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{{ArticleIcons|ultimate=y}}
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{{Disambig2|Link's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Link}}
{{disambig2|Link's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Link}}
{{Infobox Character
{{Infobox Character
|name = Link
|name = Link
|image = {{tabber|title1=Champion's Tunic|content1=[[File:Link SSBU.png|x250px]]|title2=Hero of the Wild|content2=[[File:Link-Alt1 SSBU.png|x250px]]}}
|image = {{tabber|title1=Champion's Tunic|tab1=[[File:Link SSBU.png|x250px]]|title2=Hero of the Wild|tab2=[[File:Link-Alt1 SSBU.png|x250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB
|ssbgame1 = SSB
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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = C+
|ranking = 56
}}
}}
'''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was suggested to appear in the then unnamed ''Ultimate'' in its first [https://www.youtube.com/watch?v=w3Gt42kVgCw teaser trailer] at the end of the March 8th, 2018 [[Nintendo Direct]], and officially announced in ''Ultimate''{{'}}s [https://www.youtube.com/watch?v=L93H7YC-83o E3 2018 trailer] on June 12th. Link is classified as [[Fighter number|Fighter #03]].
'''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was suggested to appear in the then unnamed ''Ultimate'' in its first [https://www.youtube.com/watch?v=w3Gt42kVgCw teaser trailer] at the end of the March 8th, 2018 [[Nintendo Direct]], and officially announced in ''Ultimate''{{'}}s [https://www.youtube.com/watch?v=L93H7YC-83o E3 2018 trailer] on June 12th. Link is classified as [[Fighter number|Fighter #03]].


Kengo Takanashi, Link's voice actor from ''{{iw|zeldawiki|The Legend of Zelda: Breath of the Wild}}'', reprises his role in all regions; rather than re-purposing his voice clips from past ''Zelda'' as per tradition, Takanashi provides brand new voice clips that mimic his portrayals from ''Breath of the Wild'', succeeding Akira Sasanuma's portrayal from ''The Legend of Zelda: Twilight Princess'' used since 2006 in ''[[Super Smash Bros. Brawl|Brawl]]'' and ''[[Super Smash Bros. 4]]''.
Kengo Takanashi, Link's voice actor from ''{{s|zeldawiki|The Legend of Zelda: Breath of the Wild}}'', reprises his role in ''Ultimate'' with newly recorded voice clips, replacing Akira Sasanuma's portrayal from ''Brawl'', ''SSB4'' and ''The Legend of Zelda: Twilight Princess''.


Link is currently ranked 56th out of 82 characters on the current tier list, placing him in the C+ tier. Despite being buffed overall from ''SSB4'', this is a moderate drop from his placement in ''SSB4'', where he ranked 31st out of 54. Link has solid disjointed range, courtesy of the iconic Master Sword, with several strong KO moves that utilize it, such as his forward tilt, dash attack, forward aerial, his smash attacks, up aerial, down aerial, and [[Spin Attack]]. Link's non-sword moves also have amazing utility. His neutral aerial, in particular, is notorious for being a staple of his neutral game, being a strong landing, spacing, edgeguarding, and pressure tool. Link also has a strong projectile game, with his [[Remote Bomb]] acting as a dynamic tool for mindgames, item combos, edgeguarding, recovering, and ledgetrapping that he can activate at any time. His [[Boomerang]] is also good at catching approaches and keeping opponents in check. Overall, Link has a strong zoning game with powerful KO tools should his opponent get up close to him.
==Attributes==
 
Link is a [[weight|medium-heavyweight]] swordsman that sports powerful attacks and long [[range]] via the Master Sword. Link sports an above-average [[walking]] speed, the 15th slowest [[dashing]] speed, above-average [[initial dash]], is tied with [[Diddy Kong]] for the 10th slowest [[air speed]], the 4th slowest [[air acceleration]], average [[gravity]], above-average [[falling speed]], the 6th highest [[fast fall|fast falling speed]], and above-average [[traction]]. Lastly, Link has among the lowest jump heights in the game. Overall, these stats render Link's mobility generally poor.
However, Link has several weaknesses. He is on the slower side of the spectrum, so he struggles to keep up with faster characters who can get around his projectiles. Link's sword moves also have below-average frame data, which can cause him to be overwhelmed by faster moves. Link is also a heavyweight, making him one of the easiest characters to combo and juggle and keep in disadvantage. His recovery is also exploitable, as his Spin Attack travels in a predictable path, leaving his head vulnerable to spikes or lingering hitboxes.
 
Overall, Link has the tools to keep out his opponents and KO them at fairly low percentages, but should his defenses be infiltrated, it makes it difficult for him to get back in neutral. Link had promising results in the early metagame thanks to strong performances from {{Sm|T}}; however, his results and representation declined significantly in the post-online metagame, with only a few notable performances from players such as {{Sm|Rido}} and {{Sm|Kyon}}.


==Attributes==
Like his [[Young Link (SSBU)|alternate timeline]] [[Toon Link (SSBU)|counterparts]] and {{SSBU|Hero}}, Link possesses two shields instead of just one. In Link's case, he wields the [[Passive shield|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still, walking, or crouching. Like Toon Link, Link also wields his respective version of the {{iw|ZeldaWiki|Master Sword}}, which had its range enhanced compared to the last installment.
Link is a heavy[[weight]] swordsman that sports powerful attacks and long [[range]] via the Master Sword. Link sports an above-average [[walking]] speed, the 15th slowest [[dashing]] speed, above-average [[initial dash]], the 10th slowest [[air speed]] (tied with {{SSBU|Diddy Kong}}), the 4th slowest [[air acceleration]], average [[gravity]], above-average [[falling speed]], the 6th highest [[fast fall|fast falling speed]], and above-average [[traction]]. Lastly, Link has among the lowest jumps in the game. Overall, these stats render Link's mobility generally poor. Like his [[Young Link (SSBU)|alternate timeline]] [[Toon Link (SSBU)|counterparts]] and {{SSBU|Hero}}, Link possesses two shields instead of just one. In Link's case, he wields the [[Passive shield|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still, walking, or crouching. Like Toon Link, Link also wields his respective version of the {{iw|ZeldaWiki|Master Sword}}, which sports overall better range compared to the previous installment.


In addition to overall long range, Link's grounded moveset features other merits: neutral attack deals above-average damage and has a reliable [[semi-spike]] in its third hit. Forward tilt boasts both above-average damage and knockback, which in tandem with its good range and low ending lag, makes for a great [[spacing]] option. Up tilt also deals above-average damage which, in tandem with its low ending lag and large range, makes it a great [[juggling]] option. Down tilt possesses low ending lag, satisfactory damage, and high vertical knockback; altogether, these traits render it a great combo starter for devastating chains of aerial attacks. Dash attack possesses high damage, knockback, range, and traveling distance, all of which make it very useful for KOs at around 110%.
Link's grounded moveset comes with its merits, long range set aside: neutral attack deals above-average damage and has a reliable [[semi-spike]] in its third hit; forward tilt boasts both above-average damage and knockback, which in tandem with its good range and low ending lag, makes for a great [[spacing]] option; up tilt also deals above-average damage which, in tandem with its low ending lag and large range, makes it a great [[juggling]] option; down tilt possesses very low ending lag, satisfactory damage, and high vertical knockback, rendering it a great combo starter for devastating chains of aerial attacks. Dash attack possesses high damage, knockback, range, and traveling distance, making it very useful for KOs at around 110%.


Link's KO potential shines strongly in his [[smash attack]]s, all of which deal high damage and knockback. Forward smash has large range and a [[tipper]] on the first hit. His forward smash is a [[natural combo]] without activating the tip. When Link is at 0% or when he has full stamina in a stamina battle, the first swing of his forward smash releases a sword beam that can be charged to improve damage and distance. His up smash hits three times, has wide range, and average startup; these attributes, in tandem with up smash's high damage and knockback, makes it very reliable for both damage-racking and KOing. His down smash deals the lowest damage out of Link's smash attacks, but its decent speed and vertical trajectory make it a very useful edgeguarding option; down smash's edgeguarding capabilities are further bolstered through its second hit's strongest hitbox, which is a reliable semi-spike.
Link's KO potential shines strongly in his [[smash attack]]s, all of which deal high damage and knockback. Forward smash has large range and a [[tipper]] on the first hit. His forward smash is a [[natural combo]] without activating the tip. When Link is at 0% or when he has full stamina in a stamina battle, the first swing of his forward smash releases a sword beam that can be charged to improve damage and distance. His up smash hits three times, has wide range, and average startup; these attributes, in tandem with up smash's high damage and knockback, makes it very reliable for both damage-racking and KOing. His down smash deals the lowest damage out of Link's smash attacks, but its decent speed and vertical trajectory make it a very useful edgeguarding option; down smash's edgeguarding capabilities are further bolstered through its second hit's strongest hitbox, which is a reliable semi-spike.
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Link's aerial attacks are useful in their own rights. His neutral aerial is a [[sex kick]] with low all-around lag and good damage output overall, and is able to [[lock]] and combo with other aerial and ground attacks; forward aerial sports long range, low landing lag, and high damage, making it one of Link's most reliable KOing options; back aerial is Link's fastest aerial in terms of startup lag, being able to combo into itself at low percents and other attacks at higher percents; up aerial deals high damage, a long-lasting hitbox, and great range, making it reliable for both KOs and juggles; down aerial is similar to up aerial in some regards, but its clean hit instead functions as a reliable [[meteor smash]] that KOs at alarmingly early percents (its grounded hit KOs at 125%). Down aerial can be used to bounce off of opponents, which can actually aid Link's recovery.
Link's aerial attacks are useful in their own rights. His neutral aerial is a [[sex kick]] with low all-around lag and good damage output overall, and is able to [[lock]] and combo with other aerial and ground attacks; forward aerial sports long range, low landing lag, and high damage, making it one of Link's most reliable KOing options; back aerial is Link's fastest aerial in terms of startup lag, being able to combo into itself at low percents and other attacks at higher percents; up aerial deals high damage, a long-lasting hitbox, and great range, making it reliable for both KOs and juggles; down aerial is similar to up aerial in some regards, but its clean hit instead functions as a reliable [[meteor smash]] that KOs at alarmingly early percents (its grounded hit KOs at 125%). Down aerial can be used to bounce off of opponents, which can actually aid Link's recovery.


Although Link's close combat capabilities are excellent, he shines primarily when it comes to his projectiles: [[Bow and Arrows|arrows from his bow]], [[Boomerang]], and [[Remote Bomb]]. Bow and Arrows has Link fire an arrow straight ahead, which can be [[spam]]med to some degree; it can be charged, greatly increasing its damage, knockback, and distance, making it a good [[gimp]]ing and [[pressuring]] tool. Link's neutral special is unique in the fact that his arrows briefly linger on the ground when landing, allowing him to pick them up and fire two arrows simultaneously; Link is able to deal more damage and knockback, aiding neutral special's KO potential.
Although Link's close-combat capabilities are excellent, where he mainly shines is in his projectile game and special moveset. He sports three projectiles: [[Bow and Arrows|the arrows from his bow]], [[Boomerang]], and [[Remote Bomb]]. Bow and Arrows has Link fire an arrow straight ahead, which can be [[spam]]med to some degree; it can be charged, greatly increasing its damage, knockback, and distance, making it a good [[gimp]]ing and [[pressuring]] tool. Link's neutral special is unique in the fact that his arrows briefly linger on the ground when landing, allowing him to pick them up and fire two arrows simultaneously; Link is able to deal more damage and knockback, aiding neutral special's KO potential. The Boomerang travels decently far and deals good damage, which can be further exploited by smash tapping the move: the boomerang's distance and damage are increased as a result. The Boomerang vertically launches opponents with high base knockback on its way forward, and launches opponents towards Link on its way back; the Boomerang can be angled up and down, rendering it a flexible combo starter and approaching option. The Remote Bomb can be thrown as an item, potentially being able to initiate combos by chaining it with other attacks. This is further bolstered by the Remote Bomb's 30-second time limit, which gives it plenty of time to be abused as a projectile. The Bomb's detonation has large range and deals decent damage and knockback, with enough power to KO opponents at 180%. Although Link can be harmed by his own bomb's explosion, he can exploit its vertical knockback offstage as a means of aiding his recovery.


Boomerang travels decently far and deals good damage, which can be further exploited by smash tapping the move: the Boomerang's distance and damage are increased as a result. Boomerang also launches opponents vertically with high base knockback on its way forward, and launches opponents towards Link on its way back. When coupled with its ability to be angled up and down, Boomerang is a flexible combo starter and approaching option.
Link's primary recovery move and most offensive special attack is his [[Spin Attack]]. The move's grounded version boasts decent damage and knockback, good range, and is a fast out-of-shield option, giving it decent utility; however, it can be charged, increasing its damage output and knockback, significantly improving its KO ability. Aerial Spin Attack is instead a multi-hitting series of sword slashes that gains respectable vertical distance and has good knockback on its last hit, making it good for KOing near the upper blast line.


Remote Bomb can be thrown as an item, potentially being able to initiate combos by chaining it with other attacks. This is further bolstered by the Remote Bomb's 30-second time limit, which gives it plenty of time to be abused as a projectile. The Bomb's detonation has large range and deals decent damage and knockback, with enough power to KO opponents at 180%. Although Link can be harmed by his own bomb's explosion, he can exploit its vertical knockback offstage as a means of aiding his recovery. This also allows him to launch himself way past the ledge without going into freefall, avoiding being edge-trapped.
However, like all fighters, he has some weaknesses. Although it has been improved from ''Smash 4'', Link's mobility is still inconsistent and somewhat on the poor side. Despite his high walking speed, his dash is only marginally faster, making it very sluggish and unreliable for approaching (foxtrotting is the only way of mitigating this issue). Link's air speed and air acceleration are both notoriously poor, making his air game solely reliant on the traits of his aerial attacks; Link's low jumps and high falling speed, in tandem with his aforementioned poor air speed and air acceleration and the merely average distance of Spin Attack place a burden on his recovery. Due to Link no longer sporting the Clawshot in his moveset, he loses a reliable tethering option, further hampering his recovery.


Link's primary recovery move and most offensive special attack is [[Spin Attack]]. The move's grounded version boasts decent damage and knockback, good range, and is a fast out of shield option, giving it decent utility; however, it can be charged, increasing its damage output and knockback, significantly improving its KO ability. Aerial Spin Attack is instead a multi-hitting series of sword slashes that gains respectable vertical distance and has good knockback on its last hit, making it good for KOing near the upper blast line.
The loss of Clawshot changes Link's grab game entirely: due to grabbing opponents with his bare hands, his grab speed is significantly quicker; in exchange, his grab has much less range. Thus, Link's grab game is much more aggressive and up-close. Link's overall grab game is half-functional. While his fast pummel helps him easily rack up on damage, his up throw is his strongest throw and can semi-spike bystanders, and his down throw has good combo potential into moves like up tilt, up smash, and neutral aerial, his forward and back throws are both extremely weak and lack reliable set-up potential.


However, like all fighters, Link has some weaknesses. Although he has noticeably better mobility than his predecessors, Link's mobility is still inconsistent and somewhat on the poor side. Despite his fast walking speed, his dash is only marginally faster, making it very sluggish and unreliable for approaching (with foxtrotting being the only way of mitigating this issue). Link's air speed and air acceleration are both notoriously poor, making his air game solely reliant on the traits of his aerial attacks. On a related note, Link's recovery is burdened by the combination of his low jumps and high falling speed, his aforementioned poor air speed and air acceleration, and the merely average travel distance of Spin Attack. Due to lacking a [[Hookshot]] or a [[Clawshot]] in his moveset, Link lacks both a [[tether recovery]] and another spacing option, the former of which further hinders his recovery.
Overall, Link is a flexible zoner character; while his long-distance projectiles and disjointed hitboxes make him play somewhat defensively for much of the match, his excellent out-of-shield options and KO power allow him to close in on his opponents with the right timing and deal large amounts of damage very quickly. However, Link players must be cautious to not play recklessly due to his below-average frame data and mobility, as many other characters can make it difficult for him to utilize his options with their superior speed. Throughout ''Ultimate's'' lifespan, Link has garnered great results from many different players, although his results did go down slightly after the first few months of the game's release.
 
Link's lack of a Hookshot/Clawshot also results in his grab game differing entirely: due to grabbing opponents with his bare hands, his grab speed is significantly quicker at the cost of his grab having much less range. Thus, Link's grab game is much more aggressive and up-close. Despite being a swordsman, Link's grab game is decent overall. His pummel is fast and his down throw is a reliable combo starter into moves like up tilt, up smash, neutral aerial and up aerial. Although Link's up throw will semi-spike bystanders, it has minimal KO potential. Finally, his forward and back throws deal minimal damage and while both are best suited for setting up edgeguards, only forward throw is decent in that regard.
 
Overall, Link is a flexible zoner character; while his long-distance projectiles and disjointed hitboxes make him play somewhat defensively for much of the match, his excellent out-of-shield options and KO power allow him to close in on his opponents with the right timing and deal large amounts of damage very quickly. However, Link players must be cautious to not play recklessly due to his below-average frame data and mobility, as many other characters can make it difficult for him to utilize his options with their superior speed. Throughout ''Ultimate''{{'}}s lifespan, Link has garnered great results from many different players, although his results did go down slightly after the first few months of the game's release.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Link has received arguably the most noticeable changes of any veteran in ''Ultimate''. Due to his appearance being updated to the Hero of the Wild from ''{{iw|zeldawiki|The Legend of Zelda: Breath of the Wild}}'', he incorporates multiple elements from that game into his moveset, such as the {{iw|zeldawiki|Remote Bomb}}, the {{iw|zeldawiki|Ancient Bow}} and {{iw|zeldawiki|Ancient Arrow}}, the {{iw|zeldawiki|Sword Beam}}, and the [[Bow and Arrows|ability to fire two arrows at once]]. This has led to a much larger overhaul in his moveset compared to other veterans, as several of his attacks either have altered or completely new animations alongside mechanical changes. As a result, Link has gained a large mix of buffs and nerfs in his transition to ''Ultimate'', but has been buffed overall.
Link has received arguably the most noticeable changes of any returning veteran in ''Ultimate''. His design is now based on ''Breath of the Wild'', incorporating multiple elements from the game into his move set, such as the {{s|zeldawiki|Remote Bomb}}, the {{s|zeldawiki|Ancient Bow}} & {{s|zeldawiki|Ancient Arrow}}, and the {{s|zeldawiki|Sword Beam}}. This has led to a much larger overhaul in his move set than other returning veterans, as several of his attacks either have altered or completely new animations. As a result, Link has gained a large mix of buffs and nerfs in his transition to ''Ultimate''; however, he was considerably buffed overall.
 
Compared to his predecessors (the {{iw|zeldawiki|Hero of Time}} and the Hero of Twilight) in ''Smash'', Link has better close combat and spacing capabilities, thanks to his faster movement speed, a stronger and longer ranged [[Boomerang]] (which also improved his [[combo]] game), and the longer range on his Master Sword, now having range on par with other swordfighters, such as {{SSBU|Ike}} or {{SSBU|Marth}}. Particularly, the latter change has either improved or outright granted his attacks' more utility: [[forward tilt]] is now much more effective as a ledge-trapping option due to its wider arc, [[down tilt]]'s reduced damage output allows the move to combo for much longer (even serving as a potential KO confirm at higher percents), [[up smash]] serves as a more threatening anti-air option, [[forward aerial]] is more effective as a spacing option while the first hit can now be used to start combos, [[up aerial]] catches airborne opponents from a farther distance, and [[Spin Attack]] has increased reliability as an [[out of shield]] option and KOing tool due to its faster start-up and larger sweetspot.
 
Furthermore, Link benefits from some of the universal gameplay mechanics, all of which have improved his previously below average close combat game. His grab game has slightly improved due to him now possessing a more standard grab; while the [[Hookshot]] and [[Clawshot]] granted his predecessors a long-ranged grab, they were unsafe due to their high startup and ending lag. ''Ultimate''{{'}}s improved [[dash-canceling]], when coupled with Link's faster mobility, above average traction and the Master Sword's overall improved range, altogether improve his ground game's utility noticeably.


Link's air game has also benefitted from gameplay changes: the combination of his standardized jumpsquat (which is much faster than his predecessors') and the universal reduction of landing lag make his aerial combo game significantly more potent, as well as result in him having somewhat less difficulty when it comes to landing safely. This has been demonstrated with [[neutral aerial]]'s weak hit allowing him to set-up for a grab at low percents, forward aerial's first hit comboing into other moves until very high percentages, [[back aerial]]'s [[SHFF]]'d first hit now serving as a KO setup at high percents, and his aerials' damage outputs making them safer on shield despite the reduced [[shieldstun]] for aerial attacks.
Compared to his previous iterations in ''Smash'', Link has better close combat and spacing capabilities thanks to his faster movement speed, the return of the [[Boomerang]] (which improves his [[combo]] ability) and the longer range on his Master Sword, now having range on par with other sword-based fighters such as {{SSBU|Ike}} or {{SSBU|Marth}}. Particularly, the latter change has either improved or outright granted his attacks' more utility: [[forward tilt]] is now much more effective as a ledge-trapping option due to its wider arc, [[down tilt]]'s reduced damage output allows the move to combo for much longer (even serving as a potential KO confirm at higher percents), [[up smash]] serves as a more threatening anti-air option, [[forward aerial]] is more effective as a spacing option while the first hit can now be used to start combos, [[up aerial]] catches airborne opponents from a farther distance, and [[Spin Attack]] has increased reliability as an [[out of shield]] option and KOing tool due to its faster start-up and larger sweetspot.


Unlike his predecessors, Link uses the [[Remote Bomb]] instead of a standard {{b|Bomb|Link}}. Compared to standard Bombs, Remote Bombs can be detonated at will, making it function similarly to {{SSBU|Snake}}'s [[C4]], and feature both much higher knockback and a much larger blast radius. These changes modify his set-up and combo routes, as the Remote Bomb can now be detonated or [[Item throw|Z-dropped]] into one of Link's own attacks. They also significantly improve Link's pressuring, edgeguarding and edge trapping abilities, since the bomb can be thrown while only being detonated at command. Lastly, the move possesses potential as a strong, albeit difficult recovery option, as it can also be Z-dropped and detonated to launch Link a considerable distance forward.
Furthermore, Link benefits from some of the universal gameplay mechanics, all of which have improved his previously below average close combat game. His grab game has slightly improved due to him now possessing a more standard grab; while the [[Hookshot]] and [[Clawshot]] in previous games granted Link a long-ranged grab, they were unsafe to use due to their startup and ending lag. The ability to perform any attack out of a run and his faster movement speed helps Link close in on opponents more easily (which is further helped by his sword attacks' longer range and his above average traction), and his much faster jumpsquat significantly improves his combo potential into aerials. The universal landing lag reduction has especially strengthened Link's combo ability and addressed his landing weakness to a degree, with [[neutral aerial]]'s weak hit allowing him to set-up for a grab at low percents, forward aerial's first hit comboing into other moves until very high percentages, [[back aerial]]'s first hit now serving as a KO setup at high percents, and his aerials' damage outputs making them safer on shield despite the reduced [[shieldstun]] for aerial attacks.


However, Link is not without his fair share of nerfs. As a result of the several changes and alterations his moveset received, he has inadvertently lost several key strengths that his predecessors possessed. While Link has a much faster grab than his predecessors, his lack of a Hookshot/Clawshot significantly worsens his overall grab range (having, in fact, one of the shortest and least disjointed grabs among the cast), but also effectively removed one of his more potent recovery and spacing options. Some of his sword-based attacks also received hitbox reductions, now mapping them strictly to the Master Sword itself. While this does not necessarily affect the reach of his attacks that involve swinging his sword from above (i.e. forward tilt, up tilt, forward smash), it has reduced the vertical reach of his attacks that are swung in front of him (i.e. down tilt), while also hindering the horizontal range of his thrusting sword attacks (i.e. up aerial, down aerial), making them slightly harder to land overall.
Link has gained a new down special in place of Bomb, known as the [[Remote Bomb]]; with it, Link pulls out a Remote Bomb rune which he can then throw and later detonate with the Sheikah Slate, making it function more like {{SSBU|Snake}}'s [[C4]] bombs. Compared to his old Bombs, Remote Bombs have a much larger blast radius and greater KO power; this changes his set-up and combo routes with the bomb, as it can now be detonated or [[Item throw|Z-dropped]] into one of Link's own attacks. They also significantly improve Link's pressuring, edgeguarding and ledge trapping abilities, since the bomb can be thrown while only being detonated at command. Lastly, the move possesses potential as a strong, albeit tough recovery option, as it can also be Z-dropped and detonated to launch Link a considerable distance forward.


Link's lack of standard Bombs also hinders him in a variety of ways, as he can no longer pull out Bombs as a way to potentially break out of combos, making him slightly more vulnerable to them. Since Remote Bombs no longer explode on impact, KO set-ups with them have effectively become harder to perform. Link can only have one Remote Bomb out a time, resulting in them becoming a worse zoning option overall.
However, Link is not without his fair share of nerfs. As a result of the several changes and alterations his moveset received, he has inadvertently lost several key strengths that his previous incarnation possessed. While Link has a much faster grab than his precious incarnation, the loss of his Hookshot has not only significantly worsened his overall grab range, but also effectively removed one of his more potent recovery and spacing options. The replacement of his old Bombs has also hindered Link in a variety of ways. Link can no longer pull out bombs as a way to potentially break out of combos, making him slightly more vulnerable to them. Since Remote Bombs no longer explode on impact, KO set-ups with them have effectively become harder to perform. Compared to his old bombs, Link can only have one Remote Bomb out a time, resulting in them becoming a worse zoning option overall. Link has also received hitbox reductions to several of his sword-based attacks, now mapping them strictly to the Master Sword itself. While this does not necessarily affect the reach of his attacks that involve swinging his sword from above (i.e. forward tilt, up tilt, forward smash), it has reduced the vertical reach of his attacks that are swung in front of him (i.e. down tilt), while also hindering the horizontal range of his thrusting sword attacks (i.e. up aerial, down aerial), making them slightly harder to land overall.


Finally, despite sporting less landing lag and a better Spin Attack than his predecessors, the majority of his frame data is more sluggish in comparison, especially on the ground. A considerable number of his attacks have either increased endlag (such as forward tilt or down tilt) or increased start-up lag (such as neutral attack, [[forward smash]], [[down smash]], and forward aerial), making it harder for him to defend himself up close against opponents with superior frame data, such as {{SSBU|Fox}} or {{SSBU|Mario}}. This requires Link to be more wary when fighting opponents with such strong boxing capabilities and use the longer range of his Master Sword to his advantage, as his weaker frame data can put him at a greater risk of being thrown into a disadvantage state easier.
Finally, despite improvements to his landing lag and Spin Attack, his already sluggish frame data has been further worsened (especially on the ground): a considerable number of his attacks have either increased endlag (such as forward tilt or down tilt) or increased start-up lag (such as neutral attack, [[forward smash]], [[down smash]], and forward aerial), making it even harder for him to defend himself up close against opponents with superior frame data, such as {{SSBU|Fox}} or {{SSBU|Mario}}. This requires Link to be more wary when fighting opponents with such strong boxing capabilities and use the longer range of his Master Sword to his advantage, as his weaker frame data can put him at a greater risk of being thrown into a disadvantage state easier.


Overall, the changes to Link have somewhat repurposed his playstyle from that of a hard-hitting zoner with long-ranged melee attacks, to one that also incorporates more stage control and trapping tactics with his Remote Bomb, simiarly to Snake. Link's playstyle has noticeably deviated from not only his predecessors, but also {{SSBU|Young Link}} and {{SSBU|Toon Link}}, due to these changes. Even so, while Link's buffs eclipse his nerfs, the extent of how much is debatable given other veterans have been buffed to varying degrees as well, and various DLC characters have been introduced through game updates. In the end, Link is agreed to fare better than in ''SSB4'', but hasn't improved enough to raise his standing compared to the rest of the cast.
Overall, the changes to Link have somewhat repurposed his playstyle from that of a hard-hitting zoner with long-ranged melee attacks, to one that also incorporates more stage control and trapping tactics with his Remote Bomb rune in a similar manner to Snake. Because of this, Link has noticeably deviated from his counterparts in terms of his overall gameplan and how he enacts it. Compared to his previous iterations, Link has amassed an increasingly robust set of results in ''Ultimate{{'}}s'' early competitive metagame, which are arguably the strongest out of any of his previous incarnations overall, this in part due to players such as {{Sm|Izaw}}, {{Sm|Otakuni}}, {{Sm|VinS}}, and especially {{sm|T}}. However, his results have been somewhat inconsistent over time as ''Ultimate{{'}}s'' metagame has progressed, as Salem has since then dropped Link in favor of Snake, which has led to a slight slowdown of noteworthy results. Regardless, Link is agreed to fare better competitively than in ''SSB4'' and has had a more positive reception since the beginning, as he is usually seen as either a lower high tier character or an upper mid-tier character.


{{SSB4 to SSBU changelist|char=Link}}
{{SSB4 to SSBU changelist|char=Link}}


==Update history==
==Update history==
Link received a mix of buffs, a single nerf and glitch fixes via game updates, but was buffed slightly overall. The most significant nerf Link received was in Version 3.0.0 where Boomerang now deals much less shield damage as part of the universal projectile nerf, worsening his zoning potential. However, most of the buffs specifically improve Link's combo potential, as his combo starters were altered to more reliably connect into each other and the kill potential of some combo enders has been increased. Another small but significant buff came in Version 4.0.0 with Link being able to Shield SDI projectiles, allowing him to more easily escape combos that characters set up with projectiles.
Link has overall been slightly buffed in game updates. The main priority of several updates was to fix various glitches that were prevalent, and occasionally reintroduced, in previous updates.
 
Overall, Link fares mildly better than he did at launch. His projectiles have not been significantly affected and his combo game has been improved across the board, making him more effective with a bait-and-punish style of setting traps and rushing down caught opponents.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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{{UpdateList (SSBU)/9.0.0|char=Link}}
{{UpdateList (SSBU)/9.0.0|char=Link}}


'''{{GameIcon|ssbu}} {{SSBU|9.0.1}}'''
'''{{GameIcon|ssbu}} 9.0.1'''
{{UpdateList (SSBU)/9.0.1|char=Link}}
{{UpdateList (SSBU)/9.0.1|char=Link}}
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Link}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Link}}


==Moveset==
==Moveset==
*While Link is standing still, walking or crouching, any incoming [[projectile]]s that hit his [[Passive shield|Hylian Shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
*While standing still, walking, or crouching, incoming [[projectile]]s that hit Link's [[Shield (Link)|Hylian Shield]] will deal no damage and simply push him back. It can block any amount of projectiles regardless of power.
''For a gallery of Link's hitboxes, see [[Link (SSBU)/Hitboxes|here]].''
''For a gallery of Link's hitboxes, see [[Link (SSBU)/Hitboxes|here]].''


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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Morning Slash ({{ja|けさ斬り|Kesa Giri}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Slash Up ({{ja|斬り上げ|Kiri Age}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=A downward slash, followed by an outward slash, followed by an upward slash. Has slow startup for a neutral attack (frame 7), but deals above-average damage overall, has good reach, and its third hit is a [[semi-spike]] with high base knockback, making it useful for [[tech-chasing]] and forcing opponents near edges offstage. The first two hits are based on the final series of strikes that the {{iw|zeldawiki|Hero of Time}} inflicts to [[Ganon]] in ''The Legend of Zelda: Ocarina of Time''.
|neutraldesc=A downward slash, followed by an outward slash, then by an upward slash. Has slow startup for a jab, but deals above-average damage, has good reach, and its third hit is a [[semi-spike]] with high base knockback, making it useful for [[tech-chasing]] and forcing opponents near edges offstage.
|ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltname= 
|ftiltdmg=13%
|ftiltdmg=13%
|ftiltdesc=A lunging downward slash. It has noticeably slow startup for a tilt attack (frame 15), but deals high damage and knockback for one in return, while possessing long range, the ability to hit opponents above and slightly behind Link, and only average ending lag that makes it safe on shield if spaced properly. It resembles the [[zeldawiki:Targeting#Z-Targeting|Z-Targeting]] slash used by the Hero of Time.
|ftiltdesc=A lunging downward slash. It has noticeably slow startup for a tilt attack (frame 15), but deals high damage and knockback for one in return, while possessing long range, the ability to hit opponents above and slightly behind Link, and only average ending lag that makes it safe on shield if spaced properly. This attack resembles the [[zeldawiki:Targeting|Z-Targeting]] slash used by the Link from ''The Legend of Zelda: Ocarina of Time''.
|utiltname=Vertical Slash ({{ja|直上斬り|Chokujō Kiri}})
|utiltname= 
|utiltdmg=11%
|utiltdmg=11%
|utiltdesc=An overhead arcing slash, starting from behind. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and good KO potential at high percentages for its start-up (frame 8).
|utiltdesc=An overhead arcing slash, starting from behind. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and good KO potential at high percentages for its start-up (frame 8).
|dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|dtiltname= 
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt (frame 10), but low ending lag with vertical knockback, granting it combo potential into aerials and making it safe on shield with proper spacing.
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt (frame 10), but low ending lag with vertical knockback, granting it combo potential into aerials and making it safe on shield with proper spacing.
|dashname=Jump Slash ({{ja|ジャンプ斬り|Janpu Giri}})
|dashname=Jump Slash
|dashdmg=14% (tip), 13% (blade), 12% (body)
|dashdmg=14% (tip), 13% (blade), 12% (body)
|dashdesc=The {{iw|zeldawiki|Jump Slash}}. It is generally the 2nd strongest dash attack in the game, KOing at around 110% from center stage when sweetspotted at the tip. However, it also has very slow startup (hitting on frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly.
|dashdesc=The {{s|zeldawiki|Jump Attack}}. It is generally the 2nd strongest dash attack in the game, KOing at around 110% from center stage when sweetspotted at the tip. However, it also has very slow startup (hitting on frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly.
|fsmashcount=2
|fsmashcount=2
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
|fsmashname=Sword Slice/Double Sword Slice
|fsmashdmg={{ChargedSmashDmgSSBU|7}} (blade), {{ChargedSmashDmgSSBU|14}} (tip), 5%-13% (Sword Beam)
|fsmashdmg={{ChargedSmashDmgSSBU|7}} (blade), {{ChargedSmashDmgSSBU|14}} (tip), 5%-13% (Sword Beam)
|fsmash2dmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|12}} (body)
|fsmash2dmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|12}} (body)
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Extremely powerful when both hits connect, being one of the strongest forward smashes in the game. If Link is at 0% damage, the first swing will launch a {{iw|zeldawiki|Sword Beam}}, a reoccurring ability of Link's since the first ''The Legend of Zelda'' game. However, the Sword Beam may occasionally push opponents out of range, not allowing the second hit to connect. This depends on the weight and body size of the opponent. The Sword Beam disappears after 32 [[frame]]s (0.5<span style="text-decoration:overline">3</span> seconds) when forward smash is uncharged and 40 frames (0.6<span style="text-decoration:overline">6</span> seconds) when fully charged
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Extremely powerful when both hits connect, being one of the strongest forward smashes in the game. If Link is at 0% damage, the first swing will launch a projectile.
|usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}}/{{ChargedSmashDmgSSBU|9}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}}/{{ChargedSmashDmgSSBU|9}} (hit 3)
|usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword.
|usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword.
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|14}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|14}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}} (hit 2)
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory, and can KO at around 100% uncharged with the strongest hitbox. The second hit is a semi-spike that has high base knockback, making it effective near edges, but deals less damage and overall knockback than the first hit.
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory, and can KO at around 100% uncharged with the strongest hitbox. The second hit is a semi-spike that has high base knockback, making it effective near edges, but deals less damage and overall knockback than the first hit.
|nairname=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|11}} (clean foot), {{ShortHopDmgSSBU|9}} (clean leg), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|11}} (clean, foot), {{ShortHopDmgSSBU|9}} (clean, leg), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A flying kick. It is a [[sex kick]] with relatively low startup (frame 7), ending and [[landing lag]]. While it cannot autocancel in a short hop, it has gained notoriety for its sheer effectiveness in Link's arsenal, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents. Additionally, it has a rather large disjoint and can anti-air opponents reliably. As such, it is considered to be one of the best neutral aerials and sex kicks in the game.
|nairdesc=A flying kick. It is a [[sex kick]] with relatively low startup (frame 7), ending and [[landing lag]]. It has gained notoriety for its sheer effectiveness in Link's arsenal, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents. Additionally, it has a rather large disjoint and can anti-air opponents reliably. As such, it is considered to be one of the best neutral aerials and one of the best sex kicks in the game.
|fairname=Spiral Slash ({{ja|螺旋斬り|Rasen Kiri}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|8}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|fairdmg={{ShortHopDmgSSBU|8}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|fairdesc=Two alternating, spinning outward slashes. The first hit has weak knockback in order to connect into the second hit, which deals high enough knockback to be one of Link's most reliable KO options. The move deals high damage if both hits connect, and due to its low landing lag and long range, it is also safe on shield with proper spacing and timing. However, its slow startup at frame 16, high ending lag and inability to [[autocancel]] before it can be interrupted leave it easy to punish if overused, as it only autocancels in a double jump.
|fairdesc=Two alternating, spinning outward slashes. The first hit has weak knockback in order to connect into the second hit, which deals high enough knockback to be one of Link's most reliable KO options. The move deals high damage if both hits connect, and due to its low landing lag and long range, it is also safe on shield move with proper spacing and timing. However, its slow startup, high ending lag and inability to [[autocancel]] before it can be interrupted leave it easy to punish if overused.
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial, coming out on frame 6, and has low ending and landing lag, allowing it to combo into itself at low percents. The first hit can also set up various attacks on landing, including an up tilt, up smash, or most notably, a Spin Attack, the last two of which can serve as KO setups at high percents.
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial, coming out on frame 6, and has low ending and landing lag, allowing it to combo into itself at low percents. The first hit can also set up various attacks on landing, including an up tilt, up smash, or most notably, a Spin Attack, the last two of which can serve as KO setups at high percents.
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairname=Jump Thrust
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late)
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late)
|uairdesc=The {{iw|zeldawiki|Jump Thrust}}. It is quite powerful when clean and has a long lasting hitbox that is difficult to dodge, making it an effective KOing and juggling option. However, it has moderate startup, coming out on frame 11, can only autocancel in a full hop if done near the start, and leaves Link highly vulnerable from other positions due to its long duration.
|uairdesc=The {{s|zeldawiki|Up Thrust}}. It is quite powerful when clean and has a long lasting hitbox that is difficult to dodge, making it an effective KOing and juggling option. However, it has moderate startup, coming out on frame 11, can only autocancel in a full hop if done near the start, and leaves Link highly vulnerable from other positions due to its long duration.
|dairname=Downward Thrust ({{ja|下突き|Shita Tsuki}})
|dairname=Downward Thrust
|dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late), {{ShortHopDmgSSBU|11}} (bounce)
|dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late), {{ShortHopDmgSSBU|11}} (bounce)
|dairdesc=The {{iw|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The clean hit is a powerful [[meteor smash]] against aerial targets, while also dealing high knockback to grounded targets, KOing them at around 125%. Like up aerial, the move has very long lasting hitboxes, which along with its disjointed range make it useful for contesting attacks from below and intercepting recoveries offstage. However, due to its very long duration, high landing lag and inability to autocancel even in a full hop, it is Link's most committal aerial.
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The clean hit is a powerful [[meteor smash]] against aerial targets, while also dealing high knockback to grounded targets, KOing them at around 125%. Like up aerial, the move has very long lasting hitboxes, which along with its disjointed range make it useful for contesting attacks from below and intercepting recoveries offstage. However, due to its very long duration, high landing lag and inability to autocancel even in a full hop, it is Link's most committal aerial.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out with one hand. A relatively fast grab, but possesses poor range, the third shortest in the game.
|grabdesc=Reaches out with one hand. A relatively fast grab, but possesses merely average range.
|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Hits the opponent with the Master Sword's pommel. Average power and speed.
|pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel.
|fthrowname=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}})
|fthrowname=&nbsp;
|fthrowdmg=3% (hit 1), 2.5% (throw)
|fthrowdmg=3% (hit 1), 2.5% (throw)
|fthrowdesc=A front kick. Deals meager damage, but its very low launching angle makes it decent for setting up edge-guards, particularly into Remote Bomb. It resembles the way Link punts objects in ''Breath of the Wild''.
|fthrowdesc=A front kick. Has little utility beyond launching opponents offstage, due to its weak power. Resembles the way Link punts objects in ''Breath of the Wild''.
|bthrowname=Back Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}})
|bthrowname=&nbsp;
|bthrowdmg=3% (hit 1), 2.5% (throw)
|bthrowdmg=3% (hit 1), 2.5% (throw)
|bthrowdesc=A side kick. Deals the same amount of damage as forward throw, but at a slightly higher angle, but it is otherwise identical to forward throw.
|bthrowdesc=A side kick. Launches the victim facing away from Link and at a slightly higher angle, but it is otherwise identical to forward throw.
|uthrowname=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}})
|uthrowname=&nbsp;
|uthrowdmg=5% (hit 1, blade), 4% (hit 1, tip), 2% (throw)
|uthrowdmg=5% (hit 1, blade), 4% (hit 1, tip), 2% (throw)
|uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]]. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot.
|uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]]. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot.
|dthrowname=Elbow Drop ({{ja|ひじ落とし|Hiji Otoshi}})
|dthrowname=&nbsp;
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. A reliable combo starter into his up tilt, up smash, neutral aerial and up aerial.
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. A reliable combo starter into his up tilt, up smash, neutral aerial and up aerial.
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|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
|edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''.
|edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''. Performs a thrust while climbing up.
|nsname=Bow and Arrows
|nsname=Bow and Arrows
|nsdmg=4% (uncharged), 12% (fully charged), 6% (uncharged, two arrows), 18% (fully charged, two arrows), 2.1%-3.9% (thrown arrow)
|nsdmg=4% (uncharged), 12% (fully charged), 6% (uncharged, two arrows), 18% (fully charged, two arrows), 2.1%-3.9% (thrown arrow)
|nsdesc=Wields a {{iw|zeldawiki|Traveler's Bow}} to fire an {{iw|zeldawiki|arrow}}. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for [[gimp]]ing recoveries and pressuring opponents from afar. Upon hitting the ground or a wall, the arrows also linger for a while before disappearing, during which they can be picked up and thrown as items. If Link uses this move with an arrow picked up, he will fire two arrows at once, greatly increasing the damage dealt to opponents.
|nsdesc=Wields the {{s|zeldawiki|Traveler's Bow}} and fires an {{s|zeldawiki|arrow}} forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for [[gimp]]ing recoveries and pressuring opponents from afar. Upon hitting the ground or a wall, the arrows also linger for a while before disappearing, during which they can be picked up and thrown as items. If Link uses this move with an arrow picked up, he will fire two arrows at once, greatly increasing the damage dealt to opponents.
|ssname=Boomerang
|ssname=Boomerang
|ssdmg=8% (close), 6% (far), 9.6% (clean smash throw), 7.2% (far smash throw), 3% (return)
|ssdmg=8% (clean), 6% (late), 9.6% (clean, smash thrown), 7.2% (late, smash thrown), 3% (return)
|ssdesc=Throws a {{iw|zeldawiki|Boomerang}}. It flies forward and then returns to Link. On the way forward, it launches enemies vertically with moderate base knockback, and on the way back, it launches them towards Link with weaker base knockback, allowing it to set up combos. It can be angled up or down, and inputting it like a smash attack increases its damage, as well as the distance it can travel.
|ssdesc=Throws a {{s|zeldawiki|Boomerang}}, which flies forward and then returns to Link. On the way forward, it launches enemies vertically with high base knockback, and on the way back, it launches them towards Link with weaker knockback, allowing it to set up combos. It can be angled up or down, and inputting it like a smash attack increases its damage, as well as the distance it can travel.
|usname=Spin Attack
|usname=Spin Attack
|usdmg=14%/12%/9%/7% (grounded blade), 11.2%/9.6%/7.2%/5.6% (grounded tip), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5)
|usdmg=14%/12%/9%/7% (grounded, blade), 11.2%/9.6%/7.2%/5.6% (grounded, tip), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5)
|usdesc=[[zeldawiki:Spin Attack|Spins rapidly to perform a series of inward slashes]]. Much like in the ''The Legend of Zelda'' series, it is a powerful attack, and can be charged on the ground to inflict even higher damage and knockback. Conversely, an aerial Spin Attack is Link's primary recovery move that covers respectable vertical distance, but minimal horizontal distance. The grounded version is a fast [[out of shield]] option and its damage decays over time; its strongest hit KOs at around 120% when uncharged. In comparison, the aerial version deals up to 5 hits consecutively and can KO reliably near edges. However, the grounded version is extremely unsafe on shield, with nearly every character being able to punish it from out of shield.
|usdesc=[[zeldawiki:Spin Attack|A spinning, outward attack, with Link using his sword]]. Much like in the ''The Legend of Zelda'' series, it is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance, but minimal horizontal distance. The grounded version is a fast [[out of shield]] option and decays on damage over time, KOing at around 120% uncharged with the strongest hit, while the aerial version deals up to 5 hits and can KO reliably near edges.
|dsname=Remote Bomb
|dsname=Remote Bomb
|dsdmg=1% (throw), 7% (detonation)
|dsdmg=1% (throw), 7% (detonation)
|dsdesc=Pulls out a {{iw|zeldawiki|Remote Bomb}}, which can be thrown as an item. After throwing it, using the move again has Link detonate the Remote Bomb with his {{iw|zeldawiki|Sheikah Slate}}, creating a large explosion of energy. The Remote Bomb has a maximum duration of about 30 seconds before detonating automatically, and can be knocked back by attacks, which also causes it to damage opponents in range. The Remote Bomb's throw deals low damage and knockback, but its explosion is significantly more powerful, having enough knockback to KO at around 180% from center stage with no [[rage]]. The explosion hurts Link as well if he is in range, which has its pros and cons; while being detrimental to him if he detonates the Remote Bomb with opponents too close to him, it also gives him a useful [[bomb recovery]], especially at high percents.
|dsdesc=Pulls out a {{s|zeldawiki|Remote Bomb}}, which can be thrown as an item. After throwing it, using the move again has Link detonate the Remote Bomb with his {{s|zeldawiki|Sheikah Slate}}, creating a large blue explosion. The Remote Bomb has a maximum duration of about 30 seconds before detonating automatically, and can be knocked back by attacks, which also causes it to damage opponents in range. The Remote Bomb's throw deals low damage and knockback, but its explosion is significantly more powerful, having enough knockback to KO at around 180% from center stage with no [[rage]]. The explosion hurts Link as well if he is in range, which has its pros and cons; while being detrimental to him if he detonates the Remote Bomb with opponents too close to him, it also gives him a useful [[bomb recovery]], especially at high percents.
|fsname=Ancient Bow and Arrow
|fsname=Ancient Bow and Arrow
|fsdmg=35%
|fsdmg=35%
|fsdesc=Wields an {{iw|zeldawiki|Ancient Bow}} and fires an {{iw|zeldawiki|Ancient Arrow}} straight forward, which explodes upon impact with the nearest opponent in its line of fire. Despite dealing below-average damage compared to other Final Smashes, it is still powerful enough to KO reliably at low percents.
|fsdesc=Pulls out the {{s|zeldawiki|Ancient Bow}} and fires an Ancient Arrow straight forward, which explodes upon impact with the nearest opponent in its line of fire. It deals low damage compared to other Final Smashes.
}}
 
===Stats===
 
{{Attributes
|weight    = 104
|rweight    = 22-26
|cast      = 89
|dash      = 1.98
|rdash      = 30-35
|run        = 1.534
|rrun      = 71
|walk      = 1.237
|rwalk      = 23
|trac      = 0.113
|rtrac      = 34
|airfric    = 0.0038
|rairfric  = 85-86
|air        = 0.924
|rair      = 75-76
|baseaccel  = 0.01
|rbaseaccel = 72-80
|addaccel  = 0.04
|raddaccel  = 72-80
|gravity    = 0.096
|rgravity  = 38-39
|fall      = 1.6
|rfall      = 43-47
|ff        = 3.04
|rff        = 6
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 27.8
|rjumpheight= 76
|shorthop  = 13.38
|rshorthop  = 76
|djump      = 29
|rdjump    = 72-77
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Link English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 249: Line 183:


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up Taunt''': Swings the {{iw|zeldawiki|Master Sword}} twice and then twirls it behind him before sheathing it. It is very similar to the Hero of Twilight's victory pose in ''{{iw|zeldawiki|The Legend of Zelda: Twilight Princess}}'', which he performs after learning a {{iw|zeldawiki|Hidden Skill}} or defeating a boss/particularly difficult enemy. It also resembles the pose he performs after pulling out the Master Sword from its pedestal in ''{{iw|zeldawiki|The Legend of Zelda: Breath of The Wild}}''.
*'''Up Taunt''' : Swings the Master Sword twice and twirls it behind him before sheathing it. It is very similar to his victory pose in ''The Legend of Zelda: Twilight Princess'', which he performs after learning a {{s|zeldawiki|Hidden Skill}} or defeating a boss/particularly difficult enemies.
*'''Side Taunt''': Holds the Master Sword in front of himself with both hands as its blade shines with a light blue gleam, indicating its {{iw|zeldawiki|Power to Repel Evil}}. It is similar to {{SSBU|Ike}}'s up taunt.
*'''Side Taunt''': Holds the Master Sword in front of him with both hands as it glows blue, then puts it aside. Similar to {{SSBU|Ike}}'s up taunt.
*'''Down Taunt''': Assumes a {{iw|wikipedia|Fujian White Crane}}-like stance while rearing the Master Sword behind his head. Loosely based on the attacking pose used by the Link from ''{{iw|zeldawiki|Zelda II: The Adventure of Link}}''.
*'''Down Taunt''': Assumes a {{s|wikipedia|Fujian White Crane}}-like stance while rearing the Master Sword behind his head. Loosely based on the attacking pose used by the Link from ''{{s|zeldawiki|Zelda II: The Adventure of Link}}''.
<gallery>
<gallery>
SSBULinkTaunt1.gif|Link's up taunt.
SSBULinkTaunt1.gif|Link's up taunt.
Line 262: Line 196:
*Looks behind him.
*Looks behind him.
<gallery>
<gallery>
SSBULinkIdle1.gif|Link's first idle pose.
SSBULinkIdle1.gif|Link's first idle pose
SSBULinkIdle2.gif|Link's second idle pose.
SSBULinkIdle2.gif|Link's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Link & Toon Link Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Link & Toon Link Cheer English PAL SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Japanese SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Italian SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Link & Toon Link Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Link & Toon Link Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Link Link Link! || Lin - k! || Forza Link! *claps 3 times* || Link! Link! *claps 3 times* || Allez Link! *clap 3 times*
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Link & Toon Link Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Link & Toon Link Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Link & Toon Link Cheer Spanish PAL SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Russian SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Link Link Link! *claps 3 times* || || Link! Link! *claps 3 times* || Lin - ku! *claps 3 times*
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Swings the Master Sword three times and looks to his right. It resembles the Hero of Time's "character chosen" animation in ''Super Smash Bros.'', albeit with Link facing a different direction.
*'''Left:''' Swings his sword three times and looks to his right (his "character chosen" animation in the original ''Super Smash Bros.'', but ends with him facing a different direction).
*'''Up:''' Thrusts the Master Sword in front of himself, then brings it near his face before thrusting it upward while giving off a battle cry. Based on the animation that occurs when he pulls the Master Sword in ''The Legend of Zelda: Breath of the Wild''.
*'''Up:''' Stabs with his sword, then holds it up, giving off a battle cry.
*'''Right:''' Swings the Master Sword briskly, then turns his back to the camera and sheaths it. It resembles the Hero of Twilight's victory pose in ''The Legend of Zelda: Twilight Princess''.
*'''Right:''' Lightly swings his sword, then turns his back to the camera and sheaths it. Based on Link's victory pose in ''The Legend of Zelda: Twilight Princess''.
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]]
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|piece of the Triforce]] in ''[[zeldawiki:The Legend of Zelda (Game)|the original Legend of Zelda]]'' and has since become the main theme of the ''Zelda'' series.]]
<gallery>
<gallery>
LinkVictoryPose1SSBU.gif
LinkVictoryPose1SSBU.gif
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
In the beginning of ''Ultimate's'' metagame, many players thought of Link to have significantly improved from ''SSB4'', recognizing the increased reach of his sword, the return of his previous Boomerang from ''Smash 64'' and ''Melee'', his improved mobility, most of his aerials being safe on shield, most notably his neutral air, and the versatility of his new Remote Bomb special. Compounded with {{sm|Salem}}'s strong success with the character at majors and supermajors like {{Trn|Glitch 6}} and {{Trn|GENESIS 6}}, Link would receive an extremely positive reception from the community, where he would be regarded as a high tier or even a top tier character (with Dabuz at one point considering him to be a top 3 character).
<!--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 -->


''See also: [[:Category:Link players (SSBU)]]''
However, overtime, Salem would eventually drop the character for {{SSBU|Snake}}; coupled with Link's small playerbase, this would cause his results to diminish considerably. As a result, Link's tier placement would become a subject of debate by many players, with some pointing out that despite his improvements, Link continues to retain the same issues from his previous counterparts, most notably his sluggish frame data. However, though Link's results have been sparse, {{sm|T}} has begun to show strong signs of success with the character, being the first Link player to place top 8 at a S-Tier with {{Trn|2GG: Kongo Saga}} as well as making other notable placements at regionals and majors, while also defeating high level players such as {{sm|Marss}}, {{sm|Raito}}, and {{sm|Zackray}}. As a result, most players think of Link as a high tier character once again, garnering him a mostly positive reception from the community overall, albeit not to the same degree as before.


*{{Sm|Bernie|Mexico}} - The best Link player in Mexico. Placed 3rd at {{Trn|BIT MASTER MTY 7}}, 5th at {{Trn|Delfino Maza 2}}, and 13th at {{Trn|ChillHouse}} and {{Trn|Smash Factor 8}} with wins over players such as {{Sm|Chag}}, {{Sm|Rox}}, and {{Sm|Wonf}}. Ranked 17th on the [[Mexican Power Rankings]].
===Notable players===
*{{Sm|Prand Grix|Japan}} - Although he has yet to make an appearance offline, he is considered one of the all-time best players in Japan's online metagame, winning several events such as [https://smashmate.net/tournament/2251/ 157th Maesuma] and [https://smashmate.net/tournament/2251/ 154th Tamisuma SP] and ranking 1st on the [https://smashmate.net/record/32/ 9th] [[Smashmate]] SP ranking.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{Sm|Otakuni|France}} - One of the two best Link players in Europe. Placed 9th at {{Trn|SEL 4: Crêpes Strikes Back}}, 17th at both {{Trn|Syndicate 2019}} and {{Trn|Temple: Hermès Edition}}, 25th at {{Trn|VCA 2022}}, and 33rd at {{Trn|Albion 4}} with wins over players such as {{Sm|Mr.R}}, {{Sm|Homika}}, and {{Sm|Peli}}. Ranked 39th on the [[European Smash Rankings]].
*{{Sm|Rido|Japan}} - The best Link player in the world in the post-online metagame. He regularly places highly at events, including 5th at the superregional {{Trn|Seibugeki 11}} and 17th at the major {{Trn|Maesuma TOP 7}}.
*{{Sm|T|Japan}} - The best Link player of all-time, with performances that have yet to be matched by any other Link player. He remains the only Link player who has placed top 8 at a major, having placed 4th at the major {{Trn|Umebura SP 7}} and 5th at the supermajor {{Trn|2GG: Kongo Saga}}.
*{{Sm|VinS|France}} - One of the two best Link players in Europe. Placed 9th at {{Trn|Tech Republic VI}}, 25th at both {{Trn|VCA 2021}} and {{Trn|COLOSSEL 2022}}, and 33rd at both {{Trn|Ultimate Fighting Arena 2019}} and {{Trn|Syndicate 2019}} with wins over players such as {{Sm|alice}}, {{Sm|varun}}, and {{Sm|Mezcaul}}. Ranked 43rd on the [[European Smash Rankings]].


===Tier placement and history===
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
In the beginning of ''Ultimate''{{'}}s metagame, many players noticed that Link had significantly improved from ''SSB4'', recognizing the increased reach of his sword, the return of his previous Boomerang from ''Smash 64'' and ''Melee'', his improved mobility, most of his aerials being safe on shield (most notably his neutral aerial), and the versatility of his new Remote Bomb special. Compounded with {{Sm|Salem}}'s strong success with the character at majors and supermajors in the game's early months, Link received an extremely positive reception from the community, being regarded as a high-tier or even a top-tier character. Although opinions on the character eventually mellowed out, especially after Salem dropped the character, the community continued to remain positive thanks to strong results from Link players on a regional level and {{Sm|T}}'s strong performances at majors, leading Link to have a relatively average playerbase.


However, the post-pandemic period saw Link's position in the metagame decline, most notably due to T's lower activity and worse results. On the other hand, there were not a lot of Link players active at a national level, with only a few players such as {{Sm|Rido}} and {{Sm|VinS}} seeing some success outside of regionals. This led to a noticeable decline in Link's metagame representation, with the character dropping from 32nd at the end of 2019<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=342014565|title=OrionRank 2019 character data from July-December 2019}}</ref> to 55th by the end of 2022.<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1gRlzy4z_dpqb2ZRhGoqtbDcuvUKz_ROsMZHGegon53M/edit#gid=329450080|title=OrionRank 2019 character data from July-December 2022}}</ref> Due to this, most players reassessed the character as a mid-tier, which is reflected in his current position on the tier list, where he is ranked 56th out of 82 characters and on the C+ tier.
====Active====
*{{Sm|Arrow|USA}} - Placed 7th at {{Trn|Ascension V}}, 9th at {{Trn|2GG: Breakthrough 2019}} and {{Trn|Ascension VI}}, 13th at {{Trn|SwitchFest 2019 Kickoff}}, and 33rd at {{Trn|SoCal Chronicles}}.
*{{Sm|Bernie|Mexico}} - The best Link player in Mexico. Placed 3rd at {{Trn|BIT MASTER MTY 7}}, 5th at {{Trn|Delfino Maza 2}}, and 13th at {{Trn|Smash Factor 8}}. Has wins over {{sm|Leaf}}, {{sm|Chag}}, {{sm|Nery}}, and {{sm|Wonf}}.
*{{Sm|Lean|Japan|p=Japan}} - One of the best Link players in Japan. Placed 17th at {{Trn|Umebura SP 2}}, 25th at {{Trn|Umebura SP 7}}, and 33rd at {{Trn|Umebura SP 3}}.
*{{Sm|Manzoku|Japan}} - The second best Link player in Japan. Placed 17th at {{Trn|Sumabato SP 5}}, 25th at {{Trn|EGS Cup 2}}, and 33rd at {{Trn|Umebura SP}} and {{Trn|Umebura SP 2}}, {{Trn|Umebura SP 4}}, and {{Trn|Umebura SP 6}}. Has wins over {{Sm|Umeki}}, {{Sm|Paseriman}}, and {{Sm|OCEAN}}.
*{{Sm|Orange|Canada}} - The best Link player in Canada. Placed 2nd at {{Trn|HABBY Birthday 2019}}, 5th at {{Trn|Frozen Phoenix 2019}}, and 49th at {{Trn|Get On My Level 2019}}. Has wins over {{Sm|Blacktwins}} and {{Sm|DoctorKayh}}.
*{{Sm|Otakuni|France}} - One of the two best Link players in Europe. Placed 9th at {{Trn|SEL 4: Crêpes Strikes Back}}, 17th at both {{Trn|Stunfest 2019}} and {{Trn|Syndicate 2019}}, and 33rd at {{Trn|Albion 4}}. Ranked 15th on the [[French Power Rankings#Ultimate|French Ultimate Power Rankings]] and 39th on the [[European Smash Rankings]].
*{{sm|Rex|USA}} - Placed 13th at {{Trn|2GG: Nightmare on Smashville}} with wins over {{sm|K9sbruce}} and {{sm|Pandarian}}.
*{{Sm|RIN|USA|p=Illinois}} - One of the best Link players in the United States. Placed 5th at {{Trn|Frosty Faustings XI}}, 13th at {{Trn|Frosty Faustings XII 2020}}, and 25th at {{Trn|Midwest Mayhem Ultimate}}. Has wins over {{Sm|Comet}} and {{Sm|Rickles}}.
*{{Sm|Ross|USA}} - One of the best Link players in the United States. Placed 9th at both {{Trn|GatorLAN Spring 2019}} and {{Trn|Overlords of Orlando: Ultimate Edition}}, as well as 13th at {{Trn|GatorLAN Spring 2020}}, 49th at {{Trn|2GG: Kongo Saga}}, and 65th at {{Trn|The Big House 9}} in conjunction with {{SSBU|Banjo & Kazooie}}.
*{{Sm|Scizor|USA}} - Placed 7th at {{Trn|Kawaii Kon 2019}}, 13th at {{Trn|Ultimate Nimbus}}, and 17th at {{Trn|2GG: All In}}.
*{{Sm|T|Japan}} (#15) - The best Link player in the world. Placed 2nd at {{Trn|Sumabato SP 5}}, 4th at {{Trn|EGS Cup 2}}, {{Trn|Sumabato SP 9}}, and {{Trn|Umebura SP 7}}, 5th at {{Trn|2GG: Kongo Saga}}, 9th at {{Trn|Umebura SP 4}}, 13th at {{Trn|Umebura SP 6}}, 17th at {{Trn|2GG: Prime Saga}}, and 25th at {{Trn|Umebura SP 5}}. Has wins over {{Sm|Marss}}, {{Sm|Dabuz}}, {{Sm|Tea}}, {{Sm|Choco}}, {{sm|Raito}}, {{Sm|Shuton}}, {{sm|Nietono}}, {{sm|kameme}}, and {{Sm|Zackray}}.
*{{Sm|VinS|France}} - One of the two best Link players in Europe. Placed 2nd at {{Trn|DreamHack Tours 2019}}, 3rd at {{Trn|Brussels Challenge Major Edition 2019}}, and 33rd at both {{Trn|Ultimate Fighting Arena 2019}} and {{Trn|Syndicate 2019}}. Ranked 9th on the [[French Power Rankings#Ultimate|French Ultimate Power Rankings]] and 43rd on the [[European Smash Rankings]]. Has wins over {{Sm|Elexiao}}, {{Sm|Griffith}}, and {{Sm|Yetey}}.
*{{Sm|Zomba|USA}} - One of the best Link players in the United States. Placed 5th at {{Trn|The Scarlet Classic V}}, 13th at {{Trn|Return to Yoshi's Island}}, and 17th at {{Trn|Let's Make Big Moves}} using Link as one of his characters. He has wins over {{Sm|Mr. E}}, {{Sm|Frozen}}, {{Sm|Roxas}}, {{Sm|Bankai}}, {{Sm|Zenkai}}, {{Sm|Beast}}, {{Sm|TonyZTank}}, {{Sm|Smokk}} and other high level players.
 
====Inactive====
*{{Sm|Fatality|USA}} - Used Link as a secondary before dropping the character. Placed 4th at {{Trn|Midwest Mayhem Ultimate}} and 9th at {{Trn|Super Splat Bros}} with both Link and {{SSBU|Captain Falcon}}.
*{{Sm|Izaw|Sweden}} - Considered the best Link player in Sweden and one of the best Link players in Europe before his inactivity. Placed 7th at {{Trn|Phoenix Blue 2}}, 9th at {{Trn|Valhalla II}}, 13th at {{Trn|ICARUS V}}, and 25th at {{Trn|Syndicate 2019}}. Has wins over {{Sm|Young Eevey}}, {{Sm|Raaban}}, and {{Sm|TriM}}.
*{{Sm|Javi|p=Smash 4|Mexico}} - Placed 3rd at {{Trn|WeTecThose 9}} and 33rd at {{Trn|2GG: Prime Saga}} using Link as one of his characters, and 65th at {{Trn|GENESIS 6}} with solo Link.
*{{Sm|Salem|USA}} (#30) - Considered the best Link player in the world before dropping the character. Placed 3rd at {{Trn|Smash Conference United}}, 7th at {{Trn|Glitch 6}}, and 13th at {{Trn|GENESIS 6}}. Has defeated {{Sm|Dark Wizzy}}, {{Sm|Cosmos}}, {{Sm|MuteAce}}, {{Sm|NickC}}, and {{Sm|Morpheus}} when he used the character.
*{{Sm|Sillintor|Germany}} - The best Link in Germany, known for his technical play. Placed 2nd at {{Trn|Calyptus Cup Ultimate}} and {{Trn|Calyptus Cup Fusion}}, beating players such as {{Sm|Purple~H}}, {{Sm|Tru4}}, {{Sm|Light|p=Germany}}, and {{Sm|Snormanda}}. Still plays Link and frequently streams, but hasn't entered a tournament in over a year.


=={{SSBU|Classic Mode}}: A Quest to Seal the Darkness==
=={{SSBU|Classic Mode}}: A Quest to Seal the Darkness==
Line 347: Line 258:
|4||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Boss Battle 4 - Metroid: Samus Returns}}''||
|4||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Boss Battle 4 - Metroid: Samus Returns}}''||
|-
|-
|5||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley (Remix)}}''||{{CharHead|Zelda|SSBU|hsize=20px}} is a CPU ally. Items do not appear.
|5||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley}}''||{{CharHead|Zelda|SSBU|hsize=20px}} is the player's CPU ally.
|-
|-
|6||{{CharHead|Link|SSBU|hsize=20px|color=Black}}||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||Represents Link's recurring battles with his shadow, [[Dark Link]]. The stage and song choices reference their first battle in ''[[Zelda II: The Adventure of Link]]''. If the player is using the Dark Link costume, {{Head|Link|g=SSBU|s=20px}} default Link appears as the enemy.
|6||{{Head|Link|g=SSBU|s=20px|cl=Black}} Link||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||If using the Dark Link costume, {{Head|Link|g=SSBU|s=20px}} default Link appears as the enemy.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 355: Line 266:
|Final||[[Ganon]]||[[Sacred Land]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''||
|Final||[[Ganon]]||[[Sacred Land]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''||
|}
|}
[[Credits]] roll after completing Classic Mode. Completing it as Link has ''{{SSBUMusicLink|The Legend of Zelda|Title Theme - The Legend of Zelda}}'' accompany the credits.
Credits roll after completing Classic Mode. Completing it as Link has ''{{SSBUMusicLink|The Legend of Zelda|Title Theme - The Legend of Zelda}}'' accompany the credits.
{{clr}}
{{clr}}
===Character unlock tree===
===Character unlock tree===
Line 374: Line 285:
Link was among the fighters summoned to the cliffside to fight the army of [[Master Hand]]s.
Link was among the fighters summoned to the cliffside to fight the army of [[Master Hand]]s.


During the opening cutscene, Link was present on the cliffside when [[Galeem]] unleashed his beams of light. Link successfully deflected three beams of light with his [[Passive shield|shield]], but he lost his footing on the third blow, and, failing to block the fourth beam coming for him, was vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding {{SSBU|Kirby}}).
During the opening cutscene, Link was present on the cliffside when [[Galeem]] unleashed his beams of light. Link successfully deflected three beams of light with his [[Hylian Shield|shield]] (staying true to the shield's unbreakable nature), but he lost his footing on the third blow, and was vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding {{SSBU|Kirby}}).


Link is unlocked near a Sheikah Tower when taking {{SSBU|Villager}}'s route. The player must defeat [[List of spirits (Animal Crossing series)|Don's spirit]] to access his unlock battle.
Link is unlocked near a Sheikah Tower when taking {{SSBU|Villager}}’s route. The player must defeat [[List of spirits (Animal Crossing series)|Don's spirit]] to access his unlock battle.
{{clrl}}
{{clrl}}


Line 398: Line 309:
|''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''
|''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Link's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as him. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Link in World of Light allows the player to preview the second spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Link's fighter spirit can be obtained by completing [[Classic Mode]] as him. It is also available periodically for purchase in the shop for 500 coins. Unlocking Link in World of Light allows the player to preview the second spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


Additionally, various incarnations of Link make an appearance in various primary and support spirits.
Additionally, various incarnations of Link make an appearance in various primary and support spirits.
Line 422: Line 333:
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|{{SpiritTableName|Crispin|size=64}} {{Flag|North America}}<br>Geoff {{Flag|PAL}}
|{{SpiritTableName|Crispin|size=64}} {{Flag|North America}}<br>Geoff {{Flag|PAL}}
|''StreetPass Mii Plaza'' Series
|''StreetPass Mii Plaza'' Series
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•Curry {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Super Mushroom Hat, Standard Outfit, Normal Voice Type 7)
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Skyward Slash Dash|2]][[Power Thrust|3]], Super Mushroom Hat, Standard Outfit, Normal Voice Type 7)
|{{SpiritType|Shield}}
|{{SpiritType|Shield}}
|1,500
|1,500
Line 592: Line 503:
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|Erik
|{{s|dragonquestwiki|Erik}}
|}
|}


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SSBUZeldaJPTwitter1.jpg|With all playable {{uv|The Legend of Zelda}} veterans on the Great Plateau Tower.
SSBUZeldaJPTwitter1.jpg|With all playable {{uv|The Legend of Zelda}} veterans on the Great Plateau Tower.
SSBU LegendofZeldaReps.jpg|With Zelda and Ganondorf on the Great Plateau Tower.
SSBU LegendofZeldaReps.jpg|With Zelda and Ganondorf on the Great Plateau Tower.
SSBUWebsiteTerry4.jpg|{{SSBU|Terry}} using [[Power Geyser]] on {{SSBU|Falco}}, {{SSBU|Villager}} on [[King of Fighters Stadium]].
SSBUSoraVsLink.jpg|Fighting {{SSBU|Sora}} on [[Final Destination]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=kfeUdBi67G4}}
{{#widget:YouTube|id=kfeUdBi67G4}}


==Trivia==
==Trivia==
*''Ultimate'' marks the first time in the ''Smash'' series where Link:  
*''Ultimate'' marks the first time in the ''Smash'' series where Link does not:  
**does not use recycled voice clips from his respective ''Zelda'' games; this also applies to {{SSBU|Ganondorf}}.
**use a [[tether recovery]]; however, his doppelgängers {{SSBU|Young Link}} and {{SSBU|Toon Link}} still use one.
***By extension, ''Ultimate'' marks the first time in which any incarnation of Link (including Young Link and Toon Link) has new voice clips recorded exclusively for ''Smash'' as opposed to recycling ones from the ''Zelda'' series.
***Because of that, Link's [[Codec Conversations|codec]] was the only conversation to be changed from ''Brawl'', omitting [[Otacon]]'s mention of the hookshot.
**does not fight left-handed, matching ''Breath of the Wild''; this resulted in multiple animation changes.
**use recycled voice clips from his respective ''Zelda'' games; this also applies to {{SSBU|Ganondorf}}.
**does not wield the Triforce, as it does not appear in ''Breath of the Wild''.
***By extension, ''Ultimate'' marks the first time in which any incarnation of Link (including Young Link and Toon Link) has new voice clips recorded for ''Smash'' as opposed to reused ones from the ''Zelda'' series.
**fights left-handed, matching ''Breath of the Wild''; this resulted in multiple animation changes.
**wield the Triforce, as it does not appear in ''Breath of the Wild''.
***This also makes Link's ''Ultimate'' iteration the first playable ''The Legend of Zelda'' character that does not wield the Triforce.
***This also makes Link's ''Ultimate'' iteration the first playable ''The Legend of Zelda'' character that does not wield the Triforce.
**has his trademark green tunic delegated to an alternate outfit rather than his default costume.
**wear his trademark green tunic as his default outfit, as well as the first time Link no longer has his Goron and Zora tunics from ''Ocarina of Time'' as his respective red and blue alternate costumes. His new red and blue costumes are based on armor sets from ''Breath of the Wild'' - the {{s|zeldawiki|Hylian Tunic}} and the Royal Guard Uniform, respectively.
**It is also the first time Link no longer has his Goron and Zora tunics from ''Ocarina of Time'' as his respective red and blue alternate costumes. His new red and blue costumes are based on armor sets from ''Breath of the Wild'' - the {{s|zeldawiki|Hylian Tunic}} and the Royal Guard Uniform, respectively.
***Ironically, Link's Champion's Tunic cannot be dyed in ''Breath of the Wild'' despite being the base for four of his costumes in ''Ultimate''. His Hero of the Wild set can be dyed, but the colors used for the other three costumes based on this outfit are not possible in ''Breath of the Wild''.
***Ironically, Link's Champion's Tunic cannot be dyed in ''Breath of the Wild'' despite being the base for four of his costumes in ''Ultimate''. Although the Hero of the Wild set can be dyed, the recolors seen for Link's alternate costume are not possible dye colors in ''Breath of the Wild'', but these recolors do appear as obtainable armors in the game.
***Despite being recolored versions of the Hero of the Wild outfit, neither his Fierce Deity nor his ''Twilight Princess''-inspired costumes appear to expose his knees. This is in line with how both outfits appear in their respective ''Zelda'' games. Additionally, if one views him wearing these costumes during gameplay, then one can tell that his trousers were indeed lengthened due to the appearance of seams and other fabric detail and not just simply recoloring his legs.
***Despite being recolored versions of the Hero of the Wild outfit, neither his Fierce Deity nor his ''Twilight Princess''-inspired costumes appear to expose his knees. This is in line with how both outfits appear in their respective ''Zelda'' games. Additionally, if one views him wearing these costumes during gameplay, then one can tell that his trousers were indeed lengthened due to the appearance of seams and other fabric detail and not just simply recoloring his legs.
***Despite Link's default design lacking a cap, {{SSBU|Kirby}} still gains his familiar green cap when [[Inhale (Kirby)|copying]] Link.
***Despite Link's default design lacking a cap, {{SSBU|Kirby}} still gains his familiar green cap when [[Inhale (Kirby)|copying]] Link.
***Link's Skyloft-based alternate costume (now a white recolor of his Champion's Tunic) is the only one of his eight costumes in this game that does not appear in ''Breath of the Wild''.
***Link's Skyloft-based alternate costume (now a white recolor of his Champion's Tunic) is the only one of his eight costumes in this game that does not appear in ''Breath of the Wild''.
***Link's Tunic of the Wild-based costume somewhat resembles Link's design in both ''A Link to the Past'' and ''A Link Between Worlds'' (which also inspired Zelda's design in this game), particularly the tunic's brown-colored sleeves, and having his knees completely exposed. This is best seen if Link (while wearing this costume) and Zelda are both on the stage at the same time.
*In the E3 demo of the game, Link's portrait used his in-game model instead of his official artwork. This was also the case for {{SSBU|Mario}}, {{SSBU|Pikachu}} and {{SSBU|Villager}}.
*In the E3 demo of the game, Link's portrait used his in-game model instead of his official artwork. This was also the case for {{SSBU|Mario}}, {{SSBU|Pikachu}} and {{SSBU|Villager}}.
**Coincidentally, all four of these characters were playable in the ''Super Smash Bros. for 3DS'' demo.
*Link is one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being Kirby, {{SSBU|King Dedede}}, {{SSBU|Mega Man}}, and {{SSBU|Ryu}}.
*Link is one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being Kirby, {{SSBU|King Dedede}}, {{SSBU|Mega Man}}, and {{SSBU|Ryu}}.
*Link is classified as fighter #3 on ''Ultimate'''s roster,  which is coincidentally the same number of playable Links in the game as well as the same number of pieces in the {{s|zeldawiki|Triforce}}, as well as the number of sides of a triangle.
*Link is ranked #3 on ''Ultimate'''s roster,  which is coincidentally the same number of playable Links in the game as well as the same number of pieces in the {{s|zeldawiki|Triforce}}, as well as the number of sides of a triangle.
*While Link's ''Smash'' series [[amiibo]] is based on his ''SSB4'' appearance and does not match his ''Ultimate'' design, he possesses an amiibo in the ''Breath of the Wild'' line that matches his incarnation in ''Ultimate'' (despite possessing different weapons) and is identical to his Fighter Spirit.
*While Link's ''Smash'' series [[amiibo]] is based on his ''SSB4'' appearance and does not match his ''Ultimate'' design, he possesses an amiibo in the ''Breath of the Wild'' line that matches his incarnation in ''Ultimate'' (despite possessing different weapons) and is identical to his Fighter Spirit.
*In Link's Hero of the Wild outfit, there's a gap on his right arm.<ref>[https://i.imgur.com/IdRRIFT.jpg]</ref>
*In Link's Hero of the Wild outfit, there's a gap on his right arm.<ref>[https://i.imgur.com/IdRRIFT.jpg]</ref>
*One of Link's Tips talks about how his name is only in five titles in the series, and that one is trickier to remember than the others. These games are ''Zelda II: The Adventure of Link'', ''The Legend of Zelda: A Link To the Past'', ''The Legend of Zelda: Link's Awakening'', ''The Legend of Zelda: A Link Between Worlds'', and the one that is "trickier to remember" being ''Link's Crossbow Training''.
*One of Link's Tip's talks about how Link's name is only in five titles in the series, and that one is trickier to remember than the others. These games are ''Zelda II: The Adventure of Link'', ''The Legend of Zelda: A Link To the Past'', ''The Legend of Zelda: Link's Awakening'', ''The Legend of Zelda: A Link Between Worlds'', and the one that is "trickier to remember" being ''Link's Crossbow Training''.
*Link is the most common opponent for Classic Mode routes, as he appears in 23 different routes.
*Link is the most common opponent for Classic Mode routes, as he appears in 21 different routes.
*Despite his ''Twilight Princess'' incarnation (which based his designs in ''Brawl'' and ''SSB4'') being retired after this game, the ''Twilight Princess'' version of Link still makes an appearance in ''Ultimate'' as a spirit, although in his Wolf form.
*Despite his ''Twilight Princess'' incarnation (which based his designs in ''Brawl'' and ''SSB4'') being retired after this game, the ''Twilight Princess'' version of Link still makes an appearance in ''Ultimate'' as a spirit, although in his Wolf form.
*Marketing for ''Ultimate'' depicts Link as a mascot of the game alongside Mario with roughly equal status for the first time in the series; for instance, Mario and Link were the two most prominent veterans teased for the game in March 2018, they are the two most prominent characters on the "Everyone is Here" cast artwork, and they were shown on interstitial screens to represent the game at {{Trn|EVO 2019}}.
*Marketing for ''Ultimate'' depicts Link as a mascot of the game alongside Mario with roughly equal status for the first time in the series; for instance, Mario and Link were the two most prominent veterans teased for the game in March 2018, they are the two most prominent characters on the "Everyone is Here" cast artwork, and were shown on interstitial screens to represent the game at {{Trn|EVO 2019}}.
**The only cases in which Link does not share prominence with Mario are the {{SSBU|How to Play}} video (depicting Mario and {{SSBU|Bowser}} as has been tradition since ''Melee''), the [[Controls]] menu (due to the fact that only one character is used to test controls), and [[Adventure Mode: World of Light]] (as Mario is the first required unlock while Link can be skipped over, although Kirby is the mode's ''de facto'' starter character). While Mario is marginally more prominent on the boxart for ''Ultimate'', it still depicts him and Link as a mascot duo.
**The only cases in which Link does not share prominence with Mario are the {{SSBU|How to Play}} video (depicting Mario and {{SSBU|Bowser}} as has been tradition), the [[Controls]] menu (due to the fact that only one character is used to test controls), and [[Adventure Mode: World of Light]] (as Mario is the first required unlock while Link can be skipped over, although Kirby is the mode's ''de facto'' starter character). While Mario is marginally more prominent on the boxart for ''Ultimate'', it still depicts him and Link as a mascot duo.
*Link has some carryovers from ''Smash 4'':
*Interestingly, although Link has a new side taunt, an unused model of the fairy from his previous side taunt (which is given to Young Link instead in this new game) remains in his character files.<ref>[https://tcrf.net/Super_Smash_Bros._Ultimate#Link Super Smash Bros. Ultimate - The Cutting Room Floor]</ref>
**Although Link has a new side taunt, an unused model of the fairy from his previous side taunt (which is given to Young Link instead in ''Ultimate'') remains in his character files.<ref>
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Link is one of the eight fighters fought there, being affiliated with Galeem.
[https://tcrf.net/Super_Smash_Bros._Ultimate#Link Super Smash Bros. Ultimate - The Cutting Room Floor]</ref>
**Link's tether recovery grab hitbox goes unused due to losing his grab aerial.<ref>
[https://tcrf.net/Super_Smash_Bros._Ultimate#Link_(ZAir_/_Grab_aerial) Super Smash Bros. Ultimate - The Cutting Room Floor]</ref>
**If Link performs a dash attack while holding a battering item, he will briefly transition to his previous idle stance from ''Smash 4'', albeit mirrored; however, he will transition to his new idle animation afterwards. This can be seen using Camera Controls and going frame-by-frame.


==References==
==References==

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