Editing Link (SSBU)

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


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 ''{{iw|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 ''The Legend of Zelda: Twilight Princess'' used in ''Brawl'' and ''SSB4''.
 
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.
 
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==
==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.
Link is a [[weight|heavyweight]] swordsman that sports powerful attacks and long [[range]] via the Master Sword. Link sports an above-average [[walking]] speed, the 15th slowest [[dashing]] speed, above-average [[initial dash]], 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%.
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%.
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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.
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.


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.
However, like all fighters, Link has some weaknesses. Although he has noticeably better mobility than his predecessors, Link's mobility is still inconsistent and somewhat on the poor side. Despite his fast walking speed, his dash is only marginally faster, making it very sluggish and unreliable for approaching (with foxtrotting being the only way of mitigating this issue). Link's air speed and air acceleration are both notoriously poor, making his air game solely reliant on the traits of his aerial attacks. On a related note, Link's recovery is burdened by the combination of his low jumps and high falling speed, his aforementioned poor air speed and air acceleration, and the merely average travel distance of Spin Attack. Due to lacking a [[Hookshot]] or a [[Clawshot]] in his moveset, Link lacks both a [[tether recovery]] and another spacing option, the former of which further hinders his recovery.


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'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.
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Link has received arguably the most noticeable changes of any veteran in ''Ultimate''. Due to his appearance being updated to the Hero of the Wild from ''{{iw|zeldawiki|The Legend of Zelda: Breath of the Wild}}'', he incorporates multiple elements from that game into his moveset, such as the {{iw|zeldawiki|Remote Bomb}}, the {{iw|zeldawiki|Ancient Bow}} and {{iw|zeldawiki|Ancient Arrow}}, the {{iw|zeldawiki|Sword Beam}}, and the [[Bow and Arrows|ability to fire two arrows at once]]. This has led to a much larger overhaul in his moveset compared to other veterans, as several of his attacks either have altered or completely new animations alongside mechanical changes. As a result, Link has gained a large mix of buffs and nerfs in his transition to ''Ultimate'', but has been buffed overall.
Link has received arguably the most noticeable changes of any veteran in ''Ultimate''. Due to being 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 2 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 considerably buffed overall.


Compared to his predecessors (the {{iw|zeldawiki|Hero of Time}} and the Hero of Twilight) in ''Smash'', Link has better close combat and spacing capabilities, thanks to his faster movement speed, a stronger and longer ranged [[Boomerang]] (which also improved his [[combo]] game), and the longer range on his Master Sword, now having range on par with other swordfighters, such as {{SSBU|Ike}} or {{SSBU|Marth}}. Particularly, the latter change has either improved or outright granted his attacks' more utility: [[forward tilt]] is now much more effective as a ledge-trapping option due to its wider arc, [[down tilt]]'s reduced damage output allows the move to combo for much longer (even serving as a potential KO confirm at higher percents), [[up smash]] serves as a more threatening anti-air option, [[forward aerial]] is more effective as a spacing option while the first hit can now be used to start combos, [[up aerial]] catches airborne opponents from a farther distance, and [[Spin Attack]] has increased reliability as an [[out of shield]] option and KOing tool due to its faster start-up and larger sweetspot.
Compared to his predecessors (the {{iw|zeldawiki|Hero of Time}} and the Hero of Twilight) in ''Smash'', Link has better close combat and spacing capabilities, thanks to his faster movement speed, a stronger and longer ranged [[Boomerang]] (which also improved his [[combo]] game), and the longer range on his Master Sword, now having range on par with other swordfighters, such as {{SSBU|Ike}} or {{SSBU|Marth}}. Particularly, the latter change has either improved or outright granted his attacks' more utility: [[forward tilt]] is now much more effective as a ledge-trapping option due to its wider arc, [[down tilt]]'s reduced damage output allows the move to combo for much longer (even serving as a potential KO confirm at higher percents), [[up smash]] serves as a more threatening anti-air option, [[forward aerial]] is more effective as a spacing option while the first hit can now be used to start combos, [[up aerial]] catches airborne opponents from a farther distance, and [[Spin Attack]] has increased reliability as an [[out of shield]] option and KOing tool due to its faster start-up and larger sweetspot.


Furthermore, Link benefits from some of the universal gameplay mechanics, all of which have improved his previously below average close combat game. His grab game has slightly improved due to him now possessing a more standard grab; while the [[Hookshot]] and [[Clawshot]] granted his predecessors a long-ranged grab, they were unsafe due to their high startup and ending lag. ''Ultimate''{{'}}s improved [[dash-canceling]], when coupled with Link's faster mobility, above average traction and the Master Sword's overall improved range, altogether improve his ground game's utility noticeably.
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 by a noticeable degree.


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.
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.


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.
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 [[C4]], and feature both much higher knockback and a much larger blast radius. As a result, 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.


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.
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 has not only significantly worsened his overall grab range, but also effectively removed one of his more potent recovery and spacing options. Link's lack of standard Bombs also hinders him in a variety of ways. Link can no longer pull out Bombs as a way to potentially break out of combos, making him slightly more vulnerable to them. Since Remote Bombs no longer explode on impact, KO set-ups with them have effectively become harder to perform.


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.
Compared to Bombs, Link can only have one Remote Bomb out a time, resulting in them becoming a worse zoning option overall. Link has also received hitbox reductions to several of his sword-based attacks, now mapping them strictly to the Master Sword itself. While this does not necessarily affect the reach of his attacks that involve swinging his sword from above (i.e. forward tilt, up tilt, forward smash), it has reduced the vertical reach of his attacks that are swung in front of him (i.e. down tilt), while also hindering the horizontal range of his thrusting sword attacks (i.e. up aerial, down aerial), making them slightly harder to land overall.


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


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


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


==Update history==
==Update history==
Link received a mix of buffs, a single nerf and glitch fixes via game updates, but was buffed slightly overall. The most significant nerf Link received was in Version 3.0.0 where Boomerang now deals much less shield damage as part of the universal projectile nerf, worsening his zoning potential. However, most of the buffs specifically improve Link's combo potential, as his combo starters were altered to more reliably connect into each other and the kill potential of some combo enders has been increased. Another small but significant buff came in Version 4.0.0 with Link being able to Shield SDI projectiles, allowing him to more easily escape combos that characters set up with projectiles.
Aside from glitch fixes and a single nerf to [[Boomerang]], Link has been buffed slightly overall via 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}}'''
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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Morning Slash ({{ja|けさ斬り|Kesa Giri}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Slash Up ({{ja|斬り上げ|Kiri Age}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=A downward slash, followed by an outward slash, followed by an upward slash. Has slow startup for a neutral attack (frame 7), but deals above-average damage overall, has good reach, and its third hit is a [[semi-spike]] with high base knockback, making it useful for [[tech-chasing]] and forcing opponents near edges offstage. The first two hits are based on the final series of strikes that the {{iw|zeldawiki|Hero of Time}} inflicts to [[Ganon]] in ''The Legend of Zelda: Ocarina of Time''.
|neutraldesc=A downward slash, followed by an outward slash, followed by an upward slash. Has slow startup for a jab, but deals above-average damage, has good reach, and its third hit is a [[semi-spike]] with high base knockback, making it useful for [[tech-chasing]] and forcing opponents near edges offstage. 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''.
|ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltname= 
|ftiltdmg=13%
|ftiltdmg=13%
|ftiltdesc=A lunging downward slash. It has noticeably slow startup for a tilt attack (frame 15), but deals high damage and knockback for one in return, while possessing long range, the ability to hit opponents above and slightly behind Link, and only average ending lag that makes it safe on shield if spaced properly. It resembles the [[zeldawiki:Targeting#Z-Targeting|Z-Targeting]] slash used by the Hero of Time.
|ftiltdesc=A lunging downward slash. It has noticeably slow startup for a tilt attack (frame 15), but deals high damage and knockback for one in return, while possessing long range, the ability to hit opponents above and slightly behind Link, and only average ending lag that makes it safe on shield if spaced properly. It resembles the [[zeldawiki:Targeting#Z-Targeting|Z-Targeting]] slash used by the Hero of Time.
|utiltname=Vertical Slash ({{ja|直上斬り|Chokujō Kiri}})
|utiltname= 
|utiltdmg=11%
|utiltdmg=11%
|utiltdesc=An overhead arcing slash, starting from behind. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and good KO potential at high percentages for its start-up (frame 8).
|utiltdesc=An overhead arcing slash, starting from behind. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and good KO potential at high percentages for its start-up (frame 8).
|dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|dtiltname= 
|dtiltdmg=9%
|dtiltdmg=9%
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt (frame 10), but low ending lag with vertical knockback, granting it combo potential into aerials and making it safe on shield with proper spacing.
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt (frame 10), but low ending lag with vertical knockback, granting it combo potential into aerials and making it safe on shield with proper spacing.
|dashname=Jump Slash ({{ja|ジャンプ斬り|Janpu Giri}})
|dashname=Jump Slash
|dashdmg=14% (tip), 13% (blade), 12% (body)
|dashdmg=14% (tip), 13% (blade), 12% (body)
|dashdesc=The {{iw|zeldawiki|Jump Slash}}. It is generally the 2nd strongest dash attack in the game, KOing at around 110% from center stage when sweetspotted at the tip. However, it also has very slow startup (hitting on frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly.
|dashdesc=The {{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.
|fsmashcount=2
|fsmashcount=2
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
|fsmashname=Sword Slice/Double Sword Slice
|fsmashdmg={{ChargedSmashDmgSSBU|7}} (blade), {{ChargedSmashDmgSSBU|14}} (tip), 5%-13% (Sword Beam)
|fsmashdmg={{ChargedSmashDmgSSBU|7}} (blade), {{ChargedSmashDmgSSBU|14}} (tip), 5%-13% (Sword Beam)
|fsmash2dmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|12}} (body)
|fsmash2dmg={{ChargedSmashDmgSSBU|13}} (blade), {{ChargedSmashDmgSSBU|12}} (body)
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Extremely powerful when both hits connect, being one of the strongest forward smashes in the game. If Link is at 0% damage, the first swing will launch a {{iw|zeldawiki|Sword Beam}}, a reoccurring ability of Link's since the first ''The Legend of Zelda'' game. However, the Sword Beam may occasionally push opponents out of range, not allowing the second hit to connect. This depends on the weight and body size of the opponent. The Sword Beam disappears after 32 [[frame]]s (0.5<span style="text-decoration:overline">3</span> seconds) when forward smash is uncharged and 40 frames (0.6<span style="text-decoration:overline">6</span> seconds) when fully charged
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a [[natural combo]] into the second slash. Extremely powerful when both hits connect, being one of the strongest forward smashes in the game. If Link is at 0% damage, the first swing will launch a {{iw|zeldawiki|Sword Beam}}, an ability the Master Sword has had 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.
|usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}}/{{ChargedSmashDmgSSBU|9}} (hit 3)
|usmashdmg={{ChargedSmashDmgSSBU|4}} (hit 1), {{ChargedSmashDmgSSBU|3}} (hit 2), {{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}}/{{ChargedSmashDmgSSBU|9}} (hit 3)
|usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword.
|usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword.
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|14}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|17}}/{{ChargedSmashDmgSSBU|16}}/{{ChargedSmashDmgSSBU|14}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|11}}/{{ChargedSmashDmgSSBU|10}} (hit 2)
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory, and can KO at around 100% uncharged with the strongest hitbox. The second hit is a semi-spike that has high base knockback, making it effective near edges, but deals less damage and overall knockback than the first hit.
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory, and can KO at around 100% uncharged with the strongest hitbox. The second hit is a semi-spike that has high base knockback, making it effective near edges, but deals less damage and overall knockback than the first hit.
|nairname=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|11}} (clean foot), {{ShortHopDmgSSBU|9}} (clean leg), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|11}} (clean foot), {{ShortHopDmgSSBU|9}} (clean leg), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A flying kick. It is a [[sex kick]] with relatively low startup (frame 7), ending and [[landing lag]]. While it cannot autocancel in a short hop, it has gained notoriety for its sheer effectiveness in Link's arsenal, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents. Additionally, it has a rather large disjoint and can anti-air opponents reliably. As such, it is considered to be one of the best neutral aerials and sex kicks in the game.
|nairdesc=A flying kick. It is a [[sex kick]] with relatively low startup (frame 7), ending and [[landing lag]]. It has gained notoriety for its sheer effectiveness in Link's arsenal, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents. Additionally, it has a rather large disjoint and can anti-air opponents reliably. As such, it is considered to be one of the best neutral aerials and one of the best sex kicks in the game.
|fairname=Spiral Slash ({{ja|螺旋斬り|Rasen Kiri}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|8}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|fairdmg={{ShortHopDmgSSBU|8}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|fairdesc=Two alternating, spinning outward slashes. The first hit has weak knockback in order to connect into the second hit, which deals high enough knockback to be one of Link's most reliable KO options. The move deals high damage if both hits connect, and due to its low landing lag and long range, it is also safe on shield with proper spacing and timing. However, its slow startup at frame 16, high ending lag and inability to [[autocancel]] before it can be interrupted leave it easy to punish if overused, as it only autocancels in a double jump.
|fairdesc=Two alternating, spinning outward slashes. The first hit has weak knockback in order to connect into the second hit, which deals high enough knockback to be one of Link's most reliable KO options. The move deals high damage if both hits connect, and due to its low landing lag and long range, it is also safe on shield move with proper spacing and timing. However, its slow startup, high ending lag and inability to [[autocancel]] before it can be interrupted leave it easy to punish if overused.
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|bairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|7}} (hit 2)
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial, coming out on frame 6, and has low ending and landing lag, allowing it to combo into itself at low percents. The first hit can also set up various attacks on landing, including an up tilt, up smash, or most notably, a Spin Attack, the last two of which can serve as KO setups at high percents.
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial, coming out on frame 6, and has low ending and landing lag, allowing it to combo into itself at low percents. The first hit can also set up various attacks on landing, including an up tilt, up smash, or most notably, a Spin Attack, the last two of which can serve as KO setups at high percents.
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairname=Jump Thrust
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late)
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|13}} (late)
|uairdesc=The {{iw|zeldawiki|Jump Thrust}}. It is quite powerful when clean and has a long lasting hitbox that is difficult to dodge, making it an effective KOing and juggling option. However, it has moderate startup, coming out on frame 11, can only autocancel in a full hop if done near the start, and leaves Link highly vulnerable from other positions due to its long duration.
|uairdesc=The {{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.
|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 {{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.
|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 poor range, the third shortest in the game.
|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. Deals meager damage, but its very low launching angle makes it decent for setting up edgeguards, particularly into Remote Bomb. It resembles the way Link punts objects in ''Breath of the Wild''.
|bthrowname=Back Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}})
|bthrowname=&nbsp;
|bthrowdmg=3% (hit 1), 2.5% (throw)
|bthrowdmg=3% (hit 1), 2.5% (throw)
|bthrowdesc=A side kick. Deals the same amount of damage as forward throw, but at a slightly higher angle, but it is otherwise identical to forward throw.
|bthrowdesc=A side kick. Deals the same amount of damage as forward throw, but at a slightly higher angle, but it is otherwise identical to forward throw.
|uthrowname=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}})
|uthrowname=&nbsp;
|uthrowdmg=5% (hit 1, blade), 4% (hit 1, tip), 2% (throw)
|uthrowdmg=5% (hit 1, blade), 4% (hit 1, tip), 2% (throw)
|uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]]. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot.
|uthrowdesc=Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without [[rage]]. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot.
|dthrowname=Elbow Drop ({{ja|ひじ落とし|Hiji Otoshi}})
|dthrowname=&nbsp;
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdmg=3% (hit 1), 3% (throw)
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. A reliable combo starter into his up tilt, up smash, neutral aerial and up aerial.
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. A reliable combo starter into his up tilt, up smash, neutral aerial and up aerial.
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|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=9%
|edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''.
|edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''. Performs a thrust while climbing up.
|nsname=Bow and Arrows
|nsname=Bow and Arrows
|nsdmg=4% (uncharged), 12% (fully charged), 6% (uncharged, two arrows), 18% (fully charged, two arrows), 2.1%-3.9% (thrown arrow)
|nsdmg=4% (uncharged), 12% (fully charged), 6% (uncharged, two arrows), 18% (fully charged, two arrows), 2.1%-3.9% (thrown arrow)
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|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 {{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.
|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]] on the ground, or a series of spinning, inward slashes in the air. 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 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, KOing at around 120% uncharged with the strongest hit, while the aerial version deals up to 5 hits and can KO reliably near edges. The grounded version is extremely unsafe on shield, with nearly every character being able to punish with a forward smash out of shield.
|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 {{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 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 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. It deals low damage compared to other Final Smashes.
}}
 
===Stats===
 
{{Attributes
|weight    = 104
|rweight    = 22-26
|cast      = 89
|dash      = 1.98
|rdash      = 30-35
|run        = 1.534
|rrun      = 71
|walk      = 1.237
|rwalk      = 23
|trac      = 0.113
|rtrac      = 34
|airfric    = 0.0038
|rairfric  = 85-86
|air        = 0.924
|rair      = 75-76
|baseaccel  = 0.01
|rbaseaccel = 72-80
|addaccel  = 0.04
|raddaccel  = 72-80
|gravity    = 0.096
|rgravity  = 38-39
|fall      = 1.6
|rfall      = 43-47
|ff        = 3.04
|rff        = 6
|jumpsquat  = 3
|rjumpsquat = 1-88
|jumpheight = 27.8
|rjumpheight= 76
|shorthop  = 13.38
|rshorthop  = 76
|djump      = 29
|rdjump    = 72-77
|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]]===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up Taunt''': Swings the {{iw|zeldawiki|Master Sword}} twice and then twirls it behind him before sheathing it. It is very similar to the Hero of Twilight's victory pose in ''{{iw|zeldawiki|The Legend of Zelda: Twilight Princess}}'', which he performs after learning a {{iw|zeldawiki|Hidden Skill}} or defeating a boss/particularly difficult enemy. It also resembles the pose he performs after pulling out the Master Sword from its pedestal in ''{{iw|zeldawiki|The Legend of Zelda: Breath of The Wild}}''.
*'''Up Taunt''' : Swings the Master Sword twice and then twirls it behind him before sheathing it. It is very similar to the Hero of Twilight's victory pose in ''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 ''The Legend of Zelda: Breath of The Wild''.
*'''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 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.
*'''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 {{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}}''.
Line 264: Line 208:
*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>


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|-
|-
! scope="row"|Cheer
! 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]]
|{{NTSC}} [[File:Link & Toon Link Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Link & Toon Link Cheer English PAL SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Japanese SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Italian SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Link & Toon Link Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Link & Toon Link Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! 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]]
|[[File:Link & Toon Link Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Link & Toon Link Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Link & Toon Link Cheer Spanish PAL SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Russian SSBU.ogg|center]]||[[File:Link & Toon Link Cheer Korean SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
In the beginning of ''Ultimate's'' metagame, many players thought of Link to have significantly improved from ''SSB4'', recognizing the increased reach of his sword, the return of his previous Boomerang from ''Smash 64'' and ''Melee'', his improved mobility, most of his aerials being safe on shield (most notably his neutral air), and the versatility of his new Remote Bomb special. Compounded with {{sm|Salem}}'s strong success with the character at majors and supermajors like {{Trn|Glitch 6}} and {{Trn|GENESIS 6}}, Link would receive an extremely positive reception from the community, being regarded as a high-tier or even a top-tier character (with Dabuz at one point considering him to be a top 3 character).
 
However, overtime, Salem would eventually drop the character for {{SSBU|Snake}}; coupled with Link's small playerbase, this would cause his results to diminish considerably. As a result, Link's tier placement would become a subject of debate by many players, with some pointing out that despite his improvements, Link continues to retain the same issues from his previous counterparts, most notably his sluggish frame data. However, though Link's results have been sparse, {{sm|T}} has begun to show strong signs of success with the character, being the first Link player to place top 8 at an S-Tier tournament with {{Trn|2GG: Kongo Saga}} as well as making other notable placements at regionals and majors, while also defeating high level players such as {{sm|Marss}}, {{sm|Raito}}, and {{sm|Zackray}}. As a result, most players think of Link as a high-tier character once again, garnering him a mostly positive reception from the community overall, albeit not to the same degree as before.
 
===Most historically significant players===
===Most historically significant 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 -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Link players (SSBU)]]''
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''


*{{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}}.
''See also: [[:Category:Link professionals (SSBU)]]''
*{{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|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|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|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|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|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]].


===Tier placement and history===
*{{Sm|Bernie|Mexico}} - The best Link player in Mexico. Placed 3rd at {{Trn|BIT MASTER MTY 7}}, 5th at {{Trn|Delfino Maza 2}}, and 13th at {{Trn|ChillHouse}} and {{Trn|Smash Factor 8}} with wins over {{sm|Leaf}}, {{sm|Chag}}, and {{sm|Wonf}}. Currently ranked 18th on the [[Mexican Power Rankings]].
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|Lean|Japan|p=Japan}} - One of the best Link players in Japan. Placed 17th at {{Trn|Umebura SP 2}}, 25th at {{Trn|Umebura SP 7}}, and 33rd at both {{Trn|Umebura SP 3}} and {{Trn|Umebura SP 5}} with wins over {{Sm|Abadango}}, {{Sm|Kuro}}, and {{Sm|T}}. Currnently ranked 98th on the [[Japan Player Rankings]].
 
*{{Sm|Manzoku|Japan}} - One of the best Link players in Japan but has since dropped him for Toon Link. Placed 17th at {{Trn|Sumabato SP 5}}, 33rd at {{Trn|Umebura SP 2}}, {{Trn|Umebura SP 4}}, and {{Trn|Umebura SP 6}}, and 49th at {{Trn|EVO Japan 2020}} with wins over {{Sm|Umeki}}, {{Sm|Paseriman}}, and {{Sm|T}}. Currently ranked 90th on the [[Japan Player Rankings]].
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.
*{{Sm|Prand Grix|Japan}} - One of the best online Link players in Japan. Placed 1st at [https://smashmate.net/tournament/2251/ 157th Maesuma] and [https://smashmate.net/tournament/2251/ 154th Tamisuma SP] and 2nd at [https://smashmate.net/tournament/2234/ 131st Maesuma], [https://smashmate.net/tournament/2319/ 156th Tamisuma SP], and [https://smashmate.net/tournament/2955/ 178th Tamisuma SP]. Previously ranked 1st on the [https://smashmate.net/record/32/ 9th] [[Smashmate]] SP ranking and 3rd on the [https://smashmate.net/record/24/ 1st] and [https://smashmate.net/record/29/ 6th] SP rankings.
*{{Sm|Orange|Canada}} - The best Link player in Canada. Placed 2nd at {{Trn|HABBY Birthday 2019}}, 5th at {{Trn|Frozen Phoenix 2019}}, and 49th at {{Trn|Get On My Level 2019}} with wins over {{Sm|Blacktwins}}, {{Sm|jw}}, and {{Sm|Riddles}}. Currently an Honorable Mention on the [[Southern Ontario Power Rankings]].
*{{Sm|Otakuni|France}} - One of the two best Link players in Europe. Placed 5th at {{Trn|Salty Arena Cup Ultimate 5}}, 9th at {{Trn|SEL 4: Crêpes Strikes Back}}, 17th at both {{Trn|Stunfest 2019}} and {{Trn|Syndicate 2019}}, and 33rd at {{Trn|Albion 4}} with wins over {{Sm|Homika}}, {{Sm|Jeda}}, and {{Sm|Peli}}. Currently ranked 39th on the [[European Smash Rankings]].
*{{Sm|Rido|Japan}} - One of the best online Link players in Japan. Placed 1st at [https://smashmate.net/tournament/889/ 65th Tamisuma SP],[https://smashmate.net/tournament/3406/ 193rd Tamisuma SP], [https://smashmate.net/tournament/4232/ 231st.Tamisuma SP], [https://smashmate.net/tournament/5135/ 263rd Tamisuma SP], and [https://smashmate.net/tournament/6026/ 283rd Tamisuma SP] with offline wins over {{Sm|Ferretkuma}}, {{Sm|Keroguchi}}, and {{Sm|Tsujikou}}. Previously ranked 2nd on [https://smashmate.net/record/30/ 7th] Smashmate SP ranking and 5th on the [https://smashmate.net/record/33/ 10th] SP ranking.
*{{Sm|T|Japan}} (#15) - The best Link player in the world but is currently inactive. Placed 2nd at {{Trn|Sumabato SP 5}}, 4th at {{Trn|EGS Cup 2}}, {{Trn|Sumabato SP 9}}, and {{Trn|Umebura SP 7}}, and 5th at {{Trn|2GG: Kongo Saga}} with wins over {{Sm|Marss}}, {{Sm|Dabuz}}, and {{Sm|Zackray}}.
*{{Sm|VinS|France}} - One of the two best Link players in Europe. Placed 9th at {{Trn|Le Colossel de M3R}}, {{Trn|Smash4Glory - Ultimate Edition}}, and {{Trn|Ultimate WANTED 2}}, as well as 33rd at both {{Trn|Ultimate Fighting Arena 2019}} and {{Trn|Syndicate 2019}} with wins over players like {{Sm|Elexiao}}, {{Sm|Homika}}, and {{Sm|Oryon}}. Currently ranked 43rd on the [[European Smash Rankings]].
*{{Sm|Zomba|USA}} - One of the best Link players in the United States. Placed 5th at {{Trn|The Scarlet Classic V}}, 9th {{Trn|Player's Ball Ultimate}}, 13th at {{Trn|Return to Yoshi's Island}}, and 17th at {{Trn|Let's Make Big Moves}} with wins over players such as {{Sm|Mr. E}}, {{Sm|Frozen}}, and {{Sm|Smokk}}. Currently ranked 9th on the [[New York City Power Rankings]].


=={{SSBU|Classic Mode}}: A Quest to Seal the Darkness==
=={{SSBU|Classic Mode}}: A Quest to Seal the Darkness==
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|4||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Boss Battle 4 - Metroid: Samus Returns}}''||
|4||{{CharHead|Dark Samus|SSBU|hsize=20px}}||[[Frigate Orpheon]]||''{{SSBUMusicLink|Metroid|Boss Battle 4 - Metroid: Samus Returns}}''||
|-
|-
|5||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley (Remix)}}''||{{CharHead|Zelda|SSBU|hsize=20px}} is a CPU ally. Items do not appear.
|5||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley (Remix)}}''||{{CharHead|Zelda|SSBU|hsize=20px}} is the player's CPU ally. Items do not appear.
|-
|-
|6||{{CharHead|Link|SSBU|hsize=20px|color=Black}}||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||Represents Link's recurring battles with his shadow, [[Dark Link]]. The stage and song choices reference their first battle in ''[[Zelda II: The Adventure of Link]]''. If the player is using the Dark Link costume, {{Head|Link|g=SSBU|s=20px}} default Link appears as the enemy.
|6||{{Head|Link|g=SSBU|s=20px|cl=Black}} Link||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||If using the Dark Link costume, {{Head|Link|g=SSBU|s=20px}} default Link appears as the enemy.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 377: Line 325:
Link was among the fighters summoned to the cliffside to fight the army of [[Master Hand]]s.
Link was among the fighters summoned to the cliffside to fight the army of [[Master Hand]]s.


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


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


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


Additionally, various incarnations of Link make an appearance in various primary and support spirits.
Additionally, various incarnations of Link make an appearance in various primary and support spirits.
Line 595: Line 543:
|•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 637: Line 585:
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]].
SSBUSoraVsLink.jpg|Fighting {{SSBU|Sora}} on [[Final Destination]].
</gallery>
</gallery>
Line 645: Line 592:


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

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