Editing Young Link (SSBM)

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*[[Neutral attack]]:
*[[Neutral attack]]:
**{{nerf|All hits deal less damage (5% → 3% (hit 1), 3% → 2% (hit 2), 6% → 5% (hit 3)).}}
**{{nerf|All hits deal less damage (5% → 3% (hit 1), 3% → 2% (hit 2), 6% → 5% (hit 3)).}}
**{{buff|The outer hitbox on jabs 1 and 2 is slightly bigger (≈4.3u → ≈4.69u), partially compensating for the reduced range. The outer two hitboxes on jab 3 are also bigger (≈4.3u/3.9u → ≈4.69u/4.69u). The outer hitbox on rapid jab is also marginally bigger (≈3.7u → ≈3.9u).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup (frame 16 → 11) and ending lag (FAF 40 → 34), significantly increasing its overall utility.}}
**{{buff|Forward tilt has less startup (frame 16 → 11) and ending lag (FAF 40 → 34), significantly increasing its overall utility.}}
**{{nerf|Forward tilt has a shorter duration (frames 16-19 → 11-13) and deals less damage (13%/14%/15%) → 10%/11%/12%) with knockback scaling not fully compensated (90 → 100). The faster swing speed also reduces the move's range above Young Link.}}
**{{nerf|Forward tilt has a shorter duration (frames 16-19 → 11-13) and deals less damage (13%/14%/15%) → 10%/11%/12%). The faster swing speed also reduces the move's range above Young Link.}}
**{{buff|The sweetspot is now the outer hitbox, which is the highest priority hitbox, making it easier to connect with, though even the strongest hitbox of Young Link's version is weaker than the weakest hitbox of Link's. The outer hitbox is also slightly bigger (≈4.3u → ≈4.69u).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|Up tilt deals less damage (9% → 8%), and deals less knockback.}}
**{{nerf|Up tilt deals less damage (9% → 8%).}}
***{{buff|The reduced knockback improves its combo potential at higher percents.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt's meteor smash hitbox has a higher priority than the pop up, making it easier to land.}}
**{{buff|Down tilt's meteor smash hitbox has a higher priority than the pop up, making it easier to land.}}
**{{nerf|Down tilt does not deal consistent damage, and is weaker (11% → 7%/9%/10%).}}
**{{nerf|Down tilt does not deal consistent damage, and is weaker (11% → 7%/9%/10%).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Dash attack has more consistent damage (9%/11%/12% → 10%/11%).}}
**{{change|Dash attack only has two hitboxes which deal different damage (9%/11%/12% → 10%/11%).}}
**{{change|Dash attack sends the opponent away as a kill/edgeguard tool unlike Link's which pops up to combo.}}
**{{change|Dash attack sends the opponent away as a kill/edgeguard tool unlike Link's which pops up to combo.}}
**{{nerf|Young Link's sword swing is lower to the ground, noticeably reducing its vertical range.}}
**{{nerf|Young Link's sword swing is lower to the ground, reducing its vertical range.}}
**{{buff|The outer two hitboxes have slightly bigger hitboxes (≈4.3u → ≈4.69u).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|The second hit of forward smash has less ending lag (FAF 50 → 41).}}
**{{buff|The second hit of forward smash has less ending lag (FAF 50 → 41).}}
**{{nerf|Forward smash's first hit has set knockback in order to chain into the second more reliably, however the second hit of the string can be avoided with the use of DI. It also has a shorter duration (frames 15-18 → 15-17) and both hits deal less damage (13%/14% → 10% (hit 1), 18%/20% → 9%/11%/12% (hit 2)), with knockback scaling on the second hit not fully compensated (100 → 120).}}
**{{nerf|Forward smash's first hit has set knockback in order to chain into the second more reliably, however the second hit of the string can be avoided with the use of DI. It also has a shorter duration (frames 15-18 → 15-17) and both hits deal less damage (13%/14% → 10% (hit 1), 18%/20% → 9%/11%/12% (hit 2)).}}
**{{change|The first hit has smaller hitboxes, while the second hit has larger hitboxes.}}
**{{change|The second hit launches horizontally instead of vertically (65˚ → [[Sakurai angle]]).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash is able to connect against shorter grounded opponents such as Fox and Pikachu owing to Young Link's shorter stature. The third hit also has less startup lag with a longer duration (frames 41-43 → 40-44), giving it more range in front and behind him.}}
**{{buff|Up smash is able to connect against shorter grounded opponents such as Fox and Pikachu owing to Young Link's shorter stature. The third hit also has less startup lag with a longer duration (frames 41-43 → 40-44), giving it more range in front and behind him.}}
**{{nerf|Up smash deals less damage (4% → 3% (hit 1), 10%/9% → 8%/7% (final hit)), and deals much less knockback.}}
**{{nerf|Up smash deals less damage (14% → 11%).}}
***{{buff|However, the move's low ending lag grants it combo potential for much longer.}}
**{{change|The third hit has a unique late hit which has much larger hitboxes, and launches at a semi-spike angle of 30˚ with moderate knockback.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|The second hit of down smash hits on both sides of Young Link, though it only covers his ankle on the small side.}}
**{{buff|The second hit of down smash hits on both sides of Young Link, though it only covers his ankle on the small side.}}
**{{change|Down smash usually sends opponents sideways at 30˚ instead of upwards, giving it superior edgeguarding and gimping potential, especially near the ledge, at the cost of combo potential and consistent KO potential further onstage.}}
**{{change|Down smash sends opponents sideways instead of upwards, giving it better overall KO ability at the cost of lesser combo potential.}}
**{{nerf|Down smash lacks the stronger sweetspots which deal 16%/17%, and possesses even weaker sourspots that deal pathetic damage and knockback (7% (front)/6% (back)).}}
**{{nerf|Down smash lacks the stronger sweetspots which deal 16%/17%.}}
**{{nerf|Down smash hitboxes are designed in such a way that it is worse than Link's for shield poking.}}
**{{nerf|Down smash hitboxes are designed in such a way that it is worse than Link's for shield poking.}}


====Aerial Attacks====
====Aerial Attacks====
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial deals more damage than Link's, and doesn't have any sourspots on the clean hit (11%/9%/8% → 12% (clean), 7% → 8% (late)).}}
**{{buff|Neutral aerial is stronger than Link's, and deals the same damage throughout (11%/9%/8% → 12%).}}
**{{nerf|Neutral aerial lacks the programming error that Link's has, and as such its hitboxes have fewer active frames (4-39 → 4-27).}}
**{{nerf|Neutral aerial is not active in its hitboxes through the duration of the move, unlike Link's.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Forward aerial deals less damage than Link's version, and has sourspots that are weaker still (13% → 12%/11%/9% (hit 1), 8% → 8%/7%/5% (hit 2)).}}
**{{nerf|Forward aerial has less damage and knockback than Link's version.}}
**{{buff|The outer hitbox on the first hit is slightly bigger (≈4.3u → ≈4.69u).}}
**{{change|Young Link's forward aerial can only hit once.}}
**{{change|Young Link's forward aerial can only hit once.}}
**{{buff|The hitboxes are active even between swings, and can hit behind Young Link.}}
**{{buff|The hitboxes are active even between swings, and can hit behind Young Link}}
**{{change|The late hit launches vertically at 76˚ instead of at the Sakurai angle.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has slightly bigger hitboxes on Young Link's legs on both hits (≈4.3u/4.3u → ≈4.66u/4.66u).}}
**{{buff|Back aerial is easier to connect than Link's.}}
*[[Up aerial]]:
**{{nerf|Up aerial's clean hit deals less damage (16% → 15%) with no compensation on knockback, KOing later.}}
**{{buff|Up aerial's blade hitboxes are bigger (≈4.3u/4.3u → ≈4.69u/4.69u), and the upper hitbox is positioned much higher up, considerably increasing the move's disjoint.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has a hitbox on the sword's hilt that inflicts a powerful [[meteor smash]]  with a fire effect (being the strongest meteor in the game, if Young Link connects with the later portion of the move, inflicting 21%. Otherwise, it'll be the second strongest meteor smash in ''Melee'').}}
**{{buff|Down aerial has a hitbox on the sword's hilt that inflicts a powerful [[meteor smash]]  with a fire effect (being the strongest meteor in the game, if Young Link connects with the later portion of the move, inflicting 21%. Otherwise, it'll be the second strongest meteor smash in ''Melee'').}}
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*{{buff|Young Link's short stature allows him to more easily grab small crouching characters like {{SSBM|Jigglypuff}}, {{SSBM|Kirby}}, or {{SSBM|Mr. Game & Watch}}.}}
*{{buff|Young Link's short stature allows him to more easily grab small crouching characters like {{SSBM|Jigglypuff}}, {{SSBM|Kirby}}, or {{SSBM|Mr. Game & Watch}}.}}
*{{nerf|Young Link's Hookshot grab lasts 3 frames less than Link's, significantly costing him range.}}
*{{nerf|Young Link's Hookshot grab lasts 3 frames less than Link's, significantly costing him range.}}
*[[Up throw]]
**{{change|Up throw has less base knockback (24 → 18).}}
**{{nerf|Up throw's collateral hitbox has considerably less base knockback against bystanders (50 → 35).}}


====Special Moves====
====Special Moves====
*[[Fire Bow]]:
*[[Fire Bow]]:
**{{buff|Fire Bow's arrows have altered knockback (8 (base)/50 (scaling) → 45/30), dealing much more knockback and therefore hitstun at low percents, increasing his combo ability and making the move safer on hit up close. It also has 3 frames faster startup than Link's Bow, and launches at a higher angle (70˚ → 80˚), further aiding combos.}}
**{{buff|Fire Bow's arrows deal more hitstun than Link's arrows, increasing his combo ability and making the move safer on hit up close. It also has slightly faster startup than Link's Bow.}}
**{{change|Fire Bow's arrows deal [[flame]] damage (hence the name).}}
**{{change|Fire Bow's arrows deal [[flame]] damage (hence the name).}}
**{{nerf|Fire Bow's arrows travel less distance due to character height, and has 5 frames fewer max travel time.}}
**{{nerf|Fire Bow's arrows travel less distance due to character height, reduced total charge duration, and disappearing 5 frames earlier.}}
**{{change|Fire Bow's arrows deal more damage uncharged (5% → 8%), but can't be charged as long, dealing less damage when fully charged (18% → 15%).}}
**{{change|Fire Bow's arrows have reversed damage roles. It deals more than Bow's arrows uncharged, but less damage fully charged.}}
*[[Boomerang]]:
*[[Boomerang]]:
**{{buff|Young Link's boomerang deals more damage when travelling out (8% (clean)/6% (late) → 11%/7%).}}
**{{buff|Young Link's boomerang is stronger than Link's on hit.}}
**{{buff|Boomerang can be angled better to hit close opponents or deflect backwards off the ground.}}
**{{nerf|Boomerang's return hitbox deals 1% less damage (3% → 2%).}}
**{{nerf|Boomerang's return hitbox deals 1% less damage (3% → 2%).}}
**{{change|Boomerang's clean hit has a smaller hitbox (≈4.69u → ≈4.3u), but its late and returning hitboxes are bigger (≈3.1u → ≈3.3u (late), ≈2.7u → ≈3.3u (returning)).}}
**{{change|Boomerang's late hit has slightly less base knockback (65 → 55), and launches at a slightly higher angle (70˚ → 75˚).}}
**{{buff|The returning hit has more base knockback (25 → 40) and launches at a higher angle (70˚ → 90˚), improving its combo potential.}}
**{{buff|Boomerang can be angled better to hit close opponents or deflect backwards off the ground.}}
**{{nerf|Boomerang travels less distance compared to Link's.}}
**{{nerf|Boomerang travels less distance compared to Link's.}}
*[[Spin Attack]]:
*[[Spin Attack]]:
**{{change|Grounded Spin Attack is a multi-hit attack rather than a single hit, with the final hit launching opponents.}}
**{{buff|Spin Attack lands multiple hits instead of one, allowing it to trap opponents within its hitboxes, and the late hitboxes inflict more damage.}}
**{{nerf|In theory, grounded Spin Attack deals the same damage as Link's clean hit if all hits connect, but due to [[stale move negation]], in practice it deals less damage. Additionally, due to the nature of multi-hits, the move is escapable before the final hit, making Young Link vulnerable to punishes, and the multi-hits do not do set knockback, and thus connect less reliably at higher percents.}}
**{{nerf|The late hitboxes do not [[semi-spike]] and even if all hits connect, it is still weaker than Link's clean Spin Attack in damage. Also, it is not a viable KO move unlike Link's.}}
**{{nerf|The grounded move uses small stationary hitboxes rather than large hitboxes attached to the sword. Overall it has less range.}}
**{{change|The final grounded hit launches vertically at 80˚ with high base knockback and low knockback growth. This prevents the move from KOing, but grants it combo potential.}}
**{{nerf|Aerial Spin Attack's first and final hits deal less damage (4%/6% (both) → 3%), weakening the final hit's KO potential.}}
**{{buff|Aerial Spin Attack's first 4 hits have a larger outer hitbox (≈5.47u → ≈6.25u).}}
*{{b|Bomb|Young Link}}:
*{{b|Bomb|Young Link}}:
**{{change|Young Link's bombs look slightly different than Link's, as they are smaller; it has a smaller projectile hitbox but is slightly harder to track visually when thrown.}}
**{{change|Young Link's bombs look slightly different than Link's, as they are smaller; it has a smaller projectile hitbox but is slightly harder to track visually when thrown.}}
**{{buff|Young Link's bombs have four hits as opposed to Link's two, increasing their hitstun and combo ability.}}
**{{buff|Young Link's bombs have four hitboxes as opposed to Link's two, increasing their hitstun and combo ability.}}
**{{buff|Young Link's bombs do more damage to opponents than Link's, given that all of their hitboxes connect.}}
**{{buff|Young Link's bombs do more damage to opponents than Link's, given that all of their hitboxes connect.}}
**{{nerf|The multi-hit property of the bombs means that their explosion can affect Young Link more often in close range.}}
**{{nerf|The multi-hit property of the bombs means that their explosion can affect Young Link more often in close range.}}
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|zairdesc=Uses his Hookshot. The attack has the unusual property of not suffering from [[stale move negation]]. With low damage, knockback and hitstun, as well as long lag, the move has relatively little use outside of being used for recovery, though its long range can potentially catch opponents off-guard, and it benefits from Young Link's small short hop. This move has [[Priority#Transcendent_priority|transcendent priority]].
|zairdesc=Uses his Hookshot. The attack has the unusual property of not suffering from [[stale move negation]]. With low damage, knockback and hitstun, as well as long lag, the move has relatively little use outside of being used for recovery, though its long range can potentially catch opponents off-guard, and it benefits from Young Link's small short hop. This move has [[Priority#Transcendent_priority|transcendent priority]].
|grabname=Hookshot ({{ja|フックショット|Fukkushotto}})
|grabname=Hookshot ({{ja|フックショット|Fukkushotto}})
|grabdesc=Uses his hookshot to grab at foes from afar. It's the third longest grab in the game, behind {{SSBM|Link}} and {{SSBM|Samus}}.
|grabdesc=Uses his hookshot to grab at foes from afar. It's the third longest grab in the game, behind {{SSBM|Link}}.
|pummelname=Hilt Strike ({{ja|つかみ柄殴り|Gara Naguri}}, ''Grab Hilt Strike'')
|pummelname=Hilt Strike ({{ja|つかみ柄殴り|Gara Naguri}}, ''Grab Hilt Strike'')
|pummeldmg=3%
|pummeldmg=3%
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|djump = 23.012
|djump = 23.012
|rdjump = 16
|rdjump = 16
|ellag = 4
|rellag = 2-23
}}
}}


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|djump = 23.012
|djump = 23.012
|rdjump = 16
|rdjump = 16
|ellag = 4
|rellag = 2-23
}}
}}


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===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Kicks the toes of his boots on the ground, as if knocking off the dirt. Based on one of his idle animations from ''Ocarina of Time''.
|desc-1=Kicks the toes of his boots on the ground, as if knocking off dirt.
|desc-2=Looks around himself. Based on one of his idle animations from ''Ocarina of Time''.
|desc-2=Looks around himself.
|image-1=Young Link Idle Pose Melee 1.gif
|image-1=Young Link Idle Pose Melee 1.gif
|image-2=Young Link Idle Pose Melee 2.gif}}
|image-2=Young Link Idle Pose Melee 2.gif}}


===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Young Link
!{{{name|}}}
|game=Melee
!Cheer (All versions)
|desc-us=Young-Link!
|-
|desc-jp=Young-Link!
! scope="row"|Cheer
|pitch-us=Male
|[[File:Young Link Cheer SSBM.ogg|center]]
|pitch-jp=Male}}
|-
! scope="row"|Description
|Young - Link! Young - Link!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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Opinions on Young Link in the early metagame were largely pessimistic; he was frequently placed in the mid-low to low tiers, ranking as low as 20th on the seventh [[tier list]]. For a long time, he was considered inferior to {{SSBM|Link}} due to his adult counterpart having greater range, better KOing power, and just as good of a recovery. Young Link also suffered from a dearth of good representation at that time, with {{Sm|Jash}} and {{Sm|Kokiri Soldier}} (then known as Laijin) as his sole high-level representatives, while adult Link had several notable and influential players such as {{Sm|Aniki}}, {{Sm|The GERM}}, and later {{Sm|J666}} and {{Sm|Lord HDL}} pushing his metagame.
Opinions on Young Link in the early metagame were largely pessimistic; he was frequently placed in the mid-low to low tiers, ranking as low as 20th on the seventh [[tier list]]. For a long time, he was considered inferior to {{SSBM|Link}} due to his adult counterpart having greater range, better KOing power, and just as good of a recovery. Young Link also suffered from a dearth of good representation at that time, with {{Sm|Jash}} and {{Sm|Kokiri Soldier}} (then known as Laijin) as his sole high-level representatives, while adult Link had several notable and influential players such as {{Sm|Aniki}}, {{Sm|The GERM}}, and later {{Sm|J666}} and {{Sm|Lord HDL}} pushing his metagame.


Link's perceived superiority continued well into and after the MLG era; however, it was around this time that players began to notice Young Link's potential against [[floaty]] characters. His playerbase recognized that he was one of the best {{SSBM|Peach}} answers in the game, due to his ability to defeat defensive Peaches with his speed and projectiles. Even so, high-level players greatly underestimated how significant this advantage was, particularly because they also thought that adult Link was not too far behind in the Peach matchup. They surmised that this seemingly small advantage that Young Link had over Link was not enough to justify placing him higher than Link on the tier list. This still allowed him to rise to just one spot short of Link on the tenth tier list, among other considerations such as Young Link faring slightly better against {{SSBM|Sheik}}.
Link's perceived superiority continued well into and after the MLG era; however, it was around this time that players began to notice Young Link's potential against [[floaty]] characters. His playerbase recognized that he was one of the best {{SSBM|Peach}} answers in the game, due to his ability to defeat defensive Peaches with his speed and projectiles. Even so, high-level players greatly underestimated how significant this advantage was, particularly because they also thought that adult Link was not too far behind in the Peach matchup. This is reflected in the 2010 matchup chart, where both Young Link and Link share a -1 matchup against Peach. They surmised that this seemingly small advantage that Young Link had over Link was not enough to justify placing him higher than Link on the tier list. This still allowed him to rise to just one spot short of Link on the tenth tier list, among other considerations such as Young Link faring slightly better against {{SSBM|Sheik}}.


It would not be until the next year where all preconceived notions of Young Link would be called into serious question, as {{Sm|Armada}} shocked the world by unveiling his Young Link at several supermajors such as {{Trn|Pound V}}, {{Trn|GENESIS 2}}, and most infamously {{Trn|Apex 2012}}. At these events, he defeated {{Sm|Hungrybox}}'s {{SSBM|Jigglypuff}} decisively in three out of their four encounters, with his only loss being a narrow 2-3. He demonstrated that Young Link was one of the best answers to not only Peach, but other floaty characters such as Jigglypuff as well, due to his superior movement that allowed for a devastating hit-and-run strategy that adult Link would not be able to replicate. The two would meet again at {{Trn|Apex 2013}}, where Hungrybox attempted to avoid the matchup entirely by playing {{SSBM|Ness}} for two games, before being forced to switch back after losing those games. Due to Young Link's niche against floaty characters being successfully demonstrated in top-level play, this convinced ''Melee'' Back Room panelists that Young Link was a superior meta-call to Link. Reflecting this, he moved above Link for the first time in the eleventh tier list.
It would not be until the next year where all preconceived notions of Young Link would be called into serious question, as {{Sm|Armada}} shocked the world by unveiling his Young Link at several supermajors such as {{Trn|Pound V}}, {{Trn|GENESIS 2}}, and most infamously {{Trn|Apex 2012}}. At these events, he defeated {{Sm|Hungrybox}}'s {{SSBM|Jigglypuff}} decisively in three out of their four encounters, with his only loss being a narrow 2-3. He demonstrated that Young Link was one of the best answers to not only Peach, but other floaties such as Jigglypuff as well, due to his superior movement that allowed for a devastating hit-and-run strategy that adult Link would not be able to replicate. The two would meet again at {{Trn|Apex 2013}}, where Hungrybox attempted to avoid the matchup entirely by playing {{SSBM|Ness}} for two games, before being forced to switch back after losing those games. The fact that Young Link had the potential to be so oppressive to floaties, that world-class players like Hungrybox would go to such lengths to avoid playing the matchup, finally convinced ''Melee'' Back Room panelists that Young Link was a superior meta-call to Link. Reflecting this, he moved above Link for the first time in the eleventh tier list.


Over time, Hungrybox adapted back to Armada's Young Link play, with the latter not enjoying the character enough to push the matchup any further. Furthermore, Young Link still had difficult matchups against characters like the [[Spacie|spacies]] that can overwhelm his approaches. Nonetheless, Armada and many other top players still acknowledge that Young Link's good matchups against Peach and Jigglypuff still were applicable. Modern opinions of Link have plateaued as well, with many players arguing that his sluggish ground movement has finally caught up to him in a more optimized metagame, and that many of his advantages in the past came from abusing player error with his more immediate power. The majority of players consider Young Link's movement and incredible prowess against floaties to overwhelm Link's harder hitting disjoints in those matchups.
Over time, Hungrybox adapted back to Armada's Young Link play, with the latter not enjoying the character enough to push the matchup any further. Nonetheless, Armada and many other top players still acknowledge that Young Link has real, top-level potential against Jigglypuff and other floaties, a sentiment that has since been widely accepted. Modern opinions of Link have plateaued as well, with many players arguing that his sluggish ground movement has finally caught up to him in a more optimized metagame, and that many of his advantages in the past came from abusing player error with his more immediate power. The majority of players consider Young Link's movement and incredible prowess against floaties to overwhelm Link's harder hitting disjoints in those matchups.


However, in more recent times, players such as {{Sm|Mew2King}} and {{Sm|Armada}} now consider Link to be slightly better overall due to Young Link's greater struggle against non-floaty characters. Players such as {{Sm|Sixx}} and {{Sm|Aklo}} have also showcased tournament results as solo Link in more recent years that remain to be matched by his younger counterpart. He is thus viewed as a fringe yet viable secondary, with {{Sm|Axe}} being considered the best among them. While Young Link is expected to remain in the mid-low tiers due to his lack of solo viability in top-level tournaments, he holds a respected niche in top-level ''Melee'' that is still recognized in modern competitive play.
However, in more recent times, players such as {{Sm|Mew2King}} and {{Sm|Armada}} now consider Link to be slightly better overall due to Young Link's greater struggle against non-floaty characters. Players such as {{Sm|Sixx}} and {{Sm|Aklo}} have also showcased tournament results as solo Link in more recent years that remain to be matched by his younger counterpart. He is thus viewed as a fringe yet viable secondary, with {{Sm|Axe}} being considered the best among them. While Young Link is expected to remain in the mid-low tiers due to his arguable lack of solo viability, he holds a very respected niche in top-level ''Melee'' that is still recognized in modern competitive play.


==In 1-P Mode==
==In 1-P Mode==
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*'''[[Event 49: All-Star Match Deluxe]]''': Young Link is the fourth opponent fought in this series of staged battles. The selected character battles him on the [[Great Bay]] stage with a stock of 2 while Young Link has 1. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: {{SSBM|Dr. Mario}}, {{SSBM|Falco}}, {{SSBM|Pichu}}, {{SSBM|Roy}} and {{SSBM|Ganondorf}}.
*'''[[Event 49: All-Star Match Deluxe]]''': Young Link is the fourth opponent fought in this series of staged battles. The selected character battles him on the [[Great Bay]] stage with a stock of 2 while Young Link has 1. With a timer of four minutes, the player must defeat him and the other five characters one-by-one with the overall time and damage: {{SSBM|Dr. Mario}}, {{SSBM|Falco}}, {{SSBM|Pichu}}, {{SSBM|Roy}} and {{SSBM|Ganondorf}}.


===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]===
===Ending images===
<center><gallery>
<center><gallery>
YoungLinkClassicMode.jpg|Classic Mode
YoungLinkClassicMode.jpg|Classic Mode
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==[[Trophies]]==
==[[Trophies]]==
In addition to the normal trophy about Young Link as a character unlocked by completing {{SSBM|Classic Mode}} as Young Link on any difficulty, there are two trophies about him as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Young Link on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Young Link:
In addition to the normal trophy about Young Link as a character, there are two trophies about him as a fighter that are unlocked by completing the [[Adventure Mode|Adventure]] and [[All-Star]] modes on any difficulty with Young Link.


{{Trophy/Fighter
{{Trophy/Fighter
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[[File:LinkYoungLinkHookshot.png|thumb|A comparison of Link and Young Link's respective Hookshots.]]
[[File:LinkYoungLinkHookshot.png|thumb|A comparison of Link and Young Link's respective Hookshots.]]
*Link and Young Link's hookshot use the same model; as a result, it looks larger when Young Link uses it.
*Link and Young Link's hookshot use the same model; as a result, it looks larger when Young Link uses it.
**Additionally, Young Link could not use the Hookshot or bow in ''{{iw|zeldawiki|The Legend of Zelda: Ocarina of Time}}''. While he can use them in ''{{iw|zeldawiki|The Legend of Zelda: Majora's Mask}}'', they have different designs.
*Young Link appears in the background of Link's montage in the introduction to ''Melee'', making him one of the five hidden characters, along with {{SSBM|Ganondorf}}, {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, and {{SSBM|Pichu}}, to have some kind of involvement in the intro.
*Young Link appears in the background of Link's montage in the introduction to ''Melee'', making him one of the five hidden characters, along with {{SSBM|Ganondorf}}, {{SSBM|Jigglypuff}}, {{SSBM|Mewtwo}}, and {{SSBM|Pichu}}, to have some kind of involvement in the intro.
*Despite the Deku Shield's vulnerability to flames in ''Ocarina of Time'', it is able to block fire projectiles in ''Melee''.
*Despite the Deku Shield's vulnerability to flames in ''Ocarina of Time'', it is able to block fire projectiles in ''Melee''.
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**Because of its length, the variation of Young Link's defeat cry when he is KOed on the left, right, or bottom blast lines does not properly terminate; similar behavior occurs with {{SSBM|Mr. Game & Watch}} and {{SSBM|Captain Falcon}}.
**Because of its length, the variation of Young Link's defeat cry when he is KOed on the left, right, or bottom blast lines does not properly terminate; similar behavior occurs with {{SSBM|Mr. Game & Watch}} and {{SSBM|Captain Falcon}}.
*Young Link, [[Toon Link]] and [[Roy]] are the only swordfighters in ''Smash Bros.'' whose swords consistently produce a punch/kick sound effect instead of a slashing sound effect for the majority of their attacks.
*Young Link, [[Toon Link]] and [[Roy]] are the only swordfighters in ''Smash Bros.'' whose swords consistently produce a punch/kick sound effect instead of a slashing sound effect for the majority of their attacks.
*Young Link is the only character in ''Melee'' to not have any even matchups with any other character.
*Young Link, {{SSBM|Mario}}, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their [[Smabura-Ken]] [[character artwork|artwork]]. Young Link and Falco also have the same pose for their "Challenger Approaching" screens.
*Young Link, {{SSBM|Mario}}, {{SSBM|Peach}}, {{SSBM|Yoshi}}, {{SSBM|Link}}, {{SSBM|Kirby}}, {{SSBM|Falco}}, and {{SSBM|Pikachu}} are the only characters whose portraits on the [[character select screen]] match their [[Smabura-Ken]] [[character artwork|artwork]]. Young Link and Falco also have the same pose for their "Challenger Approaching" screens.
*Young Link in ''Melee'' has the worst fast fall speed increase of any character in any official ''Smash'' game, at only 3.3% faster than his maximum fall speed.
*Young Link in ''Melee'' has the worst fast fall speed increase of any character in any official ''Smash'' game, at only 3.3% faster than his maximum fall speed.
*Despite the entire playable ''Zelda'' cast in ''Melee'' all being based on their ''Ocarina of Time'' designs, Young Link is technically the only one to appear in another game; in this case, ''Majora's Mask''.
*Despite the entire playable ''Zelda'' cast in ''Melee'' all being based on their ''Ocarina of Time'' designs, Young Link is technically the only one to appear in another game; in this case, ''Majora's Mask''.
==External links==
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0122/index.html Young Link's page at Smabura-Ken]
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0122/index.html Young Link's page at Smabura-Ken]

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