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'''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a [[characters|starter character]] in ''[[Super Smash Bros. Melee]]''. Announced at [[E3]] 2001, Link returns as a veteran character from the previous game, acting mostly the same as before, as a swordsman with powerful short range attacks and a wide variety of long range attacks. | '''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a [[characters|starter character]] in ''[[Super Smash Bros. Melee]]''. Announced at [[E3]] 2001, Link returns as a veteran character from the previous game, acting mostly the same as before, as a swordsman with powerful short range attacks and a wide variety of long range attacks. | ||
{{s|wikipedia|Nobuyuki Hiyama}} reprises his role as Link in ''Melee'', albeit via recycled voice clips from ''The Legend of Zelda: Ocarina of Time''. | |||
Link is ranked 18th in the tier list, in the C- tier, which is much higher than his second to last current rank in the ''Smash 64'' [[tier list]] (11th out of 12), and one place below his clone, {{SSBM|Young Link}}. Link's placement is due to his low lag aerials (with his neutral and forward air), a good variety of projectiles, several kill confirms, multiple strong tech-chasing options and a very high air speed. His disjointed hitbox also gives him a slight advantage against others, as well as a [[Passive shield|fully functional shield]] that can block a wide variety of projectiles. Link is also a potent edgeguarder in the NTSC versions of the game; his Spin Attack is possibly the best semi-spike in the game, though he still has many other options like his notoriously active neutral air. | Link is ranked 18th in the tier list, in the C- tier, which is much higher than his second to last current rank in the ''Smash 64'' [[tier list]] (11th out of 12), and one place below his clone, {{SSBM|Young Link}}. Link's placement is due to his low lag aerials (with his neutral and forward air), a good variety of projectiles, several kill confirms, multiple strong tech-chasing options and a very high air speed. His disjointed hitbox also gives him a slight advantage against others, as well as a [[Passive shield|fully functional shield]] that can block a wide variety of projectiles. Link is also a potent edgeguarder in the NTSC versions of the game; his Spin Attack is possibly the best semi-spike in the game, though he still has many other options like his notoriously active neutral air. Link, however, suffers from a rather high falling speed and a high weight, making him an easy target for chain grabbing and combos. Although his recovery can be extended, he is still vulnerable to being edgeguarded due to it being predictable. | ||
Link, however, suffers from a rather high falling speed and a high weight, making him an easy target for chain grabbing and combos. Although his recovery can be extended, he is still vulnerable to being edgeguarded due to | |||
==Attributes== | ==Attributes== | ||
Link generally falls under the "slow, but powerful" archetype of fighter, though many of his attacks are fairly versatile and long reaching. Link has a rather high weight, as well as an above average falling speed and high air speed, an unusual combination of physics for someone of his [[weight]] class. | Link generally falls under the "slow, but powerful" archetype of fighter, though many of his attacks are fairly versatile and long reaching. Link has a rather high weight, as well as an above average falling speed and high air speed, an unusual combination of physics for someone of his [[weight]] class. | ||
Arguably Link's greatest asset is his range. His sword has a large, disjointed hitbox (though not as large and disjointed as {{SSBM|Marth}}'s sword), allowing him to attack safely from a distance; unlike the duo of Marth and {{SSBM|Roy}}, Link only has one hitbox on his sword, allowing his approach to be considerably less "specific" than either. Additionally, Link has a multitude of projectiles on his Special moves; while the Bow is decidedly situational due to its low range, speed, and power, Link's boomerang and bombs allow him to start combos, continue them, or simply deal damage; the latter also can extend Link's recovery if he slashes them with his [[Spin Attack]] | Arguably Link's greatest asset is his range. His sword has a large, disjointed hitbox (though not as large and disjointed as {{SSBM|Marth}}'s sword), allowing him to attack safely from a distance; unlike the duo of Marth and {{SSBM|Roy}}, Link only has one hitbox on his sword, allowing his approach to be considerably less "specific" than either. Additionally, Link has a multitude of projectiles on his Special moves; while the Bow is decidedly situational due to its low range, speed, and power, Link's boomerang and bombs allow him to start combos, continue them, or simply deal damage; the latter also can extend Link's recovery if he slashes them with his [[Spin Attack]]. | ||
Another benefit are his variety of useful attacks in his arsenal; a majority of his grounded attacks have good KO potential, including his tilts, with his up tilt having rather decent speed and acting as an excellent combo starter that takes advantage of his above-average air game. Link's air game is solid; his fast, low-lag back, forward, and neutral aerials coupled with his low short hop and high falling and air speeds give Link among the best SHFFLs in the game. Link's boomerangs and bombs also give him excellent zoning abilities, with the former's modifiable trajectories potentially making it a good approach tool as well. In addition, Link has a variety of powerful finishers. All of his smashes have decent power with acceptable start-up and cool-down lag. His forward smash can be extended should the first hit fail to connect, and both his up and down aerials can be potent finishers, especially when combined with his aforementioned SHFFL. In the NTSC regions, Link's Spin Attack is also a deadly edgeguarding technique when used on the ground; its later hitboxes sharply semi-spike the opponent, and if Link can land this attack on recovering opponents, he can quickly and safely [[gimp]] opponents. While the attack lost its semi-spike properties in PAL regions, the attack's long range and high power still make it a decent edgeguarding technique. | Another benefit are his variety of useful attacks in his arsenal; a majority of his grounded attacks have good KO potential, including his tilts, with his up tilt having rather decent speed and acting as an excellent combo starter that takes advantage of his above-average air game. Link's air game is solid; his fast, low-lag back, forward, and neutral aerials coupled with his low short hop and high falling and air speeds give Link among the best SHFFLs in the game. Link's boomerangs and bombs also give him excellent zoning abilities, with the former's modifiable trajectories potentially making it a good approach tool as well. In addition, Link has a variety of powerful finishers. All of his smashes have decent power with acceptable start-up and cool-down lag. His forward smash can be extended should the first hit fail to connect, and both his up and down aerials can be potent finishers, especially when combined with his aforementioned SHFFL. In the NTSC regions, Link's Spin Attack is also a deadly edgeguarding technique when used on the ground; its later hitboxes sharply semi-spike the opponent, and if Link can land this attack on recovering opponents, he can quickly and safely [[gimp]] opponents. While the attack lost its semi-spike properties in PAL regions, the attack's long range and high power still make it a decent edgeguarding technique. | ||
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Link's grab game has a variety of positive and negative attributes; while his grab has a long range, it also has high ending lag. Link's grab also cannot grab opponents in the air, limiting his chaingrab potential. Link's throws, however, have low knockback and relatively high hitstun, as well as low ending lag, allowing Link to potentially string in a few hits against his opponent. Common options include using his down-throw into his spin attack, giving Link a reliable kill confirm vs mid-fallers and fast fallers. His up throw is also useful in several matchups, allowing him to combo into up-tilt and sometimes down-smash vs fast-fallers, and into several aerials vs other characters and high percent fast-fallers. In general, Link's grab has reliably high reward, but is extremely committal and somewhat hard to hit with. | Link's grab game has a variety of positive and negative attributes; while his grab has a long range, it also has high ending lag. Link's grab also cannot grab opponents in the air, limiting his chaingrab potential. Link's throws, however, have low knockback and relatively high hitstun, as well as low ending lag, allowing Link to potentially string in a few hits against his opponent. Common options include using his down-throw into his spin attack, giving Link a reliable kill confirm vs mid-fallers and fast fallers. His up throw is also useful in several matchups, allowing him to combo into up-tilt and sometimes down-smash vs fast-fallers, and into several aerials vs other characters and high percent fast-fallers. In general, Link's grab has reliably high reward, but is extremely committal and somewhat hard to hit with. | ||
Link's recovery is also considered to be above-average. Link by himself is difficult to edgeguard, as his recovery has a wide variety of options; his wall-grapple can allow him to enter "safe-zones" underneath the ledge, and his spin attack covers the top of him, with his bombs also potentially allowing for some form of recovery if he slashes them with his spin attack | Link's recovery is also considered to be above-average. Link by himself is difficult to edgeguard, as his recovery has a wide variety of options; his wall-grapple can allow him to enter "safe-zones" underneath the ledge, and his spin attack covers the top of him, with his bombs also potentially allowing for some form of recovery if he slashes them with his spin attack. In addition, Link's high weight and falling speed make him rather resilient to the upper blast line, though these attributes impact his horizontal survivability. | ||
A high falling speed and being a rather large target, however, reveals Link's primary flaw: Link is a particularly easy target for chain throwing and combos. Against fast characters, such as {{SSBM|Fox}} or {{SSBM|Sheik}}, Link players must read opponents very well as to avoid such techniques; unlike most others, however, Link's only fast move that can potentially break combos is his neutral air, causing him to be rather predictable in these cases. In addition, he is arguably the easiest character for Fox to waveshine, for Falco, shine to down air, as well as one of the easiest characters for Sheik to chaingrab. These major setbacks with three very common characters in tournaments is the main problem. In addition, Link boasts among the worst out of shield options in the game; Spin Attack is relatively slow compared to other up-b's out of shield like {{SSBM|Bowser}}'s or {{SSBM|Samus}}'s, neutral-air is large and fairly fast but limited by Link's long jump-squat animation, and whilst Link's up-smash out of shield is very fast, it is easy for opponents to SDI out of and only covers above him. Combined with his grab not being able to hit airborne opponents, Link has some of the worst tools for dealing with shield pressure in the game, especially against Fox and Falco. | A high falling speed and being a rather large target, however, reveals Link's primary flaw: Link is a particularly easy target for chain throwing and combos. Against fast characters, such as {{SSBM|Fox}} or {{SSBM|Sheik}}, Link players must read opponents very well as to avoid such techniques; unlike most others, however, Link's only fast move that can potentially break combos is his neutral air, causing him to be rather predictable in these cases. In addition, he is arguably the easiest character for Fox to waveshine, for Falco, shine to down air, as well as one of the easiest characters for Sheik to chaingrab. These major setbacks with three very common characters in tournaments is the main problem. In addition, Link boasts among the worst out of shield options in the game; Spin Attack is relatively slow compared to other up-b's out of shield like {{SSBM|Bowser}}'s or {{SSBM|Samus}}'s, neutral-air is large and fairly fast but limited by Link's long jump-squat animation, and whilst Link's up-smash out of shield is very fast, it is easy for opponents to SDI out of and only covers above him. Combined with his grab not being able to hit airborne opponents, Link has some of the worst tools for dealing with shield pressure in the game, especially against Fox and Falco. | ||
Exacerbating Link's ease to be comboed is his poor overall mobility. While still rather fast for a character of his strength, weight and range, Link still has a rather slow, inflexible approach on the ground, due to his slow dash speed, poor dashdance, and short wavedash | Exacerbating Link's ease to be comboed is his poor overall mobility. While still rather fast for a character of his strength, weight and range, Link still has a rather slow, inflexible approach on the ground, due to his slow dash speed, poor dashdance, and short wavedash. Additionally, Link has multiple high-lag attacks, notably his down and up aerial attacks; while this can be alleviated with L-cancelling, they can still be punished, requiring Link players to carefully set up combos and KO moves. Link also struggles to quickly cover space immediately in front of him on the ground, as his grab and down-tilt are both very laggy and his short hop aerials are a little too slow to come out. He also can struggle against crouch-cancelling and ASDI down, as his fastest aerials like back air and neutral air are easily beaten by crouch-cancelling and counterattacking, and some of his strongest combo starters are poor against grounded opponents SDI'ing down, such as his otherwise very good dash attack. | ||
==Changes from ''[[Super Smash Bros.]]''== | ==Changes from ''[[Super Smash Bros.]]''== | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}} | |neutralname=Slash ({{ja|なぎ払い|Nagiharai}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Stab ({{ja|突き|Tsuki}}) / Illusion Stab ({{ja|幻影突き|Genei Tsuki}}) | ||
|neutral1dmg=5% | |neutral1dmg=5% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
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|neutralinfdmg=1% (loop) | |neutralinfdmg=1% (loop) | ||
|neutraldesc=A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. If the player mashes the [[A button]] enough, Link will initiate a rapid stab attack that deals low knockback. | |neutraldesc=A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. If the player mashes the [[A button]] enough, Link will initiate a rapid stab attack that deals low knockback. | ||
|ftiltname=Sword Chop ({{ja| | |ftiltname=Sword Chop ({{ja|ソードチョップ|Sōdo Choppu}}) | ||
|ftiltdmg=13% (body), 14% (tip & hilt), 15% (base) | |ftiltdmg=13% (body), 14% (tip & hilt), 15% (base) | ||
|ftiltdesc=Brings sword down, in an axe-like fashion. This attack has relatively high knockback for a forward tilt. Since the hitbox is high, Link can hit midair opponents with it. | |ftiltdesc=Brings sword down, in an axe-like fashion. This attack has relatively high knockback for a forward tilt. Since the hitbox is high, Link can hit midair opponents with it. | ||
|utiltname=Half-Moon Swipe ({{ja|半月スワイプ|Hangetsu | |utiltname=Half-Moon Swipe ({{ja|半月スワイプ|Hangetsu Suwaipu}}) | ||
|utiltdmg=9% | |utiltdmg=9% | ||
|utiltdesc=Swings his sword in an arc above himself. Among Link's most flexible moves on the ground, it has good combo potential; it is rather fast with minimal ending lag, and has good knockback. | |utiltdesc=Swings his sword in an arc above himself. Among Link's most flexible moves on the ground, it has good combo potential; it is rather fast with minimal ending lag, and has good knockback. | ||
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|dtiltdmg=11% | |dtiltdmg=11% | ||
|dtiltdesc=Swipes sword across ground in front of him. The move can lead into an aerial attack, though this is somewhat predictable. This move can also strongly [[meteor smash]] a ledge-grabbing foe when the inner part of Link's sword makes contact, though this is highly situational. | |dtiltdesc=Swipes sword across ground in front of him. The move can lead into an aerial attack, though this is somewhat predictable. This move can also strongly [[meteor smash]] a ledge-grabbing foe when the inner part of Link's sword makes contact, though this is highly situational. | ||
|dashname=Running Hack ({{ja| | |dashname=Running Hack ({{ja|ランニングハック|Ran'ningu Hakku}}) | ||
|dashdmg=9% (tip), 12% (base), 11% (body) | |dashdmg=9% (tip), 12% (base), 11% (body) | ||
|dashdesc=Swings sword from head to toe while coming to a stop. Somewhat fast, though it has some ending lag. At higher damages it will knock a grounded foe into the air, often leading into an aerial follow up, though it doesn't have much KO power. At mid-percent it has high combo potential, often leading to another dash attack or an up-tilt, into potentially more moves. | |dashdesc=Swings sword from head to toe while coming to a stop. Somewhat fast, though it has some ending lag. At higher damages it will knock a grounded foe into the air, often leading into an aerial follow up, though it doesn't have much KO power. At mid-percent it has high combo potential, often leading to another dash attack or an up-tilt, into potentially more moves. | ||
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|fsmash2dmg=18% (tip), 20% (body) | |fsmash2dmg=18% (tip), 20% (body) | ||
|fsmashdesc=Swings sword once in front for good knockback by itself, and if the [[A button]] is pressed again, he will do a much more powerful slash to follow. The second hit deals more vertical knockback than the first. It is impossible that the second hit will land at damages above 30% or so due to knockback growth of the first hit. The first hit is still strong, though, not as much as the second one. Its possible to land a second hit without the first hit, but it requires perfect timing. Interestingly, the second slash does not increase in damage or knockback whenever it's "charging". | |fsmashdesc=Swings sword once in front for good knockback by itself, and if the [[A button]] is pressed again, he will do a much more powerful slash to follow. The second hit deals more vertical knockback than the first. It is impossible that the second hit will land at damages above 30% or so due to knockback growth of the first hit. The first hit is still strong, though, not as much as the second one. Its possible to land a second hit without the first hit, but it requires perfect timing. Interestingly, the second slash does not increase in damage or knockback whenever it's "charging". | ||
|usmashname=Triple Sword Swipe ({{ja| | |usmashname=Triple Sword Swipe ({{ja|トリプルソードスワイプ|Toripuru Sōdo Suwaipu}}) | ||
|usmashdmg={{ChargedSmashDmgSSBM|4}} (hit 1), {{ChargedSmashDmgSSBM|2}} (hit 2), {{ChargedSmashDmgSSBM|9}} (hit 3 body), {{ChargedSmashDmgSSBM|10}} (hit 3 blade) | |usmashdmg={{ChargedSmashDmgSSBM|4}} (hit 1), {{ChargedSmashDmgSSBM|2}} (hit 2), {{ChargedSmashDmgSSBM|9}} (hit 3 body), {{ChargedSmashDmgSSBM|10}} (hit 3 blade) | ||
|usmashdesc=Slashes in an upwards arc three consecutive times. This attack was taken from ''Smash 64'', but with changes to the hitbox. All hits now have a noticeable arc above him with good range, instead of just the first hit being an arch and two smaller stabs upwards as in ''Smash 64''. Good for racking up damage and setting up for air combos due to below average knockback for an up smash. All three hits can deal up to ≈{{ChargedSmashDmgSSBM|14.92}} when used fresh (though is says 15% when first used in-game). It is also notably the fastest upsmash in the game, which makes it a situational anti-air and out of shield option. | |usmashdesc=Slashes in an upwards arc three consecutive times. This attack was taken from ''Smash 64'', but with changes to the hitbox. All hits now have a noticeable arc above him with good range, instead of just the first hit being an arch and two smaller stabs upwards as in ''Smash 64''. Good for racking up damage and setting up for air combos due to below average knockback for an up smash. All three hits can deal up to ≈{{ChargedSmashDmgSSBM|14.92}} when used fresh (though is says 15% when first used in-game). It is also notably the fastest upsmash in the game, which makes it a situational anti-air and out of shield option. | ||
|dsmashname=Sword Sweep ({{ja| | |dsmashname=Sword Sweep ({{ja|ソードスイープ|Sōdo Suīpu}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBM|13}} (front hit tip), {{ChargedSmashDmgSSBM|11}} (back hit tip), {{ChargedSmashDmgSSBM|16}} (blade & body), {{ChargedSmashDmgSSBM|17}} (hilt) | |dsmashdmg={{ChargedSmashDmgSSBM|13}} (front hit tip), {{ChargedSmashDmgSSBM|11}} (back hit tip), {{ChargedSmashDmgSSBM|16}} (blade & body), {{ChargedSmashDmgSSBM|17}} (hilt) | ||
|dsmashdesc=Sweeps with his sword in front of and then behind him. The first hit comes out fast, though the second hit has some lag. This move has decent range, and since the hitbox is on the floor, it makes this move good for [[spacing]], and has some KO power. It is often used to cover multiple options in tech chases, due to the two hits coming out on different sides. | |dsmashdesc=Sweeps with his sword in front of and then behind him. The first hit comes out fast, though the second hit has some lag. This move has decent range, and since the hitbox is on the floor, it makes this move good for [[spacing]], and has some KO power. It is often used to cover multiple options in tech chases, due to the two hits coming out on different sides. | ||
|nairname=Hylian Kick ({{ja| | |nairname=Hylian Kick ({{ja|ハイリアキック|Hairia Kikku}}) | ||
|nairdmg=11%/9%/8% (clean foot/back leg/hip) 7% (late) | |nairdmg=11%/9%/8% (clean foot/back leg/hip) 7% (late) | ||
|nairdesc=A generic [[sex kick]]; very fast, with low ending and landing lag, making it a good [[Short hop fast fall L-cancel|SHFFL]] option. Its long duration and moderate knockback also make it one of Link's best edgeguarding tools, especially coupled with his decent air-speed. The late hit is uniquely active for the rest of the animation length, even after Link retracts his legs. | |nairdesc=A generic [[sex kick]]; very fast, with low ending and landing lag, making it a good [[Short hop fast fall L-cancel|SHFFL]] option. Its long duration and moderate knockback also make it one of Link's best edgeguarding tools, especially coupled with his decent air-speed. The late hit is uniquely active for the rest of the animation length, even after Link retracts his legs. | ||
|fairname=Spinning Sword ({{ja| | |fairname=Spinning Sword ({{ja|スピニングソード|Supiningu Sōdo}}) | ||
|fairdmg=13% (hit 1), 8% (hit 2) | |fairdmg=13% (hit 1), 8% (hit 2) | ||
|fairdesc=Swings his sword forward twice while spinning 360 degrees. The first hit is usually hard to follow into the second hit. The first hit is relatively safe on shield when well spaced, and done as low as possible in a short hop it is +/-0. Additionally, the first hit has reasonably high knockback that makes it a decent kill option. The second hit comes out very late and as a result is nearly impossible to have come out in a short hop, and has less knockback. Since it is rather laggy, it's rather situational for [[edgeguarding]], but is commonly used after up throw vs fast-fallers as a kill option. | |fairdesc=Swings his sword forward twice while spinning 360 degrees. The first hit is usually hard to follow into the second hit. The first hit is relatively safe on shield when well spaced, and done as low as possible in a short hop it is +/-0. Additionally, the first hit has reasonably high knockback that makes it a decent kill option. The second hit comes out very late and as a result is nearly impossible to have come out in a short hop, and has less knockback. Since it is rather laggy, it's rather situational for [[edgeguarding]], but is commonly used after up throw vs fast-fallers as a kill option. | ||
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|uairname=Stab-Up ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'') | |uairname=Stab-Up ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'') | ||
|uairdmg=16% (clean), 12% (late) | |uairdmg=16% (clean), 12% (late) | ||
|uairdesc=Thrusts his sword upwards. Good for juggling, and it acts as a reliable vertical finisher at higher damages ~120%. It can directly combo from his up and down throws in several matchups, but rarely at the percent ranges at which the move is likely to KO. Has some sex kick properties, and extremely fast to come out, although also very laggy. Taken from ''[[Zelda II: The Adventure of Link]] | |uairdesc=Thrusts his sword upwards. Good for juggling, and it acts as a reliable vertical finisher at higher damages ~120%. It can directly combo from his up and down throws in several matchups, but rarely at the percent ranges at which the move is likely to KO. Has some sex kick properties, and extremely fast to come out, although also very laggy. Taken from ''[[Zelda II: The Adventure of Link]]. | ||
|dairname=Sword Plant ({{ja|下突き|Shita Tsuki}}, ''Downward Thrust'') | |dairname=Sword Plant ({{ja|下突き|Shita Tsuki}}, ''Downward Thrust'') | ||
|dairdmg=22%/20% (clean), 19% (late), 6%/8% (after bounce) | |dairdmg=22%/20% (clean), 19% (late), 6%/8% (after bounce) | ||
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|grabname=Hookshot ({{ja|フックショット|Fukkushotto}}) | |grabname=Hookshot ({{ja|フックショット|Fukkushotto}}) | ||
|grabdesc=Uses his Hookshot to grab at foes from afar. It's the second longest grab in the game, behind {{SSBM|Samus}}. The hitbox at the end of the hookshot can not grab aerial opponents, but the hitbox on Link's hand can. | |grabdesc=Uses his Hookshot to grab at foes from afar. It's the second longest grab in the game, behind {{SSBM|Samus}}. The hitbox at the end of the hookshot can not grab aerial opponents, but the hitbox on Link's hand can. | ||
|pummelname=Hilt Strike ({{ja| | |pummelname=Hilt Strike ({{ja|柄なぐり|Gara Naguri}}) | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Hits opponent with the hilt of his sword. | |pummeldesc=Hits opponent with the hilt of his sword. | ||
|fthrowname=Kick Out ({{ja| | |fthrowname=Kick Out ({{ja|キックアウト|Kikku Auto}}) | ||
|fthrowdmg=3% (hit 1), 3% (throw) | |fthrowdmg=3% (hit 1), 3% (throw) | ||
|fthrowdesc=Kicks foe a short distance in front of him. Low knockback. | |fthrowdesc=Kicks foe a short distance in front of him. Low knockback. | ||
|bthrowname=Reverse Kick Out ({{ja| | |bthrowname=Reverse Kick Out ({{ja|リバースキックアウト|Ribāsu Kikku Auto}}) | ||
|bthrowdmg=3% (hit 1), 3% (throw) | |bthrowdmg=3% (hit 1), 3% (throw) | ||
|bthrowdesc=Throws the opponent behind him and kicks them away. | |bthrowdesc=Throws the opponent behind him and kicks them away. | ||
|uthrowname=Sword Launch ({{ja| | |uthrowname=Sword Launch ({{ja|ソード・ランチ|Sōdo Ranchi}}) | ||
|uthrowdmg=4% (hit 1), 2% (throw) | |uthrowdmg=4% (hit 1), 2% (throw) | ||
|uthrowdesc=Raises the opponent above him and slashes upward. Has below-average knockback, allowing it to potentially combo into an up-tilt, up-smash, down-smash, or several different aerials. | |uthrowdesc=Raises the opponent above him and slashes upward. Has below-average knockback, allowing it to potentially combo into an up-tilt, up-smash, down-smash, or several different aerials. | ||
|dthrowname=Flying Elbow ({{ja| | |dthrowname=Flying Elbow ({{ja|フライング肘|Furaingu Hiji}}) | ||
|dthrowdmg=2% (hit 1), 4% (throw) | |dthrowdmg=2% (hit 1), 4% (throw) | ||
|dthrowdesc=Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo, such as his Spin Attack or u-tilt. Generally Link's best kill confirm at high percents where it can easily combo into Spin Attack. | |dthrowdesc=Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo, such as his Spin Attack or u-tilt. Generally Link's best kill confirm at high percents where it can easily combo into Spin Attack. | ||
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:''See also: [[:Category:Link players (SSBM)]]'' | :''See also: [[:Category:Link players (SSBM)]]'' | ||
*{{Sm|Aklo|USA}} - The best Link player in the | *{{Sm|Aniki|Japan}} - One of the first notable Link players, and was the best Link in Japan. Placed 17th at {{Trn|Jack Garden Tournament}}. | ||
*{{Sm|Aklo|USA}} (#16) - The current best Link player in the world, although better known as a {{SSBM|Fox}} main and uses Link as occasional counterpick. His placement of 18th on the [[MPGR Summer 2022]] became the first time a Link player has been globally ranked since Lord HDL's rank in 2014. He notably won {{Trn|Redemption Rumble}} using Link to beat {{Sm|KoDoRiN}} and {{Sm|Swift}} in his bracket, becoming the best result and wins the character has seen in the post-Slippi era. | |||
*{{Sm|J666|USA}} - One of the best Link players in the world during the early 2010s, once peaking at 13th in SoCal during 2012. His placements of 33rd at {{Trn|EVO 2014}} and 49th at {{Trn|EVO 2016}} are some of the best solo Link results at ''Melee'' supermajors to this day. | *{{Sm|J666|USA}} - One of the best Link players in the world during the early 2010s, once peaking at 13th in SoCal during 2012. His placements of 33rd at {{Trn|EVO 2014}} and 49th at {{Trn|EVO 2016}} are some of the best solo Link results at ''Melee'' supermajors to this day. | ||
*{{Sm|Lord HDL|USA}} - One of the best Link players in the world during the early 2010s. While he commonly used {{SSBM|Marth}} as well and would eventually solo-main him, he used Link to place 17th at {{Trn|EVO East}} and 49th at {{Trn|Apex 2013}}. He became the first Link player to have been ranked on a global ''Melee'' top 100 power ranking list with 87th on the [[SSBMRank 2014]]. | *{{Sm|Lord HDL|USA}} - One of the best Link players in the world during the early 2010s. While he commonly used {{SSBM|Marth}} as well and would eventually solo-main him, he used Link to place 17th at {{Trn|EVO East}} and 49th at {{Trn|Apex 2013}}. He became the first Link player to have been ranked on a global ''Melee'' top 100 power ranking list with 87th on the [[SSBMRank 2014]]. | ||
*{{Sm|Kuya|USA}} - Co-mains Link with {{SSBM|Mr. Game & Watch}} and is | *{{Sm|Kuya|USA}} - Co-mains Link with {{SSBM|Mr. Game & Watch}} and is considered the third best Link player in the world. Placed 4th at {{Trn|GatorLAN Spring 2020}}, 7th at {{Trn|Tampa Never Sleeps 8}}, 17th at both {{Trn|DreamHack Atlanta 2019}} and {{Trn|CEO Dreamland 2020}}, 24th at {{Trn|Tipped Off 14: Resurgence}}, and 13th at {{Trn|CEO 2023}}. | ||
*{{Sm|Sixx|Germany}} - Commonly considered the best Link player of all time before his hiatus in competitive play. He placed 9th at one of the biggest European tournaments for ''Melee'' with {{Trn|Heir 4}} where he notably beat {{Sm|YungWaff}}. He notably beat {{Sm|Amsah}} at [http://challonge.com/AvalonMVIsingles Avalon M-VI] and has taken sets over other top European players such as {{Sm|nebbii}}. | |||
*{{Sm|Sixx|Germany}} - | *{{Sm|Savestate|Sweden}} - A Link player well known for advancing tech of the character, discovering many techniques such as [[Ghost Arrow]] and [[Bomb Launching]]. Considered the second best Link player in Europe with some respective placements of 4th at {{Trn|Midgard 2022}}, 17th at {{Trn|HFLAN 2022: Golden Melee Edition}}, and 25th at {{Trn|Fête}}. Eventually retired in 2023. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
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As part of an April Fools' joke, Link has once ranked sixth on the tier list; in the two days that this version of the tier list was declared official, the Melee Back Room claimed that Link's high-tiered ranking was due to having untapped aerial prowess. While another prediction on the tier list involving {{SSBM|Jigglypuff}} eventually came true in the post-''Brawl'' metagame, opinions of Link have consistently been that he is still in the low-mid tier range. | As part of an April Fools' joke, Link has once ranked sixth on the tier list; in the two days that this version of the tier list was declared official, the Melee Back Room claimed that Link's high-tiered ranking was due to having untapped aerial prowess. While another prediction on the tier list involving {{SSBM|Jigglypuff}} eventually came true in the post-''Brawl'' metagame, opinions of Link have consistently been that he is still in the low-mid tier range. | ||
The | The online Slippi era has notably reignited discussions about Link's viability. This has most notably been the case with {{Sm|Sixx}}'s resounding first place finish in doubles alongside {{Sm|Ice}} at multiple European tournaments and Aklo's win over numerous other top-level players as solo Link (in addition to his wins over players such as {{Sm|lloD}}, {{Sm|Logan}}, {{Sm|Swift}}, {{Sm|KoDoRiN}} and {{Sm|Eddy Mexico}} while using Link as a [[counterpick]]). Although Link is still considered to be a mid-tier character, it is more commonly agreed that his strong projectile game and kill confirms off of them give him a competitive edge against many of the higher-tier characters on {{SSBM|Final Destination}}. | ||
==In 1-P Mode== | ==In 1-P Mode== |