for most of ''Brawl''{{'}}s competitive life, while playing him alongside a {{SSBB|Mario}} comain. Placed 49th out of 192 entrants at [[Pound 4]], 33rd out of 148 entrants at [[MLG Raleigh 2010]], and 33rd out of 151 entrants at [[Pound V]], which even with a co-main, remains the only times Link was ever seen in the top 64 of ''Brawl'' majors aside from Izaw's lone major placement.
:''See also: [[:Category:Link professionals (SSBB)]]''
*{{sm|Legan|USA}} - Competed with KirinBlaze as the best Link player for most of ''Brawl''{{'}}s competitive life, but unlike Kirin he was a solo main. While Legan never competed at majors, he had some impressive placements at large Midwest regionals, including 33rd out of 117 entrants at {{Trn|School is in Session 3}}, 13th out of 70 entrants at {{Trn|School is in session 6}}, and 17th out of 89 entrants {{Trn|VENGEANCE}}, a level of regional performance that few bottom tier mains ever touched.
*{{sm|Izaw|Sweden}}
*{{sm|Scizor|USA}} - Known as the best Link player in the world by the end of ''Brawl''{{'}}s active competitive life. While he never competed in a ''Brawl'' major during the game's active life, he got respectable placements using Link in [[SoCal]] regionals near the end of ''Brawl'', which was considered the second strongest region in North America after [[Tristate]]. Such placements include 17th out of 70 entrants at {{trn|Elite Four Unova: Remix 3}} and 17th out of 59 entrants at {{Trn|Final Battle}}. In the post-''[[Smash 4]]'' era, he would also place 13th out of 54 entrants at [[Apex 2022#Super Smash Bros. Brawl singles|Apex 2022]], the highest ''Brawl'' major placement for a Link player in the post-''Smash 4'' era.
*{{sm|KirinBlaze|USA}}
*{{sm|Legan|USA}}
*{{Sm|LordXav1er|USA}}
*{{sm|Mr. R|Netherlands}}
*{{sm|Scabe|Australia}}
*{{sm|Scizor|USA}}


===Tier placement and history===
===Tier placement and history===
Despite the considerable power buffs he received in ''Brawl'', his amazing vertical [[momentum cancelling]], and possessing a usable DACUS, Link has perpetually hovered among ''Brawl'''s bottom four characters since the first tier list. Link's terrible and extremely [[gimp]]able [[recovery]] has always significantly limited his survivability even in the early inexperienced ''Brawl'' [[metagame]], and his very sluggish attacks and terrible mobility significantly inhibited Link's ability to effectively compete even from the earliest stages of competitive play. While Link had a few renowned players, such as {{Sm|KirinBlaze}}, {{Sm|Legan}}, and {{Sm|Izaw}}, these players were never a high placing threat at majors, with no Link player ever placing higher than 33rd at a major, and even at average regionals, making top 8 was unobtainable. Eventually all of them either dropped Link for a better character or stopped playing ''Brawl'' competitively altogether, and while {{Sm|Scizor}} would emerge late in ''Brawl'' as a strong Link player in one of the strongest regions, he too couldn't buck this trend. As such, Link's competitive prospects have never prospered throughout Brawl's competitive lifespan, and while he is very rarely thought of as a candidate for the worst character in the game, he never rose beyond being considered a bottom tier.
Despite the considerable power buffs he received in ''Brawl'', his amazing [[momentum cancelling]], and being given a useable DACUS, Link has perpetually hovered among ''Brawl'''s bottom four characters since the first tier list. Link's terrible and extremely gimpable [[recovery]] has always significantly limited his survivability even in the early inexperienced ''Brawl'' [[metagame]], and his very sluggish attacks and terrible mobility significantly inhibited Link's ability to effectively compete since day one. Link has had some renowned players, such as {{Sm|KirinBlaze}} and {{Sm|Legan}} in the United States, {{Sm|Izaw}} in Europe, and {{Sm|Scabe}} in Australia, but none of these players have ever achieved much beyond the local level, and they have all since dropped Link for a better character (such as Izaw dropping Link for {{SSBB|Sheik}}), or stopped playing ''Brawl'' competitively altogether. As such, Link's competitive prospects have never gotten any better over the years, and while he is not usually thought of as a candidate for worst character, it is extremely unlikely Link will ever rise beyond the bottom tier, as he has a minuscule player base and ''Brawl''{{'}}s metagame has become mostly stagnant.


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace link.PNG|thumb|250px|Link in ''[[SSE]]''.]]
Link's role begins with him walking through a forest with his fairy companion, Navi. Upon reaching the Master Sword's resting place, Link pulls the sword from its pedestal, wielding it once more. In a clearing of the forest is a napping {{SSBB|Yoshi}}, who Link at first pays no mind to. However, the [[Halberd]] soon flies over the clearing, dropping [[Shadow Bug]]s which soon form into Primids. At this point, Link and Yoshi form a team and battle through the enemies while in pursuit of the Halberd, only to lose their aforementioned target as it flies far off into the distance, though they quickly continue their pursuit.
Link's role begins with him walking through a forest with his fairy companion, Navi. Upon reaching the Master Sword's resting place, Link pulls the sword from its pedestal, wielding it once more. In a clearing of the forest is a napping {{SSBB|Yoshi}}, who Link at first pays no mind to. However, the [[Halberd]] soon flies over the clearing, dropping [[Shadow Bug]]s which soon form into Primids. At this point, Link and Yoshi form a team and battle through the enemies while in pursuit of the Halberd, only to lose their aforementioned target as it flies far off into the distance, though they quickly continue their pursuit.
 
[[File:Subspace link.PNG|thumb|250px|right|Link in the ''[[SSE]]'']]
Link's next appearance plays out depending on which princess is saved earlier on in the story. If {{SSBB|Peach}} was saved, Link and Yoshi do battle with a Shadow Bug clone of Peach (who had recently been turned into a trophy by {{SSBB|Bowser}}) after she attempted to turn an unsuspecting {{SSBB|Mario}} and {{SSBB|Pit}} into trophies until Link prevented the attack by slicing the Dark Cannon in half. Upon defeating the clone of Peach, Link is attacked by Mario, who witnessed the defeat of Peach's copy as it reverts into Shadow Bugs and drifts away, apparently mistaking it for the real Peach. Then Link and Yoshi fight him and Pit. If {{SSBB|Zelda}} is saved earlier on, then it is she who is cloned, and Mario and Pit fight the clone of her, and must then fend off an attack by Link and Yoshi, whom Link thinks Mario killed the real Zelda. After the defeat of Mario and Pit or Link and Yoshi, {{SSBB|King Dedede}} arrives in a [[cargo]] and snatches the trophies of the fallen duo with an arm attached to it. Fortunately, {{SSBB|Kirby}} (who had accompanied Peach/Zelda earlier) appears and frees the two trophies, and revives them as well. Upon revival, Pit/Link fires an arrow at the incoming cargo, slowing it down a little. The five characters then form an alliance and pursue Dedede.
Link's next appearance plays out depending on which princess is saved earlier on in the story. If {{SSBB|Peach}} was saved, Link and Yoshi do battle with a Shadow Bug clone of Peach (who had recently been turned into a trophy by {{SSBB|Bowser}}) after she attempted to turn an unsuspecting {{SSBB|Mario}} and {{SSBB|Pit}} into trophies until Link prevented the attack by slicing the Dark Cannon in half. Upon defeating the clone of Peach, Link is attacked by {{SSBB|Mario}}, who witnessed the defeat of Peach's copy as it reverts into Shadow Bugs and drifts away, apparently mistaking it for the real Peach. Then Link and Yoshi fight him and {{SSBB|Pit}}. If {{SSBB|Zelda}} is saved earlier on, then it is she who is cloned, and Mario and Pit fight the clone of her, and must then fend off an attack by Link and Yoshi, whom Link thinks Mario killed the real Zelda. After the defeat of Mario, Pit/Link and Yoshi, {{SSBB|King Dedede}} arrives in a [[cargo]], and snatches the trophies of the fallen duo with an arm attached to it. Fortunately, {{SSBB|Kirby}} (who had accompanied Peach/Zelda earlier) appears and frees the two trophies, and revives them as well. Upon revival, Pit/Link fires an arrow at the incoming cargo, slowing it down a little. The five characters then form an alliance and pursue Dedede.


During their pursuit, they find Dedede's cargo (now empty) parked outside of a cave, and decide to enter it. After getting out of the cave, they find Dedede's trashed hideout, and, upon finding a hole in the wall, they decide to enter it. After they get out of the hole, they find Bowser, who Mario tries to attack until Bowser raises Peach/Zelda's trophy as a shield, forcing him to miss. Pit then fires an arrow at Bowser, which he barely dodges, before escaping in his Koopa Clown Car.
During their pursuit, they find Dedede's cargo (now empty) parked outside of a cave, and decide to enter it. After getting out of the cave, they find Dedede's trashed hideout, and, upon finding a hole in the wall, they decide to enter it. After they get out of the hole, they find Bowser, who Mario tries to attack until Bowser raises Peach/Zelda's trophy as a shield, forcing him to miss. Pit then fires an arrow at Bowser, which he barely dodges, before escaping in his Koopa Clown Car.
Line 392: Line 319:
*Zelda (The Legend of Zelda: Ocarina of Time): [Flame] Resistance +18
*Zelda (The Legend of Zelda: Ocarina of Time): [Flame] Resistance +18


==In Solo Modes==
==In [[Event Matches]]==
==={{SSBB|Classic Mode}}===
===Solo Events===
In Classic Mode, Link can appear as an opponent or ally in Stage 1 along with {{SSBB|Zelda}}/{{SSBB|Sheik}}, {{SSBB|Ganondorf}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]] (with the latter available if it has been unlocked). Link can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 1.
 
===[[All-Star Mode]]===
In All-Star Mode, Link is fought in Stage 6 alongside {{SSBB|Zelda}}/{{SSBB|Sheik}}, {{SSBB|Ganondorf}}, and {{SSBB|Toon Link}} on [[Bridge of Eldin]] or [[Pirate Ship]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 10: All-Star Battle Regulars]]''': Link is one of the opponents that must be fought in this event. All opponents are starter characters from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 10: All-Star Battle Regulars]]''': Link is one of the opponents that must be fought in this event. All opponents are starter characters from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 18: Dark Link Duel]]''': Link must defeat Dark Link in a 200 HP battle on [[Bridge of Eldin]].
*'''[[Event 18: Dark Link Duel]]''': Link must defeat Dark Link in a 200 HP battle on [[Bridge of Eldin]].
*'''[[Event 33: Advent of the Evil King]]''': As {{SSBB|Ganondorf}}, the player must defeat Link, {{SSBB|Zelda}}, and {{SSBB|Pit}} on [[Temple]].
*'''[[Event 33: Advent of the Evil King]]''': As {{SSBB|Ganondorf}}, the player must defeat Link, {{SSBB|Zelda}}, and {{SSBB|Pit}} on [[Temple]].


====Co-Op Events====
===Co-op Events===
*'''[[Co-Op Event 7: Battle of the Dark Sides]]''': Link and {{SSBB|Samus}} must defeat Dark Link and Dark Samus in a 200 HP battle on [[Bridge of Eldin]].
*'''[[Co-Op Event 7: Battle of the Dark Sides]]''': Link and {{SSBB|Samus}} must defeat Dark Link and Dark Samus in a 200 HP battle on [[Bridge of Eldin]].
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': {{SSBB|Marth}} and {{SSBB|Ike}} must defeat Link, {{SSBB|Meta Knight}}, and {{SSBB|Ganondorf}} on Temple.
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': {{SSBB|Marth}} and {{SSBB|Ike}} must defeat Link, {{SSBB|Meta Knight}}, and {{SSBB|Ganondorf}} on Temple.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on [[Battlefield (SSBB)|Battlefield]].


===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
==Trophies==
Link's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Link.
 
===Trophy descriptions===
:'''Link'''
::''A young man who emerged to rescue Hyrule from peril. He's the bearer of the Triforce of Courage who fights to keep Ganondorf from conquering the world. His green outfit is a constant throughout the series. He's a skilled swordsman, horseman, and archer. He's also proficient with bombs and boomerangs.''
 
{{Trophy games|console1=NES|game1=[[The Legend of Zelda]]|console2=Wii|game2={{s|zeldawiki|The Legend of Zelda: Twilight Princess}}}}
 
:'''Triforce Slash (Link)'''
::''Link with a [[Smash Ball]], releasing his ultimate attack. Light flares from the Triforce symbol on the back of his hand and rushes out to meet the enemy he faces. The enemy gets trapped within the glittering Triforce, is quickly cut to shreds, and is launched by the last strike. The attack works on one enemy at a time, so it's best to go after the character in first place.''
 
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
 
<center>
<center>
<gallery>
<gallery>
Link Classic Mode Congratulations Screen Brawl.png|Classic Mode
Link - Brawl Trophy.png|Classic Mode trophy
Link Congratulations Screen All-Star Brawl.png|All-Star Mode
Triforce Slash (Link) - Brawl Trophy.png|[[Triforce Slash]] trophy
</gallery>
</gallery>
</center>
</center>
==[[Trophies]]==
Link's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Link.
{{Trophy/Fighter
|name=Link
|image=Link - Brawl Trophy.png
|mode=Classic
|desc=A young man who emerged to rescue Hyrule from peril. He's the bearer of the Triforce of Courage who fights to keep Ganondorf from conquering the world. His green outfit is a constant throughout the series. He's a skilled swordsman, horseman, and archer. He's also proficient with bombs and boomerangs.
|gamelist={{Trophy games|console1=NES|game1=The Legend of Zelda|console2=Wii|game2=The Legend of Zelda: Twilight Princess}}
|game=Brawl
}}
{{clrl}}
{{Trophy/Fighter
|name=Triforce Slash (Link)
|image=Triforce Slash (Link) - Brawl Trophy.png
|desc=Link with a [[Smash Ball]], releasing his ultimate attack. Light flares from the Triforce symbol on the back of his hand and rushes out to meet the enemy he faces. The enemy gets trapped within the glittering Triforce, is quickly cut to shreds, and is launched by the last strike. The attack works on one enemy at a time, so it's best to go after the character in first place.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}


==[[Alternate costume (SSBB)#Link|Alternate costumes]]==
==[[Alternate costume (SSBB)#Link|Alternate costumes]]==
Line 452: Line 363:
|{{Head|Link|g=SSBB|s=25px|cl=Black}}
|{{Head|Link|g=SSBB|s=25px|cl=Black}}
|}
|}
==Gallery==
<gallery>
SSBBDojoLink1.jpg|Using his [[forward smash]] on {{SSBB|Battlefield}}.
SSBBDojoLink2.jpg|Posing on [[Skyworld]].
Hero's Bow Brawl.png|Using [[Hero's Bow]] on Skyworld.
SSBBDojoLink4.jpg|Using his [[forward tilt]] on {{SSBB|Fox}} on Battlefield.
</gallery>


==Trivia==
==Trivia==
Line 471: Line 374:
*[http://www.youtube.com/watch?v=Wb5amTV1fuc Link's hitbox size of each of his moves]
*[http://www.youtube.com/watch?v=Wb5amTV1fuc Link's hitbox size of each of his moves]
*[http://www.youtube.com/watch?v=WT_7FSneBDQ Link's Moves - History Behind ''Super Smash Bros. Brawl'', by CrappyCaptureDevice (part 1)] [http://www.youtube.com/watch?v=v4VbtR9SjRs (part 2)]
*[http://www.youtube.com/watch?v=WT_7FSneBDQ Link's Moves - History Behind ''Super Smash Bros. Brawl'', by CrappyCaptureDevice (part 1)] [http://www.youtube.com/watch?v=v4VbtR9SjRs (part 2)]
{{SSBBCharacters}}
{{SSBBCharacters}}
{{Zelda universe}}
{{Zelda universe}}
[[Category:Link (SSBB)| ]]
[[Category:The Legend of Zelda universe]]
[[Category:Link (SSBB)]]
[[Category:Trophies (SSBB)]]
[[Category:Trophies (SSBB)]]
[[es:Link (SSBB)]]

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