Editing Link (SSBU)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|ultimate=y}}
{{ArticleIcons|ultimate=y}}
{{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|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
Line 10: Line 10:
|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]].
{{cquote|''Link has been redesigned to match his appearance in The Legend of Zelda: Breath of the Wild. He can now pick up arrows he's fired, and his bombs have been upgraded to remote bombs, so you can set them off when the timing is just right!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''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 #03.


This is the first time in the ''Super Smash Bros.'' series to break the tradition of Link using re-purposed voice clips from past ''Zelda'' games. In all regions, Link is voiced by Kengo Takanashi, who reprises his role from ''{{iw|zeldawiki|The Legend of Zelda: Breath of the Wild}}'' with new voice clips that mimic his portrayals from the game, 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'' 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 fantastic utility. In particular, his neutral aerial 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.
==Changes from ''[[Super Smash Bros. 4]]''==
 
In ''Ultimate'', Link's design is now based off his latest major game, ''Breath of the Wild''. He now incorporates multiple elements from ''Breath of the Wild'' into his moveset, 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 moveset than most other returning veterans, in which several of his attacks of been altered in knockback, range, lag, or have been completely reworked altogether. Most likely as a result, Link was granted a large number of buffs and nerfs in his transition to ''Ultimate'', but has been buffed overall.
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 rather sluggish frame data, which can cause him to be overwhelmed by faster moves. Link status as a heavyweight also makes him easy 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 noticeably in the post-online metagame, with only a few notable performances from players such as {{Sm|Rido}} and {{Sm|Kyon}}.
 
==Attributes==
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 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 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.
 
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.
 
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.


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.
Compared to his previous iterations in ''Smash'', Link has better close combat capabilities thanks to his faster movement speed, and the return of the [[Boomerang]] improves his ability to [[combo]]. Furthermore, Link's grab game has improved due to his 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 starting and ending lag. Link gains benefit from the universal buffs, as he has improved combo potential due to the 3-frame jumpsquat buff, and the change to perform an attack out of any run helps Link quite well, which compliments his already above-average traction. The universal buffing of the landing lag of aerials in ''Ultimate'' have strengthened Link's close combat capabilities even further, with neutral aerial's weak hit allowing it to set-up for a grab at low percents, while back aerial's first hit now effectively serves as a KO setup at high percents.


However, like all fighters, Link has some weaknesses. Although he has 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 very 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.
Additionally, Link sports a longer Master Sword that matches its length in ''Breath of the Wild'', noticeably increasing the range of Link's sword based attacks to a point that Link's range is now on par with other sword-based fighters such as {{SSBU|Lucina}} or {{SSBU|Ike}}; this, along with other adjustments made to these attacks, grant them new utility overall: Forward tilt is now much more effective at a ledge-trapping option due to its wider arc, 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 father distance, and Spin Attack has increased reliability as an OoS option and KOing tool due to its faster start-up and larger sweet spot, and down tilt's reduced damage output allows the move to combo for much longer, even serving as a potential KO confirm at higher percents.


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.
Link has gained a new down special in place of Bomb, known as the Remote Bomb from ''Breath of the Wild''; with it, Link pulls out a Remote Bomb which he can then throw and later detonate using the Sheikah Slate, making it function more like Snake's C4 bombs. Compared to his old down special, the move has a much larger blast radius and greater KO power, significantly improving Link's edgeguarding and ledge trapping capabilities while also controlling a considerably larger amount of space in neutral. Not only that, but because the item can be thrown while only being detonated at command, Link now sports greater combo potential and pressuring with the bomb itself, utilizing it in various Z-drop set-ups. 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.


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.
However, Link is not without his fair share of nerfs. As a result of the several changes and alterations he received in his transition to ''Ultimate'', 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 effectively removed one of his more potent recovery options, and his overall grab range has been significantly worsened between games. The replacement of his down special 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, his new bomb no longer explodes on impact, removing one of his effective KO set-ups, and compared to his old bombs, Link can only have one Remote Bomb out a time, resulting in it becoming a worse zoning option than his previous down special overall.


==Changes from ''[[Super Smash Bros. 4]]''==
Link has also received hitbox reductions to several of his sword-based attacks, now mapping them strictly to the sword itself. While this does not necessarily affect the reach of his attacks that involve swinging his sword from the Y-Axis (i.e. forward tilt, up tilt, forward smash), it has reduced the vertical reach of his attacks that are swung from the Z-Axis (i.e. down tilt), while also hindering the horizontal range of his thrusting sword attacks (i.e. up aerial, down aerial), making them harder to land overall.
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.


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.
Lastly, despite improvements to his landing lag and Spin Attack, his already sluggish frame data as a whole has been further worsened: A considerable number of his attacks have either increased endlag (such as forward tilt or down tilt), or increased start-up lag (such as a down smash, forward smash, forward aerial, and neutral attack), making it even harder for him to defend himself up close against opponents with superior frame data, such as {{SSBU|Mario}} or {{SSBU|Fox}}. This requires Link players to be more wary when fighting opponents with such strong boxing capabilities, as his weaker frame data puts him at a greater risk of being thrown into a disadvantage state easier.


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.
Overall, the changes to Link have repurposed his playstyle from that of a hard-hitting zoner, to one where he relies on his Remote Bomb and Boomerang for stage control and trapping in a similar manner to {{SSBU|Snake}}, while also focusing on controlling the midrange playing field with his improved range. Because of this, Link has noticeably deviated from his counterparts in terms of his overall gameplan and how he enacts it. Though he had initially amassed very strong results in the early metagame of ''Ultimate'', where he was represented by notable players such as {{sm|Salem}} and {{sm|Izaw}}, his results have somewhat diminished over time; as ''Ultimate's'' metagame would continue to progress, Salem would eventually drop him in favor of {{SSBU|Snake}}, which has inadvertently led to a slowdown of noteworthy results. This has caused players who initially thought of him as a high/top tier character, such as {{sm|Dabuz}}, {{sm|Samsora}} and {{sm|ESAM}}, to reassess their opinions of Link, as they now more or less view him as either a lower high tier character or an upper mid tier character. However, Link continues to see tournament success in ''Ultimate'' thanks to the efforts of {{sm|Izaw}} and {{sm|T}}, the latter of which has made noticeable placements at super-regionals and majors, including placing 17th at {{Trn|2GG: Prime Saga}}, while also placing 2nd at {{Trn|Sumabato SP 5}}. This has lead to Link amassing an increasingly robust set of results that are arguably the strongest out of any of his previous incarnations overall, though how he fares compared to the rest of the cast is currently up for debate.


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.
===Aesthetics===
*{{change|Link's design is explicitly based on his appearance in ''The Legend of Zelda: Breath of the Wild''. His default outfit is the blue {{s|zeldawiki|Champion's Tunic}} and the {{s|zeldawiki|Hylian Trousers}}, with the more traditional green {{s|zeldawiki|Hero of the Wild}} set as an [[Alternate costume (SSBU)#Link|alternate costume]]. The {{s|zeldawiki|Master Sword's}} design has also been updated, having a glow reminiscent of that when encountering {{s|zeldawiki|Malice}}.}}
*{{change|Link holds the Master Sword with his right hand and the {{s|zeldawiki|Hylian Shield}} with his left. As a result, all of Link's animations have been horizontally flipped. He also has several altered animations, including a new [[idle pose]] with his legs positioned farther apart and his sword and shield held up at all times.}}
*{{change|Link's new [[on-screen appearance]] involves him gliding onto the stage using the {{s|zeldawiki|Paraglider}}.}}
*{{change|Link has a new side [[taunt]] where he holds the Master Sword in front of him with both hands while it glows, similar to one of {{SSBU|Ike}}'s taunts. This replaces his Fairy taunt from previous games, which has been given to {{SSBU|Young Link}}.}}
*{{change|Link's [[victory animation]] where he swings his sword then sheathes it now shows him swinging it back before sheathing it. He also faces away from the camera while doing it.}}
*{{change|Link's [[Boxing Ring]] alias has been changed to "Champion of Hyrule."}}


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.
===Attributes===
*{{buff|Like all characters, Link's [[jumpsquat]] animation takes 3 frames to complete (down from 7).}}
*{{buff|Link [[walk]]s faster (1.188 → 1.247).}}
*{{buff|Link [[run]]s faster (1.3944 → 1.534).}}
*{{buff|Link's traction is much higher (0.064 → 0.113).}}
*{{buff|Link's initial [[dash]] is significantly faster (1.3 → 1.98).}}
*{{buff|Link has increased [[air speed]] (0.88 → 0.924).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 28 → 27).}}
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 50).}}


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.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The third hit has higher knockback scaling (50 → 70), allowing it to set up edgeguards more effectively.}}
**{{nerf|The first hit has smaller hitboxes (3.8u/4.5u/3u/2.5u → 1.8u), decreasing its range.}}
**{{nerf|All hits have a higher [[hitlag]] multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to [[SDI]] each hit and [[DI]] the last hit.}}
**{{change|The first and second hits have altered angles (95°/80°/[[361]]°/361° (hit 1), 90°/78°/60°/50° (hit 2) → 361°/361°/180°/361°) and knockback (35/30 base/37 scaling (hit 1), 38/10 (hit 2) → 25/20 base/25/15 scaling)  to keep opponents close to Link, akin to other neutral attacks. This allows them to connect better and [[jab lock]], but hinders their previously guaranteed [[jab cancel]] setups.}}
**{{change|Neutral attack's speed has been modified overall.}}
***{{nerf|The first hit has more startup (frame 7 → 8) and transitions into the second slower (frame 11 → 12).}}
***{{buff|The second hit has less startup (frame 6 → 5) and transitions into the third faster (frame 11 → 8).}}
***{{buff|The first and third hits have less ending lag (FAF 28 → 25 (hit 1), 37 → 35 (hit 3)).}}
***{{nerf|The second hit has more ending lag (FAF 21 → 26), removing its jab cancel setups.}}
***{{nerf|The third hit has a shorter hitbox duration (frames 6-10 → 6-7).}}
**{{change|Neutral attack's damage has been redistributed, with the first two hits dealing more damage (2.5% → 3%) and the third hit dealing less (5% → 4%).}}
**{{change|The third hit involves Link swiping vertically instead of thrusting his sword.}}
*[[Forward tilt]]:
**{{buff|The clean hit's hitbox has noticeably increased range (X offset: 6.2u → 7.8u).}}
**{{nerf|Forward tilt has more ending lag (FAF 38 → 40).}}
**{{nerf|It has smaller hitboxes (4.3u/2.8u/2.1u → 4u/2.8u/2.1u (early), 5.2u → 3.5u (clean)).}}
**{{change|It always sends opponents in the direction Link is facing, even if hit from behind.}}
**{{change|It causes the screen to shake when the sword hits the ground.}}
*[[Up tilt]]:
**{{buff|Up tilt's sword hitbox has considerably more range behind and above Link (X offset: 5u/0u → 8.4u/2u).}}
**{{buff|Up tilt deals more damage (9% → 11%), with its knockback scaling compensated (122/130/124/123 → 103/111/105/104).}}
**{{nerf|It has slightly smaller hitboxes (3.6u/4.32u/2.88u/2.16u → 3.4u/4.3u/2.7u/2.16u).}}
**{{change|It has a new animation, starting from behind Link rather than from his front.}}
***{{nerf|The sword no longer reaches the ground in front of Link and has altered Z-Axis placements (Z offset: 0u/0u → -2.5u/-5.5u), making it more difficult (or sometimes impossible) to hit short or crouching opponents.}}
**{{change|It has a lower hitlag multiplier (1× → 0.9×).}}
*[[Down tilt]]:
**{{buff|Down tilt has less startup (frame 11 → 10).}}
**{{buff|It has more horizontal range (Z offset: 16.6u → 17.5u).}}
**{{nerf|It deals less damage (11% → 9%).}}
***{{buff|However, its knockback was not compensated, allowing it to combo for longer, and even serve as a KO confirm at higher percents into Spin Attack.}}
**{{nerf|It has more ending lag (FAF 29 → 31), though its combo potential is compensated by Link's faster jumpsquat.}}
**{{nerf|It has a smaller hitbox (3.1u → 2u).}}
**{{nerf|It can no longer [[meteor smash]] aerial opponents.}}
*[[Dash attack]]:
**{{buff|The changes to [[jostle]] mechanics allow dash attack to hit opponents close to Link more easily, as he can no longer go through them during startup.}}
**{{buff|It has gained a shieldstun multiplier of 1.4×, which combined with the increased shieldstun for ground attacks makes it safer on shield.}}
**{{buff|The strong hit has been moved slightly farther from Link (X offset: 8u → 8.5u), and the mid hit has been moved back (X offset: 3.8u → 3u), slightly increasing the range of the strong hit overall.}}
**{{nerf|It has slightly smaller hitboxes (3.5u/3.8u/3u → 3.2u/3.5u/3u).}}
**{{change|The sweetspot has a higher hitlag multiplier (1× → 1.2×).}}
*[[Forward smash]]:
**{{buff|Both hits of forward smash have less ending lag (FAF 52 → 51 (hit 1), 68 → 61 (hit 2)).}}
**{{buff|The first hit shoots out a spinning {{s|zeldawiki|Sword Beam}} as a [[projectile]] when Link is at 0% damage, in reference to multiple ''Zelda'' games where his sword shoots out beams when he is at full health. Charging forward smash increases the size, distance and damage of the projectile, dealing between 5% and 13% damage. This gives him a new long range option, while increasing the total damage of his forward smash at close range.}}
**{{buff|The first hit's innermost hitboxes have different angles (75°/55° → 69°/60°) and deal less knockback (47 base/15 scaling → 45/12), while the second hit has less startup (frame 12 → 10), allowing them to connect together more reliably.}}
**{{buff|Both hits have noticeably more range on the sword hitboxes (X offset: 0.5u/6.2u → 2.7u/8.5u (hit 1), 1u/6u → 1.5u/7.5u (hit 2)).}}
**{{buff|The closest hitbox of the first hit is larger, with tip's hitbox slightly reduced to compensate (3.5u → 4.2u (close), 3.8u → 3.5u (far)).}}
**{{buff|The second hit has larger hitboxes overall (4u/4u/3.6u/3.2u → 4.5u/4.5u/3.5u/3.5u).}}
**{{nerf|The first hit has increased startup (frame 15 → 17) and transitions into the second hit slower (frame 20 → 22).}}
*[[Up smash]]:
**{{buff|All 3 hits have significantly more range on the sword hitboxes (X offset: 0u/5.5u → 2.5u/8.5u (hits 1 and 2), 5.5u → 7u (hit 3)).}}
*[[Down smash]]:
**{{buff|The first hit's hitboxes have been redistributed (14%/16%/17%/16% → 16%/17%/16%/14%), making it easier to land the stronger portions.}}
**{{buff|Down smash has larger hitboxes (3.5u/3.5u/2.9u/2.5u → 3.5u/3.6u/3.4u/3u (both hits)).}}
**{{buff|The first and second hit have had their stronger hitboxes moved farther from Link (Z offset: 5.8u → 7.5u (both hits)), noticeably increasing its range.}}
**{{nerf|It has more startup on both hits (frame 9 → 12 (hit 1), 21 → 24 (hit 2)), and more ending lag (FAF 50 → 55).}}


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.
===Aerial attacks===
*{{buff|All aerials have less landing lag (10 frames → 6 (neutral, back), 12 → 11 (forward), 23 → 14 (up), 32 → 19 (down)).}}
*[[Forward aerial]]:
**{{buff|Forward aerial's animation has been sped up, with the gap between hits being shorter (12 frames → 8). This allows it to connect both hits more reliably.}}
**{{buff|The second hit deals more knockback (30 base/100 scaling → 43/120) and launches at a slightly lower angle (45° → 44°), now being as powerful as the first hit in ''Smash 4'' .}}
**{{buff|Both hits have had their farthest sword hitboxes moved farther from Link (Z offset: 17u → 18u (hit 1), 15.5u → 17.5u (hit 2)), increasing its range.}}
**{{nerf|Forward aerial has more startup for its first hit (frame 14 → 16), and more ending lag (FAF 50 → 52).}}
**{{nerf|It [[auto-cancel]]s later (frame 51 → 53).}}
**{{nerf|Both hits deal less damage (11% → 8% (hit 1), 13% → 10% (hit 2)).}}
**{{change|The first hit deals significantly less knockback (20 base/130 scaling → 31/25/33/25/33/26 base/28/30/30/30/28/26 scaling), no longer KOing until around 800%. It also has different angles (45° → 43°/[[Autolink angle|367°]]/47°/367°/47°/38), a lower hitlag multiplier (1× → 0.8×), and uses [[weight-independent]] knockback.}}
***{{buff|This allows it to connect into the second hit even at high percents, and coupled with its lower landing lag, improves its combo potential on landing from low to mid percents.}}
***{{nerf|However, this completely removes the the first hit's previously high KO potential, requiring Link to land the slower second hit in order to KO with the move.}}
*[[Back aerial]]:
**{{buff|Both hits of back aerial deal more damage (3% → 5% (hit 1), 5% → 7% (hit 2)).}}
**{{buff|The first hit launches at different angles (72°/68° → 73°/70°/66°), has a lower hitlag multiplier (1× → 0.8×), deals different [[set knockback]] to grounded and aerial opponents (40 → 50 (grounded)/36 (aerial)), and uses weight-independent knockback. These changes allow it to connect more reliably into the second hit.}}
**{{buff|The second hit has less startup (frame 18 → 15), thus reducing the frame gap between hits.}}
**{{buff|The second hit has lower base knockback (70 → 45), but higher knockback scaling (70 → 98). This allows it to combo more reliably at low percents, while also significantly improving its KO potential, KOing middleweights at around 200% from the center of {{SSBU|Final Destination}}.}}
**{{nerf|The second hit has less active frames (frame 18-22 → 15-17). The move's total duration was also not compensated for the second hit's faster startup, increasing its ending lag.}}
**{{nerf|The first hit has slightly smaller hitboxes (4.5u/4.8u/5u → 4u/4.5u/5u).}}
**{{change|The second hit has a slightly different animation.}}
*[[Up aerial]]:
**{{buff|Up aerial's clean hit has increased knockback (18 base/88 scaling → 23/93), improving its KO potential .}}
**{{buff|It auto-cancels earlier (frame 47 → 43).}}
**{{buff|It has more range (X offset: 6u → 6.9u).}}
**{{nerf|It has a smaller hitbox (6u → 4.5u).}}
**{{change|It has an increased hitlag multiplier (1× → 1.2×).}}
*[[Down aerial]]:
**{{change|Down aerial has been reverted to possessing only a clean hit and late hit like in ''Brawl'', with its early hit being removed. The clean hit remains mostly unchanged against grounded opponents, but meteor smashes aerial opponents like the early hit in ''Smash 4''.}}
***{{buff|Because of this change, the move can KO grounded opponents much more reliably. The meteor smash against aerial opponents is also stronger, due to its knockback not being compensated for the clean hit's higher damage compared to the previous early hit.}}
***{{nerf|Due to the removal of the early hit, down aerial can no longer combo into its bounce-off hit as effectively at higher percents, reducing its damage potential.}}
**{{nerf|Down aerial's hitboxes are smaller (5u → 4u (clean), 6u → 4.2u (late)).}}
**{{nerf|The clean hit (against grounded opponents) and late hit launch at a lower angle (65° → 60°), with the former also having decreased knockback scaling (80 → 78), slightly hindering their KO potential.}}
**{{change|All portions of the move have a higher hitlag multiplier (1× → 1.2×).}}
**{{change|It has a different animation, with a more exaggerated downward thrust.}}


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.
===Throws and other attacks===
*{{change|Link [[grab]]s opponents with his hand instead of using his [[Clawshot]].}}
**{{buff|Because of this, all grabs have noticeably reduced startup (frame 12/14/15 (standing/dash/pivot) → 6/9/10) and ending lag (FAF 62/66/67 → 35/43/38), making them safer to use at close range, and allowing Link to set up into them more effectively.}}
**{{nerf|However, all grabs have much shorter range, and their hitboxes have a shorter duration (6 frames (standing), 8 frames (dash, pivot) → 2 frames (all)).}}
*{{nerf|Link no longer has a [[grab aerial]] or a [[tether recovery]] due to losing the Clawshot.}}
**{{buff|However, this allows him to [[Z-drop]] items without triggering the grab aerial's lengthy animation.}}
*[[Pummel]]:
**{{nerf|Pummel deals less damage (2.1% → 1.3%).}}
**{{change|It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).}}
*{{buff|Link's forward, back, and down throws now deal knockback to bystanders, making them safer to use in battles with multiple opponents.}}
*[[Forward throw]]:
**{{buff|Forward throw launches at a more favorable angle for edgeguarding (50° → 33°).}}
**{{nerf|It has slightly more ending lag (FAF 36 → 38).}}
**{{nerf|It deals less damage (4% → 2.5% (release); 7% → 5.5% (total)).}}
**{{change|It has higher base knockback (55 → 75), but lower knockback scaling (120 → 85). This allows it to knock opponents offstage more easily at low percents, but reduces its already lacking KO potential.}}
*[[Back throw]]:
**{{nerf|Back throw deals less damage (4% → 2.5% (release); 7% → 5.5% (total)), with only its base knockback somewhat compensated (50 → 67).}}
*[[Down throw]]:
**{{buff|Down throw has one frame less ending lag (FAF 50 → 49). Combined with Link's faster jumpsquat, this increases its combo potential.}}
**{{change|It has drastically increased knockback scaling (85 → 125), KOing middleweights at around 250%. This further improves its combo potential at low to mid percents, but weakens its KO setups into up aerial at high percents.}}
**{{change|Its speed is no longer weight-dependent. This improves its combo ability on heavyweights, but reduces it on lightweights.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


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.
===Special moves===
 
*[[Bow and Arrows]]:
{{SSB4 to SSBU changelist|char=Link}}
**{{change|Link uses the {{s|zeldawiki|Traveler's Bow}} from ''Breath of the Wild'' instead of the [[Hero's Bow]].}}
**{{change|Arrows fired have a bright tip, making them easier to track. Arrows will also become momentarily lodged in opponents' bodies.}}
**{{buff|The move has less startup (frame 18 → 16), with its total duration reduced as well (FAF 47 → 45), improving its [[camping]] ability.}}
**{{buff|Arrows have higher knockback scaling (66 → 71).}}
**{{buff|Arrows that fail to hit an opponent will linger on the ground for a longer period of time, and can be picked up as throwable items. Arrows used in this way deal little damage and knockback, allowing them to set up combos. Using the Bow and Arrows while holding an arrow causes Link to fire two arrows at once for 1.5× as much damage.}}
***{{nerf|Arrows can be picked up by opponents and thrown at Link.}}
**{{nerf|Arrows can no longer be held indefinitely upon reaching full charge, now being fired automatically if held for more than three seconds.}}
*[[Boomerang]]:
**{{change|The more traditional Boomerang has replaced the [[Gale Boomerang]], functioning as it did in ''Smash 64'' and ''Melee''.}}
**{{buff|Boomerang has regained its damaging hitbox while returning, allowing Link to interrupt opponents' attacks and perform combos more reliably than he could with Gale Boomerang's returning [[windbox]].}}
**{{buff|It deals more damage (7% → 8% (clean), 5% → 6% (late)), which increases further if used as a [[smash special move]] (7% → 9.6% (clean), 5% → 7.2% (late)). In addition, the returning hitbox deals 3% damage.}}
**{{buff|Its throw distance has been increased.}}
**{{nerf|It damages Link if it gets [[reflect]]ed back at him.}}
**{{nerf|It has received negative [[shield damage]] (0 → -4 (clean), -3 (late)), effectively dealing half its usual damage to shields.}}
**{{nerf|Due to the removal of the Gale Boomerang, Link can no longer perform the [[Gale Guarding]] technique.}}
**{{change|Boomerang travels more slowly upon returning. This increases the amount of time the hitbox is active, but also increases the amount of time it takes before Link can throw it again.}}
**{{change|Rather than simply disappearing, the Boomerang will drop to the ground and disappear in a puff of smoke if it is intercepted by another projectile.}}
***{{nerf|The Boomerang cannot be rethrown during this animation, reducing the utility of Boomerang in trade situations.}}
*[[Spin Attack]]:
**{{change|Spin Attack has more vibrant graphics and generates a blue "slash" around Link. Link moves his arm while charging the move, and the Master Sword glints with light up to three times, referencing the three levels of charged attacks in ''Breath of the Wild''. The grounded version is now an inward spin.}}
**{{change|Link has separate voice clips for grounded and aerial Spin Attacks.}}
**{{buff|The grounded version has less startup (frame 8 → 7), with its total duration reduced as well (FAF 78 → 77).}}
**{{buff|The grounded version's sweetspot hitbox is larger, with its sourspot smaller to compensate (3u → 3.5u, 3u → 2.8u).}}
**{{buff|The grounded version's early and clean hits deal more knockback (early: 86 scaling → 88, clean: 48 base/86 scaling → 52/88).}}
*[[Remote Bomb]]:
**{{change|The spherical {{s|zeldawiki|Remote Bomb}} from ''Breath of the Wild'' replaces {{b|Bomb|Link}} as Link's down special. Rather than exploding on contact or after a short time, the Remote Bomb bounces off opponents and objects, and can be launched around by attacks (including Link's). It is detonated by inputting down special again, similar to {{SSBU|Snake}}'s [[C4]]. Alternatively, it detonates automatically after about 30 seconds. This changes up Link's item play and recovery tactics substantially.}}
**{{buff|Remote Bomb's 30 second fuse allows it to remain in play much longer than Bomb's 3.66 seconds.}}
**{{buff|The explosion has a significantly larger blast radius.}}
**{{buff|The explosion deals significantly higher knockback, improving its KO potential. It also launches opponents at a more horizontal angle, allowing it to edgeguard more effectively.}}
**{{buff|Remote Bombs themselves can [[lock]] opponents if thrown lightly.}}
**{{nerf|Remote Bomb's detonation has 12 frames of startup before it can damage the opponent. It also cannot be manually detonated if it is held by an opponent; if attempted, Link will try to generate another Remote Bomb, but this will fail and give him high ending lag.}}
**{{nerf|Only one Remote Bomb can be on the field at a time, as opposed to two traditional Bombs.}}
**{{nerf|The explosion damages Link even if opponents are caught within it.}}
**{{nerf|The Remote Bomb itself deals less damage when hitting an opponent (5%/9% → 1%), since it no longer explodes on contact and cannot be detonated while held by the opponent.}}
**{{nerf|Remote Bomb cannot be detonated while Link is [[helpless]], preventing him from using his up special multiple times offstage. This hinders Link's vertical recovery.}}
***{{buff|However, in a similar vein to Snake's C4, Link can Z-drop and quickly detonate a Remote Bomb on himself to supplement his recovery, especially at higher percents due to its higher knockback.}}
**{{change|Remote Bomb's explosion deals consistent damage (5%/9% → 7%).}}
**{{change|Remote Bomb lacks the [[flame]] effect.}}
*[[Ancient Bow and Arrow]]:
**{{change|Link's new [[Final Smash]] is the Ancient Bow and Arrow, replacing [[Triforce Slash]]. It is functionally similar to [[Zelda]]'s [[Light Arrow]] and [[Dark Pit]]’s [[Dark Pit Staff]] from previous games, although it only deals a single powerful blow to the first opponent in the arrow's path along with any bystanders.}}
**{{buff|Ancient Bow and Arrow has more horizontal range than Triforce Slash.}}
**{{nerf|It deals significantly less damage than Triforce Slash (60% → 35%).}}


==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.
 
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}}'''
{{UpdateList (SSBU)/1.1.0|char=Link}}
*{{change|The animation for crouching when holding an item has been updated.}}
 
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Link}}
*{{bugfix|Fixed the Invisible Bomb glitch.}}
 
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Link}}
*{{buff|Up aerial [[auto-cancel]]s earlier (frame 47 → 43).}}
 
*{{buff|[[Bow and Arrows]]' arrow travels a longer distance (40 frames → 48). This improves its zoning pontential.}}
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Link}}
*{{nerf|[[Boomerang]] deals less [[shield damage]] (0 (all) → -4 (clean), -3 (late), -1.5 (return)).}}
 
*{{change|Created a glitch where opponents would unexpectedly teleport in any direction upon releasing Boomerang.}}
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{change|The animation for throwing a large item has been updated.}}
*{{bugfix|Boomerang teleportation glitch fixed.}}
*{{change|The Invisible Bomb glitch, which was formerly removed, has returned. It now occurs when the hitboxes of an opponent's attack and [[Remote Bomb]]'s explosion collide.}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Link}}
*{{buff|The universal buff to shields allows Link to [[shield SDI]] if a projectile hits his Hylian Shield.}}
 
*{{buff|The lag upon waking up from the [[sleep]] effect has been adjusted, matching the rest of the cast.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{bugfix|Aerial [[Spin Attack]]'s auto-link angle hitboxes have less knockback. This removes the possibility of launching opponents at an unusually fast speed if the move fails to connect.}}
{{UpdateList (SSBU)/7.0.0|char=Link}}
*{{bugfix|Fixed the Invisible Bomb glitch from after it was inadvertently reintroduced in update 3.1.0.}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Link}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.1}}'''
{{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]].''
 
{{MovesetTable
{{MovesetTable
|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 ascending 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, 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 decent KO potential at high percentages for its start-up.
|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, 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 one of the strongest dash attacks in the game, KOing at around 110% from center stage when sweetspotted. 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
|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), {{ChargedSmashDmgSSB4|11}}/{{ChargedSmashDmgSSB4|10}}/{{ChargedSmashDmgSSB4|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 one which launches opponents away. 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, ending and [[landing lag]]. One of Link's most useful moves overall, 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.
|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 5, 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.
|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 back 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.
Line 180: Line 315:
|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 slash]]. 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=Wields 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, but has high KO potential.
}}
}}
===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
|ellag      = 5
|rellag    = 76-86
}}
===[[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]]===
*Glides in on his {{s|zeldawiki|Paraglider}}, and pulls out his sword.
Glides in on his {{s|zeldawiki|Paraglider}}, and unsheathes his sword.
<gallery>
LinkOnScreenAppearanceSSBU.gif|Link's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunts]]===
*'''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 ''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 one of {{SSBU|Ike}}'s taunts.
*'''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 264: Line 350:
*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
|[[File:Link & Toon Link Cheer English SSB4 SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Italian SSB4 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 SSB4 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:''' Swipes his sword three times and looks to his right (his "character chosen" animation in ''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:''' Swipes his sword, then turns his back to the camera and sheaths it. Based off of Link's victory pose in ''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|Triforce Piece]] in ''[[zeldawiki:The Legend of Zelda (Game)|The Legend of Zelda]]'' and has since become the main theme of ''The Legend of Zelda'' series.]]
<gallery>
<gallery>
LinkVictoryPose1SSBU.gif
LinkVictoryPose1SSBU.gif
Line 316: Line 365:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
===Notable players===
<!--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 -->
<!--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.-->


''See also: [[:Category:Link players (SSBU)]]''
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''


*{{Sm|Bernie|Mexico}} - One of the best Link players in North America. He has been the best Link player in Mexico throughout the entire game's lifespan, placing well at regional events such as 3rd at {{Trn|BIT MASTER MTY 7}} and 5th at {{Trn|Delfino Maza 2}}. Additionally, he has made rare but solid appearances at majors, including 13th at {{Trn|Smash Factor 8}} defeating {{Sm|Chag}}, 33rd at {{Trn|S Factor 11}}, and 49th at {{Trn|Delfino Maza 2023}}.
====Active====
*{{Sm|Kyon|p=Japan|Japan}} - The best Link player in the world in 2023 and as of 2024. He solidified himself as one of the best Link players in the recent metagame with multiple top 32s at majors such as {{Trn|Maesuma TOP 15 "FINAL"}} and [[Tournament:DELTA 7 FAT|DELTA 7 [FAT]]], and garnered notable wins with {{Sm|Skyjay}} at {{Trn|Maesuma TOP 14.5 "in Hyogo"}} and {{Sm|Kaninabe}} at {{Trn|Umebura SP 9}}. While his 2024 season saw similar mixed results, he has seen some success regionally with a 9th place finish at {{Trn|OH-BAI-TOH-RI 0}} and defeating {{Sm|yone_pi}} at {{Trn|Hirosuma 28}}, as well as the occasional major result such as 25th at {{Trn|Sumabato SP 50}}.
*{{Sm|Izaw|Sweden}} - The best Link player in Europe. Placed 7th at {{Trn|Phoenix Blue 2}}, 9th at {{Trn|Valhalla II}}, and 13th at {{Trn|ICARUS V}}.
*{{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.
*{{Sm|Lean|Japan|p=Japan}} - One of the best Link players in Japan. Placed 17th at {{Trn|Umebura SP 2}} and 33rd at {{Trn|Umebura SP 3}}.
*{{Sm|Otakuni|France}} - One of the two best Link players in Europe. In 2019, he was the most consistent Link player at European majors, placing 17th at {{Trn|Syndicate 2019}}, 25th at {{Trn|Ultimate Fighting Arena 2019}}, and 33rd at {{Trn|Albion 4}}, ultimately ranking 39th at [[European Smash Rankings]]. While his tournament appearances are more sparse in the current metagame, he still remains one of the best Link players in the country, with a 25th place finish at major {{Trn|King Of Fields 95 3}} and winning D-tier regional {{Trn|Smash Contest: HeroFest 2022}}.
*{{Sm|Otakuni|France}} - The best Link player in France. Placed 9th at {{Trn|SEL 4: Crêpes Strikes Back}}, 17th at {{Trn|Stunfest 2019}}, and 33rd at {{Trn|Albion 4}}. Ranked 15th on the [[French Power Rankings#Ultimate|French Ultimate Power Rankings]].
*{{Sm|Rido|Japan}} - The best Link player in the world during 2022. In 2021, he made a offline breakout with 17th at {{Trn|Maesuma TOP 6}} and then placed highly at events during the 2022 season, including 5th at the superregional {{Trn|Seibugeki 11}} defeating {{Sm|Eim}} and {{Sm|Umeki}} and 17th at the major {{Trn|Maesuma TOP 7}}. He was the second Link player to be ranked globally, ranking 107th on the [[OrionRank 2022]]. After 2022, he has been inactive for the last two years, with the exception of a 49th place finish at {{Trn|Kagaribi 9}} and other mixed results.
*{{Sm|Scizor|USA}} - The best Link player in the United States. Placed 7th at {{Trn|Kawaii Kon 2019}} and 13th at {{Trn|Ultimate Nimbus}}.
*{{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}}. He was the first Link player to be ranked globally, placing 47th on the [[Spring 2019 PGRU]] and 15th on the [[Fall 2019 PGRU]]. After he returned to offline tournaments in 2022, he never reached the same peaks prior, and picked up {{SSBU|Young Link}} as a secondary at specific events.
*{{Sm|T|Japan}} (#47) - The best Link player in the world. Placed 2nd at {{Trn|Sumabato SP 5}}, 9th at {{Trn|Umebura SP 4}}, and 17th at {{Trn|2GG: Prime Saga}}. Has wins over {{Sm|Marss}}, {{Sm|Tea}}, {{Sm|Shuton}}, and {{Sm|zackray}}.
*{{Sm|VinS|France}} - One of the two best Link players in Europe. He has garnered notable results throughout the entire game's lifespan, placing highly at European majors such as 17th at {{Trn|King Of Fields 95 3}}, 25th at {{Trn|COLOSSEL 2022}}, and 33rd at both {{Trn|Ultimate Fighting Arena 2019}} and {{Trn|King Con}}. Internationally, he has placed 65th at {{Trn|2GG: Kongo Saga}} and defeated {{Sm|alice}} at {{Trn|EVO Japan 2020}}. He was previously ranked 43rd on the [[European Smash Rankings]].
*{{Sm|VinS|France}} - One of the best Link players in France. Placed 2nd at {{Trn|DreamHack Tours 2019}} and 3rd at {{Trn|Brussels Challenge Major Edition 2019}}. Ranked 9th on the [[French Power Rankings#Ultimate|French Ultimate Power Rankings]].


===Tier placement and history===
====Inactive====
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.
*{{Sm|Salem|USA}} (#22) - 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}}.
 
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.


=={{SSBU|Classic Mode}}: A Quest to Seal the Darkness==
=={{SSBU|Classic Mode}}: A Quest to Seal the Darkness==
Line 339: Line 386:
Link's opponents are all affiliated with darkness, referencing the main goal of every game in his series: to destroy darkness.
Link's opponents are all affiliated with darkness, referencing the main goal of every game in his series: to destroy darkness.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||
|1||{{SSBU|Dark Pit}} {{head|Dark Pit|g=SSBU|s=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||
|-
|-
|2||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Vs. Ridley}}''||
|2||Giant {{SSBU|Ridley}} {{head|Ridley|g=SSBU|s=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metroid|Vs. Ridley}}''||
|-
|-
|3||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|One Of A Kind}}''||
|3||{{SSBU|Bayonetta}} {{head|Bayonetta|g=SSBU|s=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|One Of A Kind}}''||
|-
|-
|4||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Boss Battle 4 - Metroid: Samus Returns}}''||
|4||{{SSBU|Dark Samus}} {{head|Dark Samus|g=SSBU|s=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||{{SSBU|Ganondorf}} {{head|Ganondorf|g=SSBU|s=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley}}''||{{SSBU|Zelda}} {{head|Zelda|g=SSBU|s=20px}} is a 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||Link {{head|Link|g=SSBU|s=20px|cl=Black}}||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||If using Dark Link costume, default Link {{head|Link|g=SSBU|s=20px}} appears as the enemy.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||[[Ganon]]||[[Sacred Land]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''||
|Final||[[Ganon]]||Sacred Realm||''{{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===
Link's Classic Mode character unlock tree includes the following characters in order:
Link's Classic Mode character unlock tree includes the following characters in order:  
#{{SSBU|King K. Rool}}
#{{SSBU|King K. Rool}}
#{{SSBU|Ice Climbers}}
#{{SSBU|Ice Climbers}}
Line 377: Line 424:
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}}).
Link was present on the cliffside when Galeem unleashed his beams of light. Link successfully deflected three beams of light with his [[Hylian 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 the {{SSBU|Villager}} route. The player must defeat Don's spirit to access his unlock battle.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|03
| 03
|[[File:Link SSBU.png|center|108x108px]]
| [[File:Link SSBU.png|center|108x108px]]
|Link
| {{SSBU|Link}}
|{{SpiritType|Shield}} <center>{{color|#18aef5|Shield}}</center>
| {{color|#18aef5|Shield}}
|3,600
| 3,600
|[[Great Plateau Tower]] ([[Ω form]])
| [[Great Plateau Tower]] ([[Ω form]])
|''{{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 Link. 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]]. 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.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Master Cycle.png|93. Master Cycle
Master Cycle Spirit.png|93. Master Cycle  
SSBU spirit Link.png|172. '''''Link'''''
Link Spirit.png|172. '''''Link'''''
SSBU spirit Link (The Legend of Zelda).png|178. Link (The Legend of Zelda)
Spirit Link TLOZ.png|178. Link (The Legend of Zelda)
SSBU spirit Epona.png|196. Epona
Epona Spirit.png|196. Epona
SSBU spirit Ricky.png|217. Ricky
Ricky Spirit.png|217. Ricky
SSBU spirit Dimitri (The Legend of Zelda).png|218. Dimitri
Dimitri Spirit.png|218. Dimitri
SSBU spirit Moosh.png|219. Moosh
Moosh.png|219. Moosh
SSBU spirit Wolf Link & Midna.png|223. Wolf Link & Midna
Wolf link and midna.png|223. Wolf Link & Midna  
SSBU spirit Loftwing.png|231. Loftwing
Loftwing.png|231. Loftwing  
SSBU spirit Wall-Merged Link.png|233. Wall-Merged Link
Link Drawing Spirit.png|233. Wall-Merged Link  
SSBU spirit Link (A Link Between Worlds).png|234. Link (A Link Between Worlds)
Link (A Link Between Worlds).png|234. Link (A Link Between Worlds)
SSBU spirit Link (Link's Awakening).png|1,322. Link (Link's Awakening)
Link (Link's Awakening) Spirit.jpg|1,322. Link (Link's Awakening)
</gallery>
</gallery>
</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%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 443: Line 490:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|183
|183
|{{SpiritTableName|Darknut|link=y|size=64}}
|[[File:Darknut.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Darknut}}[[Darknut]]
|''The Legend of Zelda series''
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,800
|3,800
|[[Bridge of Eldin]] ([[Battlefield form]])
|[[Bridge of Eldin]] ([[Battlefield form]])
Line 455: Line 502:
|•The enemy's melee weapons have increased power<br>•The enemy has increased move speed when the enemy's at high damage<br>•The enemy gets a major stat boost when badly damaged
|•The enemy's melee weapons have increased power<br>•The enemy has increased move speed when the enemy's at high damage<br>•The enemy gets a major stat boost when badly damaged
|{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Twilight Princess}}
|{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Twilight Princess}}
|
|-
|-
|208
|208
|{{SpiritTableName|Fierce Deity Link|size=64}}
|[[File:FierceDeityLinkSpirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Fierce Deity Link}}Fierce Deity Link
|''The Legend of Zelda series''
|•Giant {{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Grey}}
|•Giant {{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,900
|13,900
|[[Great Bay]] ([[Ω form]])
|[[Great Bay]] ([[Ω Form]])
|•Defense ↓<br>•Easy to Launch<br>•Attack Power ↑
|•Defense ↓<br>•Easy to Launch<br>•Attack Power ↑
|•You are easy to launch<br>•You have reduced defense after a little while<br>•The enemy has increased attack power
|•You are easy to launch<br>•You have reduced defense after a little while<br>•The enemy has increased attack power
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}
|
|-
|-
|227
|227
|{{SpiritTableName|Fi|size=64}}
|[[File:FiSpirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Fi}}Fi
|''The Legend of Zelda series''
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,500
|9,500
|[[Skyloft]] ([[Ω form]])
|[[Skyloft]] ([[Ω form]])
Line 479: Line 526:
|•The enemy's melee weapons have increased power<br>•The enemy's FS Meter charges quickly
|•The enemy's melee weapons have increased power<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Remix)}}
|{{SSBUMusicLink|The Legend of Zelda|Ballad of the Goddess (Remix)}}
|Link (Skyward Sword)
|-
|-
|1,086
|1,086
|{{SpiritTableName|Crispin|size=64}} {{Flag|North America}}<br>Geoff {{Flag|PAL}}
|{{anchor|Crispin}}[[File:Crispin Spirit.png|center|64x64px]]
|''StreetPass Mii Plaza'' Series
|Crispin
|•{{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)
|''StreetPass Mii Plaza series''
|{{SpiritType|Shield}}
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Toad Hat, Standard Outfit)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,500
|1,500
|[[Onett]] ([[Battlefield form]])
|[[Onett]] ([[Battlefield form]])
|•Item: [[Food]]
|•Item: [[Food]]
|•Defeat the main fighter to win<br>•The enemy becomes more powerful after eating<br>•The enemy breathes fire
|•Defeat the main fighter to win<br>•The enemy becomes more powerful after eating<br>•The enemy breathes fire
|{{SSBUMusicLink|Other|Personal Trainer: Cooking}}
|{{SSBUMusicLink|Nintendo|Personal Trainer: Cooking}}
|
|-
|-
|1,233
|1,233
|{{SpiritTableName|Glory of Heracles Hero|size=64}}
|[[File:Glory Hero Spirit.png|center|64x64px]]
|''Glory of Heracles'' Series
|Glory of Heracles Hero
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Indigo}} (140 HP)
|''Glory of Heracles series''
|{{SpiritType|Shield}}
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Indigo}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,700
|3,700
|[[Wuhu Island]] (Swaying Bridge)
|[[Wuhu Island]] (Swaying Bridge)
|•Defense ↑
|•Defense ↑
|•[[Stamina battle]]<br>•The enemy has increased defense after a little while
|•[[Stamina battle]]<br>•The enemy has increased defense after a little while
|{{SSBUMusicLink|Other|Revolt -Striving for Hope-}}
|{{SSBUMusicLink|Nintendo|Revolt -Striving for Hope-}}
|
|-
|-
|1,247
|1,247
|{{SpiritTableName|Frey & Freya|size=64}}
|{{anchor|Frey & Freya}}[[File:Frey and Freya.png|center|64x64px]]
|Frey & Freya
|''Zangeki no Reginleiv''
|''Zangeki no Reginleiv''
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,700
|3,700
|[[Reset Bomb Forest]]
|[[Reset Bomb Forest]]
|•Giant
|•Giant
|•The enemy's melee weapons have increased power<br>•The enemy's magic attacks have increased power<br>•You are giant
|•The enemy's melee weapons have increased power<br>•The enemy's magic attacks have increased power<br>•You are giant
|{{SSBUMusicLink|Other|Save the World, Heroes!}}
|{{SSBUMusicLink|Nintendo|Save the World, Heroes!}}
|Frey
|-
|1,432
|{{SpiritTableName|Skeleton|size=64}}
|''Minecraft'' Series
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}×3
|{{SpiritType|Shield}}
|3,400
|[[Minecraft World]] (Stone Shore, Night)
|•Sudden Final Smash
|•The enemy will suddenly have a Final Smash after a little while<br>•The enemy favors neutral specials
|{{SSBUMusicLink|Minecraft|Clockwork Crafter}}
|
|-
|1,444
|{{SpiritTableName|Cid|size=64}}
|''FINAL FANTASY'' Series
|•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Indigo}}
|{{SpiritType|Grab}}
|1,800
|[[Halberd]]
|•Assist Trophy Enemies ([[Jeff]])
|•Hostile assist trophies will appear after a little while<br>•The enemy has increased jump power
|{{SSBUMusicLink|Final Fantasy|Opening - Bombing Mission}}
|
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 562: Line 585:
|-
|-
|187
|187
|{{SpiritTableName|Marin|size=64}}
|[[File:Marin Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Marin}}Marin
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Violet}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,600
|4,600
|[[Tortimer Island]] ([[Battlefield form]])
|[[Tortimer Island]] ([[Battlefield form]])
|•Hazard: Slumber Floor
|•Hazard: Slumber Floor
|•The floor is sleep-inducing<br>•Timed battle (1:30)
|•The floor is sleep-inducing<br>•Timed battle
|{{SSBUMusicLink|The Legend of Zelda|Tal Tal Heights}}
|{{SSBUMusicLink|The Legend of Zelda|Tal Tal Heights}}
|{{s|zeldawiki|Link}} (Link's Awakening)
|{{s|zeldawiki|Link}} (Link's Awakening)
|-
|-
|238
|238
|{{SpiritTableName|Zelda (Breath of the Wild)|size=64}}
|[[File:Botwzelda.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Zelda (Breath of the Wild)}}Zelda (Breath of the Wild)
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}} (60 HP)<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}} (30 HP)<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}} (60 HP)<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}} (50 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (50 HP)
|''The Legend of Zelda series''
|{{SpiritType|Shield}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Inkling}} {{Head|Inkling|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,200
|9,200
|[[Great Plateau Tower]]
|[[Great Plateau Tower]]
Line 586: Line 611:
|-
|-
|1,328
|1,328
|{{SpiritTableName|Hero's Comrades|size=64}}
|[[File:Hero's Comrades Spirit.png|center|64x64px]]
|''DRAGON QUEST'' Series
|Hero's Comrades
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}} (120 HP)<br>•Tiny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}} (120 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (100 HP)<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}} (130 HP)<br>•Tiny {{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (90 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}} (110 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}} (100 HP)
|''DRAGON QUEST series''
|{{SpiritType|Shield}}
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}<br>{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,300
|13,300
|[[Yggdrasil's Altar]]
|[[Yggdrasil's Altar]]
|N/A
|N/A
|•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}}
|}
|}


Line 618: Line 644:
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account.
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account.
SSBU Link Number.png|Link's fighter card.
SSBU Link Number.png|Link's fighter card.
Link unlock notice SSBU.jpg|Link's unlock notice when obtaining him in [[World of Light]].
SSBUWebsiteLink1.jpg|Link [[taunting]] on the [[Great Plateau Tower]].
SSBUWebsiteLink1.jpg|Link [[taunting|using his up taunt]] on [[Great Plateau Tower|Great Plateau]].
SSBUWebsiteLink2.jpg|Link about to perform his [[forward smash]] on [[Temple]].
SSBUWebsiteLink2.jpg|Link about to perform his [[forward smash]] on [[Temple]].
SSBUWebsiteLink3.jpg|Link performing his forward aerial on {{SSBU|Pac-Man}} on [[Spirit Train]].
SSBUWebsiteLink3.jpg|Link performing a [[Spin Attack]] on {{SSBU|Pac-Man}} on [[Spirit Train]].
SSBUWebsiteLink4.jpg|Link holding a [[Heart Container]] on [[Great Bay]].
SSBUWebsiteLink4.jpg|Link holding a [[Heart Container]] on [[Great Bay]].
SSBUWebsiteLink5.jpg|Link performing his Final Smash, [[Ancient Bow and Arrow]].
SSBUWebsiteLink5.jpg|Link performing his new Final Smash, [[Ancient Bow and Arrow]].
SSBUWebsiteLink6.jpg|About to strike {{SSBU|Ganondorf}} with his [[forward smash]] on [[Skyworld]].
SSBUWebsiteLink6.jpg|About to strike {{SSBU|Ganondorf}} with his [[forward smash]] on [[Skyworld]].
SSBUWebsiteDaisy3.jpg|Struck by {{SSBU|Daisy}}'s [[down smash]] on Spirit Train.
SSBUWebsiteDaisy3.jpg|Struck by {{SSBU|Daisy}}'s [[down smash]] on Spirit Train.
Line 630: Line 655:
SSBUWebsiteIsabelle4.jpg|Link getting hit by {{SSBU|Isabelle}}'s forward smash on [[Luigi's Mansion]].
SSBUWebsiteIsabelle4.jpg|Link getting hit by {{SSBU|Isabelle}}'s forward smash on [[Luigi's Mansion]].
SSBUWebsiteRoy4.jpg|Link struck by {{SSBU|Roy}}'s neutral aerial on [[Skyloft]].
SSBUWebsiteRoy4.jpg|Link struck by {{SSBU|Roy}}'s neutral aerial on [[Skyloft]].
SSBUWebsiteRathalos3.jpg|Link, {{SSBU|Shulk}} and {{SSBU|Marth}} advancing towards [[Rathalos]] on [[Coliseum]].
SSBUWebsiteRathalos3.jpg|Link, {{SSBU|Marth}} and {{SSBU|Shulk}} advancing towards [[Rathalos]] on [[Coliseum]].
SSBUWebsiteRathalos4.jpg|Link, {{SSBU|Bowser}}, {{SSBU|Inkling}} and Pikachu being attacked by Rathalos on [[Tortimer Island]].
SSBUWebsiteRathalos4.jpg|Link, {{SSBU|Pikachu}}, {{SSBU|Bowser}} and Inkling being attacked by Rathalos on [[Tortimer Island]].
SSBUWebsite30.jpg|Link using his neutral special, [[Bow and Arrows]] on [[Prism Tower]].
SSBUWebsite30.jpg|Link using [[Bow and Arrows]] on [[Prism Tower]].
8-PlayerSSBU 1.jpg|With Mario, {{SSBU|Donkey Kong}}, Samus, {{SSBU|Ice Climbers}}, {{SSBU|Villager}}, {{SSBU|Pit}} and Inkling on {{SSBU|Battlefield}}.
8-PlayerSSBU 1.jpg|With Mario, {{SSBU|Donkey Kong}}, Samus, {{SSBU|Ice Climbers}}, {{SSBU|Pit}}, {{SSBU|Villager}} and Inkling on {{SSBU|Battlefield}}.
SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Mario, Inkling, Marth, Villager, {{SSBU|Ridley}} and Pit on Battlefield.
SSBUKirbyJPTwitter2.jpg|With {{SSBU|Kirby}}, Mario, Inkling, Marth, Pit, {{SSBU|Ridley}} and Villager on Battlefield.
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 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.
**does not use recycled voice clips from his respective ''Zelda'' games, as mentioned above; this also applies to {{SSBU|Ganondorf}}.
**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 four costumes based on this outfit are not possible 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 exclusively for ''Smash'' as opposed to recycling ones from the ''Zelda'' series.
**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.
**does not fight left-handed, matching ''Breath of the Wild''; this resulted in multiple animation changes.
**Despite Link's default design lacking a cap, {{SSBU|Kirby}} still gains his familiar green cap when [[Inhale (Kirby)|copying]] Link.
**does not wield the Triforce, as it 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''.
***This also makes Link's ''Ultimate'' iteration the first playable ''The Legend of Zelda'' character that does not wield the Triforce.
*''Ultimate'' is the first ''Smash'' game where Link does not use a [[tether]]; however, his doppelgängers [[Young Link]] and [[Toon Link]] still use one. 
**has his trademark green tunic delegated to an alternate outfit rather than his default costume.
*This is the first game where Link is no longer left-handed, matching ''Breath of the Wild''; this resulted in multiple animation changes.
**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''. 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 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''.
*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}}.
*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}}.
**Coincidentally, all four of these characters were playable in the ''Super Smash Bros. for 3DS'' demo.
*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 one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being {{SSBU|Kirby}}, {{SSBU|King Dedede}}, {{SSBU|Mega Man}}, and {{SSBU|Ryu}}.
*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.
*''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.
*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 appears in the least amount of Spirit Battles out of all the starting characters with a current total of 9.
**Conversely, Link is the most common opponent for Classic Mode routes, as he appears in 19 different routes, mostly in his dark alternate costume.
*Along with {{SSBU|Bowser}} & {{SSBU|Meta Knight}}, Link has the most words in his Classic Mode title.
*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 {{SSBU|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 [[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 {{SSBU|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 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>
[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.
*In response to a viral cosplayer's struggles in pulling out the Master Sword from its sheath due to its length, Sakurai revealed that, in ''Ultimate'', Link physically pulls his sheath down when sheathing and unsheathing the Master Sword to make the act more realistic, as it is a common in 3D animation to simply have a sword clip through its sheath instead.<ref>[https://x.com/Sora_Sakurai/status/1856170552873865434]</ref>


==References==
==References==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: