Editing Young Link (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Young Link
|name = Young Link
|image = [[File:Young Link SSBU.png|x250px]]
|image = {{tabber|title1=Normal|content1=[[File:Young Link SSBU.png|x250px]]|title2=Dark Link|content2=[[File:SSBU Dark Young Link Alt.png|x250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSBM
|ssbgame1 = SSBM
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Young Link is ranked 38th out of 82 on the tier list in the B+ tier. This is an overall improvement from his mid-tier placement in ''Melee'', where he was ranked 17th out of 26. Young Link possesses great frame data and combo ability. The low knockback on his attacks allows him to rack up damage quickly and his disjointed range provides him safety from getting too close to his opponent. His projectiles also benefit his combo game, most notably his [[Fire Arrow]], which has low startup lag and sends his opponents upwards. Young Link also possesses kill confirms at high percentages thanks to the first hit of his [[forward aerial]].
Young Link is ranked 38th out of 82 on the tier list in the B+ tier. This is an overall improvement from his mid-tier placement in ''Melee'', where he was ranked 17th out of 26. Young Link possesses great frame data and combo ability. The low knockback on his attacks allows him to rack up damage quickly and his disjointed range provides him safety from getting too close to his opponent. His projectiles also benefit his combo game, most notably his [[Fire Arrow]], which has low startup lag and sends his opponents upwards. Young Link also possesses kill confirms at high percentages thanks to the first hit of his [[forward aerial]].


Young Link is not without his shortcomings, however. Young Link has low range for a swordfighter, which forces him to get up close to deal effective damage, a flaw further worsened by him being a [[Weight|lightweight]]. His recovery is very punishable due to its predictable arcs. He also struggles to get KOs at high percents if he isn't able to get kill confirms, with his safest moves having very little KO power.
Young Link is not without his shortcomings however. Young Link has low range for a swordfighter, which forces him to get up close to deal effective damage, a flaw further worsened by him being a [[Weight|lightweight]]. His recovery is very punishable due to its predictable arcs. He also struggles to get KOs at high percents if he isn't able to get kill confirms, with his safest moves having very little KO power.


Overall, Young Link is often seen as the best of the three Links, and fares very well in the competitive environment thanks to strong results from players such as {{Sm|Toast}}, {{Sm|Kobe}}, and {{Sm|Supahsemmie}}.
Overall, Young Link is often seen as the best of the three Links, and fares very well in the competitive environment thanks to strong results from players such as {{Sm|Toast}}, {{Sm|Kobe}}, and {{Sm|Supahsemmie}}.
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==Attributes==
==Attributes==
Young Link is a light[[weight]] character (weighing the same as {{SSBU|Greninja}} and {{SSBU|Isabelle}}), and is the lightest of the three Links, being 3 units lighter than {{SSBU|Toon Link}}. Compared to his alternate timeline counterparts, he tends to be in the middle in regard to mobility, including his running speed, air speed and acceleration, and jump height. He has the highest fall speed and initial dash of the Links, though his fast fall speed is slower than the original Link thanks to Link's unusual fast fall speed boost. In terms of the rest of the cast, Young Link has an average [[running]] speed, high [[initial dash]] speed, low [[air speed]] and [[air acceleration|acceleration]], high [[falling speed]], and slightly above-average [[jump]] height. Finally, his gravity is average and tied with Link's. Overall, Young Link has middling mobility, with most of his quick movement potential coming from his high initial dash and fall speed.
Young Link is a [[weight|lightweight]] character (weighing the same as {{SSBU|Greninja}} and {{SSBU|Isabelle}}), and is the lightest of the three Links, being 3 units lighter than {{SSBU|Toon Link}}. Compared to his alternate timeline counterparts, he tends to be in the middle in regard to mobility, including his running speed, air speed and acceleration, and jump height. He has the highest fall speed and initial dash of the links, though his fast fall speed is slower than the original Link thanks to Link's unusual fast fall speed boost. In terms of the rest of the cast, Young Link has an average [[running]] speed, high [[initial dash]] speed, low [[air speed]] and [[air acceleration|acceleration]], high [[falling speed]], and slightly above average [[jump]] height. Finally, his gravity is average and tied with Link's. Overall, Young Link has middling mobility, with most of his quick movement potential coming from his high initial dash and fall speed.


Young Link's moveset is regarded as one of the best and most reliable in the entire game. While even the best characters in the game usually have one or two moves in their moveset regarded as unusually weak or situational, every one of Young Link's moves is strong and flexible, with a mix of versatile ranged combat and robust boxing.
Young Link's moveset is regarded as one of the best and most reliable in the entire game. While even the best characters in the game usually have one or two moves in their moveset regarded as unusually weak or situational, every one of Young Link's moves is strong and flexible, with a mix of versatile ranged combat and robust boxing.


Young Link uses the {{iw|zeldawiki|Kokiri Sword}}, the starting weapon from ''{{iw|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''{{iw|zeldawiki|The Legend of Zelda: Majora's Mask}}'', granting him disjointed range and giving him the ability to space out his opponents, as well as making his sword attacks risky to trade with unless the opponent has disjointed range of their own. Unlike many sword users, however, this is coupled with outstanding frame data. Although the Link archetype has been synonymous with laggy frame data up until ''Ultimate'', Young Link has some of the best frame data in the game, with many of his moves being infamous for how quickly they come out and how little cooldown they have. As a result, many moves of his are extremely safe on shield, such as his down tilt, neutral air, forward air, back air, and even his Boomerang. Additionally, the speed of his moveset makes it reliable for one of Young Link’s most notable aspects: his combo game.
Young Link uses the {{iw|zeldawiki|Kokiri Sword}}, the starting weapon from ''{{iw|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''{{iw|zeldawiki|The Legend of Zelda: Majora's Mask}}'', granting Young Link disjointed range and giving him the ability to space out his opponents as well as making his sword attacks risky to trade with unless the opponent has disjointed range of their own. Unlike many sword users, however, this is coupled with outstanding frame data. Although the Link archetype has been synonymous with laggy frame data up until ''Ultimate'', Young Link has some of the best frame data in the game, with many of his moves being infamous for how quickly they come out and how little cooldown they have. As a result, many moves of his are extremely safe on shield, such as down tilt, neutral air, forward air, back air, and even his Boomerang. Additionally, the speed of his moveset makes it reliable for one of Young Link’s most notable aspects: his combo game.


While the Link archetype is one that has never been known for [[combos]], Young Link subverts this by providing one of the most complex and varied combo games out of the entire cast. His [[up tilt]] and especially [[down tilt]] are well designed to start combos, knocking the opponents up into the air with weak knockback to set up for his [[aerial]]s, while his [[jab]] can transition into a rapid jab for respectable damage, create mixups through his surprisingly fast jab cancels, or be used to jab lock opponents and set up combos with down tilt or finish stocks with an up special or forward smash. However, his aerials are truly what gives him the outstanding combo and boxing game he has. Most of Young Link's aerials are capable of both starting combos as well as continuing them, making their usage very flexible and wide, as well as dealing significant damage.
While the Link archetype is one that has never been known for [[combos]], Young Link subverts this by providing one of the most complex and varied combo games out of the entire cast. His [[up tilt]] and especially [[down tilt]] are well designed to start combos, knocking the opponents up into the air with weak knockback to set up for his [[aerial]]s. while his [[jab]] can transition into a rapid jab for respectable damage, create mixups through his surprisingly fast jab cancels, or be used to jab lock opponents and set up combos with down tilt or finish stocks with an up special or forward smash. However, his aerials are truly what gives him the outstanding combo and boxing game he has. Most of Young Link's aerials are capable of both starting combos as well as continuing them, making their usage very flexible and wide, as well as dealing significant damage.


His [[neutral aerial]], perhaps his best aerial, is a simple [[sex kick]]. Its late hit in particular is extremely good for combos, being able to both start and continue them well into high percentages and being able to be followed up with a majority of Young Link's moveset. It can also lead to tech chase situations at high percents when the move causes opponents to go into tumble. Meanwhile, the clean hit is very reliable at warding off opponents, prevents other combo-oriented characters from overwhelming Young Link with combos of their own, has enough power to kill at high percentages, and provides him with a fast, safe and reliable out of shield option. Overall, the sheer utility of this move has caused it to gain a reputation as one of the best aerials in the game.
His [[neutral aerial]], perhaps his best aerial, is a simple [[sex kick]]. Its late hit in particular is extremely good for combos, being able to both start and continue them well into high percentages and being able to be followed up with a majority of Young Link's moveset. It can also lead to tech chase situations at high percents when the move causes opponents to go into tumble. Meanwhile, the clean hit is very reliable at warding off opponents, prevents other combo-oriented characters from overwhelming Young Link with combos of their own, has enough power to kill at high percentages, and provides him with a fast, safe and reliable out of shield option. Overall, the sheer utility of this move has caused it to gain a reputation as one of the best aerials in the game.


Young Link's [[Forward aerial|forward]] and [[back aerial]]s are both designed similarly. Both are combo attacks that consist of a first weak hit that stuns the enemy in place for a second launching hit. However, these are both meant to be used in different ways. His back aerial is much more geared towards combos as it comes out fast, has very little lag, and deals minimal knockback, making it easy to follow up with another back aerial or another move. His forward aerial is instead a combo finisher as it comes out slower and recovers slower than his back air in exchange for having much more power and knockback, providing significant KO power. Notably, canceling either of these moves by landing after the first hit allows Young Link to combo in to almost any move in his kit depending on the situation.
[[Forward aerial|Forward]] and [[back aerial]] are both designed similarly. Both attacks are combo attacks that consist of a first weak hit that stuns the enemy in place for a second launching hit. However, these are both meant to be used in different ways. Back aerial is much more geared towards combos as it comes out fast, has very little lag, and deals minimal knockback, making it easy to follow up with another back aerial or another move. Forward aerial is instead a combo finisher as it comes out slower and recovers slower than back air in exchange for having much more power and knockback, providing significant KO power. Notably, canceling either of these moves by landing after the first hit allows Young Link to combo in to almost any move in his kit depending on the situation.


The [[up aerial]] is a thrust above Young Link that comes out very fast for how strong it is and lingers a while, making it useful for covering the space above him. It can be used to juggle opponents, as its large disjoint makes it hard to challenge. Additionally, his up aerial is a powerful KO move and can be comboed into quite flexibly. His [[down aerial]], while not being a combo tool except in relatively rare situations, serves as a reliable landing option or jump callout due to its lingering, disjointed hitbox and considerable power even on the late hit.
[[Up aerial]] is a thrust above Young Link that comes out very fast for how strong it is and lingers awhile, making it useful for covering the space above him. It can be used to juggle opponents, as its large disjoint makes it hard to challenge. Additionally, up aerial is a powerful KO move and can be combo'd into quite flexibly. [[Down aerial]], while not being a combo tool except in relatively rare situations, serves as a reliable landing option or jump callout due to its lingering, disjointed hitbox and considerable power even on the late hit.


Young Link's [[special move]]s grant him many more options to work with. Like his normals they tend to be fast, flexible and safe. [[Fire Arrow]] fires a flaming arrow in front of Young Link. It is incredibly fast and quick-recovering, and even an uncharged arrow travels a respectable distance, making it a very persistent poking tool when zoning. The arrow itself also deals low upwards knockback with high hitstun, making them reliable combo starters, provided Young Link is close enough to his opponent or can catch the upward knockback with another projectile (including another arrow). Fire Arrow can also be charged, allowing it to fly further and do more damage than a noncharged arrow, which can be useful for catching landings, mixing up timings against certain reflectors, or pressuring far away targets. However, this charge cannot be stored, unlike moves such as [[Charge Shot]].
Young Link's [[special move]]s grant him many more options to work with. Like his normals they tend to be fast, flexible and safe. [[Fire Arrow]] fires a flaming arrow in front of Young Link. It is incredibly fast and quick-recovering, and even an uncharged arrow travels a respectable distance, making it a very persistent poking tool when zoning. The arrow itself also deals low upwards knockback with high hitstun, making them reliable combo starters, provided Young Link is close enough to his opponent or can catch the upward knockback with another projectile (including another arrow). Fire Arrow can also be charged, allowing it to fly further and do more damage than a noncharged arrow, which can be useful for catching landings, mixing up timings against certain reflectors, or pressuring far away targets. However, this charge cannot be stored, unlike moves such as [[Charge Shot]].
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[[Boomerang]] is slower than Fire Arrow, but comes with the perks of more damage, lasting much longer, being able to be thrown at different angles, and returning to Young Link after travelling a certain distance, meaning that the opponent must remain aware of the Boomerang’s location even after it has passed them. Boomerang is best used as a lingering trap to grant Young Link stage control and for challenging people above or below you with its many angles. Interestingly, a point blank Boomerang is actually safe on shield against most of the cast, something uncharacteristic of a projectile.
[[Boomerang]] is slower than Fire Arrow, but comes with the perks of more damage, lasting much longer, being able to be thrown at different angles, and returning to Young Link after travelling a certain distance, meaning that the opponent must remain aware of the Boomerang’s location even after it has passed them. Boomerang is best used as a lingering trap to grant Young Link stage control and for challenging people above or below you with its many angles. Interestingly, a point blank Boomerang is actually safe on shield against most of the cast, something uncharacteristic of a projectile.


{{b|Bomb|Link}}, Young Link's third and final projectile, is perhaps his most complex and flexible. When used, Bomb functions as a held item, allowing Young Link to throw it forward, backward, up, and down, in addition to Z-dropping it, which may be used to pressure people below him or drop it and have it lie on the ground until it explodes. Bomb grants Young Link a numerous amount of trapping opportunities, such as being able to use dropped Bombs to cover platforms or ledge getup options, as well as setting up for combos if the Bomb hits an opponent.
{{b|Bomb|Link}}, Young Link's third and final projectile, is perhaps his most complex and flexible. When used, Bomb functions as a held item, allowing Young Link to throw it forward, backward, up, and down, in addition to Z dropping it, which may be used to pressure people below you or drop it and have it lie on the ground until it explodes. Bomb grants Young Link a numerous amount of trapping opportunities, such as being able to use dropped Bombs to cover platforms or ledge getup options, as well as setting up for combos if the Bomb hits an opponent.


This diverse projectile kit allow Young Link to play as a zoner, much like regular Link does. However, while most zoners' weaknesses are their poor frame data and inability to get opponents off of them, Young Link is more than capable of fighting up close and actually likes when his opponents get close to him, as it allows him to take advantage of his combo game. Speaking of combos, his last special move, [[Spin Attack]], serves as a surprisingly effective combo starter on the ground, where it knocks opponents up into the air with weak knockback and has little endlag. Starting frame 9 and hitting on both sides, it provides a powerful out of shield option with great damage reward. In the air, it is instead a combo finisher or hard read, reliably KOing opponents at (or beyond) the ledge.
This diverse projectile kit allow Young Link to play as a zoner, much like regular Link does. However, while most zoners' weaknesses are their poor frame data and inability to get opponents off of them, Young Link is more than capable of fighting up close and actually likes when his opponents get close to him, as it allows him to take advantage of his combo game. Speaking of combos, his last special move, [[Spin Attack]], serves as a surprisingly effective combo starter on the ground, where it knocks opponents up into the air with weak knockback and has little endlag. Starting frame 9 and hitting on both sides, it provides a powerful out of shield option with great damage reward. In the air, it is instead a combo finisher or hard read, reliably KOing opponents at (or beyond) the ledge.


Young Link's [[grab]] game may be the best of the Links and provides him with additional options. Unlike Link, Young Link still retains use of the [[Hookshot]] for his grab, giving him a very long, disjointed grab range in exchange for his grab being laggier than unarmed grabs and thus requiring a more spacing-dependent grappling style, either grabbing at range or using turnaround grabs to create space. Additionally, the Hookshot itself can be used as a [[grab aerial]] attack. It has the longest range of any of his aerials, and can confirm in to a variety of followups, including his neutral air or up smash for KOs at higher percents. This grab aerial attack also provides him with a tether recovery, which is often much safer than his Spin Attack. His forward throw is one of the strongest forward throws in the game, KOing middleweights at the ledge of Final Destination around 130% depending on their [[directional influence]]. Some Young Link players will enjoy trying to forward-throw their oppponents very quickly before they've had a chance to DI. Young Link's grabs also have solid combo potential, as his up and down throws both provide combos at low to mid percents. His back throw is the least useful of his throws, but can set up for an edgeguard.
Young Link's [[grab]] game may be the best of the Links and provides him with additional options. Unlike Link, Young Link still retains use of the [[Hookshot]] for his grab, giving him a very long, disjointed grab range in exchange for his grab being laggier than unarmed grabs and thus requiring a more spacing-dependent grappling style, either grabbing at range or using turnaround grabs to create space. Additionally, the Hookshot itself can be used as a [[grab aerial]] attack. It has the longest range of any of his aerials, and can confirm in to a variety of followups, including nair or up smash for KOs at higher percents. This grab aerial attack also provides him with a tether recovery, which is often much safer than his Spin Attack. His forward throw is one of the strongest forward throws in the game, KOing middleweights at the ledge of Final Destination around 130% depending on their [[directional influence]]. Some Young Links will enjoy trying to fthrow their oppponents very quickly before they've had a chance to DI. Young Link's grabs also have solid combo potential as up and down throw both provide combos at low to mid percents. Back throw is the least useful of his throws but can set up for an edgeguard.


However, while he has some very potent strengths, Young Link has some notable weaknesses. His range, while disjointed, is significantly lacking when compared to other sword users. As a result, despite having a sword, Young Link is beaten out in range by nearly every other swordfighter in the game, causing his mid-range game to be rather poor as his attacks are too short ranged to hit but his projectiles leave him wide open to attack. Unlike other sword characters, he still needs to get up close and personal if he wants to use any attacks other than his projectiles, which leads into his second issue of his mobility.
However, while he has some very potent strengths, Young Link has some notable weaknesses. His range, while disjointed, is significantly lacking when compared to other sword users. As a result, despite having a sword, Young Link is beaten out in range by nearly every other swordfighter in the game, causing his mid-range game to be rather poor as his attacks are too short ranged to hit but his projectiles leave him wide open to attack. Unlike other sword characters, he still needs to get up close and personal if he wants to use any attacks other than his projectiles, which leads into his second issue of his mobility.
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While Young Link's mobility is average overall, this average mobility can tend to clash with his combo oriented moveset. This can lead to situations where Young Link is simply too slow to continue a combo he has started. While Fire Arrows can help alleviate this by being used to "hold" opponents in hitstun while Young Link gets over to continue the combo, it is not ideal or even possible in all situations. His low air speed can also limit his ability to approach or escape, making him dependent on his projectiles for setting the terms of engagement.  
While Young Link's mobility is average overall, this average mobility can tend to clash with his combo oriented moveset. This can lead to situations where Young Link is simply too slow to continue a combo he has started. While Fire Arrows can help alleviate this by being used to "hold" opponents in hitstun while Young Link gets over to continue the combo, it is not ideal or even possible in all situations. His low air speed can also limit his ability to approach or escape, making him dependent on his projectiles for setting the terms of engagement.  


Additionally, Young Link's recovery, while much better than in ''Melee'', can be exploitable. His Spin Attack, while having good reach, travels on a predictable arc and only hits to his sides, allowing him to be edgeguarded by characters who can hit his head, or be blocked by characters with counters such as Lucina. Young Link has a variety of options to deepen his recovery potential thanks to his tether recovery and many projectiles he can throw at the stage to cover himself, but in bad situations may be forced to use his up special in a way that's very vulnerable or predictable.
Additionally, Young Link's recovery, while much better than in ''Melee'', can be exploitable. His Spin Attack, while having good reach, travels on a predictable arc and only hits to his sides, allowing him to be edge guarded by characters who can hit his head, or be blocked by characters with counters such as Lucina. Young Link has a variety of options to deepen his recovery potential thanks to his tether recovery and many projectiles he can throw at the stage to cover himself, but in bad situations may be forced to use his up special in a way that's very vulnerable or predictable.


Young Link's KO potential can also be a mixed bag. His up smash gives him excellent kill potential out of shield, but is risky if it misses. While he has many safe moves that kill such as his neutral air, forward air, and forward tilt, they may kill quite late, often requiring the opponent to be past 150%. Young Link is very dependent on his melee hits in order to kill, challenging him to contend with his sometimes-awkward approach game and short reach. As usual, this can be mitigated with projectiles, which provide combos even at very high percents and give Young Link an opening with which to approach. Stale moves can also present challenges--moves like his nair and fair may have been heavily involved in combos and neutral, meaning they may be missing their full power when used for a KO. These factors, when combined with a large number of combos and setups to learn, cause Young Link to have a rather high learning curve, especially at top level play.
Young Link's KO potential can also be a mixed bag. His up smash gives him excellent kill potential out of shield, but is risky if it misses. While he has many safe moves that kill such as neutral air, forward air, and forward tilt, they may kill quite late, often requiring the opponent to be past 150%. Young Link is very dependent on his melee hits in order to kill, challenging him to contend with his sometimes-awkward approach game and short reach. As usual this can be mitigated with projectiles, which provide combos even at very high percents and give Young Link an opening with which to approach. Stale moves can also present challenges--moves like nair and fair may have been heavily involved in combos and neutral, meaning they may be missing their full power when used for a KO. These factors, when combined with a large number of combos and set ups to learn, causes Young Link to have a rather high learning curve, especially at top level play.


In summary, Young Link, despite featuring a very similar moveset to his alternate timeline counterparts, has a unique design and playstyle unlike anybody else in the game. He is regarded as having one of the best combo games and above average zoning tools, giving him the ability to play both hyper defensively and hyper aggressively and switch between the two playstyles on the fly to throw opponents off.
In summary, Young Link, despite featuring a very similar moveset to his alternate timeline counterparts, has a unique design and playstyle unlike anybody else in the game. He is regarded as having one of the best combo games and above average zoning tools, giving him the ability to play both hyper defensively and hyper aggressively and switch between the two playstyles on the fly to throw opponents off. Despite rather low representation at top level, most likely due to his high learning curve and inconsistencies, Young Link is considered a high tier character, especially with the buffs to his KO power in update 7.0.0, and the few top level players who have chosen to main him have proven his capability to perform well in tournaments.


==Differences from {{SSBU|Link}}==
==Differences from {{SSBU|Link}}==
The parent Link has received a significant overhaul to his aesthetic design and playstyle wise that references his appearance in ''Breath of the Wild''. As Young Link hails from ''Ocarina of Time'', his moveset is much closer to his adult self's appearances ''[[Link (SSBM)|in ''Melee'']]'' and the [[Link (SSB)|original ''Super Smash Bros.'']], effectively serving as the classic Link archetype for this game. He retains moves and characteristics from ''Melee'' that the Hero of the Wild lacks (most notably a [[flurry attack]] and [[Hookshot]]), yet he has also received a few changes that reference the Hero of Twilight as he appeared [[Link (SSBB)|in ''Brawl'']] and [[Link (SSB4)|in ''Super Smash Bros. 4'']]. While these changes further de-[[clone]] Young Link from Link, he remains a full clone instead of a semi-clone due to his large number of shared attacks (compared to Toon Link, who has roughly as many unique attacks as not). Of note is that with the exception of his neutral infinite, every move that Young Link does not share with Link is instead shared with Toon Link.
The parent Link has received a significant overhaul to his aesthetic design and playstyle wise that references his appearance in ''Breath of the Wild''. As Young Link hails from ''Ocarina of Time'', his moveset is much closer to his adult self's appearances ''[[Link (SSBM)|in ''Melee'']]'' and the [[Link (SSB)|original ''Super Smash Bros.'']], effectively serving as the classic Link archetype for this game. He retains moves and characteristics from ''Melee'' that the Hero of the Wild lacks (most notably a [[flurry attack]] and [[Hookshot]]), yet he has also received a few changes that reference the Hero of Twilight as he appeared [[Link (SSBB)|in ''Brawl'']] and [[Link (SSB4)|in ''Super Smash Bros. 4'']]. While these changes further [[clone|de-clone]] Young Link from Link, he remains a full clone instead of a semi-clone due to his large number of shared attacks (compared to Toon Link, who has roughly as many unique attacks as not). Of note is that with the exception of neutral infinite, every move that Young Link does not share with Link is instead shared with Toon Link.


===Aesthetics===
===Aesthetics===
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**{{change|The clean hit deals consistent damage (11%/9% → 10%) and has different knockback values (22 base/100 scaling → 20/108).}}
**{{change|The clean hit deals consistent damage (11%/9% → 10%) and has different knockback values (22 base/100 scaling → 20/108).}}
**{{nerf|The late hit deals less damage (6% → 5%).}}
**{{nerf|The late hit deals less damage (6% → 5%).}}
***{{buff|However, it has less base knockback (15 → 10), improving its combo potential when combined with its reduced damage.}}
***{{buff|However, it has less base knockback (15 → 10), improving its combo potential when combined with the its reduced damage.}}
**{{nerf|The late hit lacks Link's notoriously large lingering hitboxes, with 2 of the 3 hitboxes being shrunk considerably (4.5u → 3u). Combined with Young Link's shorter, wider legs, this reduces the move's disjoint considerably.}}
**{{nerf|The late hit lacks Link's notoriously large lingering hitboxes, with 2 of the 3 hitboxes being shrunk considerably (4.5u → 3u). Combined with Young Link's shorter, wider legs, this reduces the move's disjoint considerably.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
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==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Young Link has been significantly buffed in the transition from ''Melee'' to ''Ultimate''. His attributes, moveset, and general gameplan have all been significantly improved in the transition, and he has gained a better combo game, whereas the changes to the general pace of ''Ultimate'' have contributed to his benefits.
Young Link has been significantly buffed in the transition from ''Melee'' to ''Ultimate''. His attributes, moveset and general gameplan have all been significantly improved in the transition, and he has gained a better combo game, whereas the changes to the general pace of ''Ultimate'' have contributed to his benefits.


Young Link's speed has been improved from ''Melee'', both in terms of his mobility and frame data. Many of his attacks have decreased startup and ending lag (such as his [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, and [[dash attack]]), and his aerials have heavily decreased landing lag (even compared to their [[L-cancel]]ed counterparts in ''Melee''), improving his ability to land. Some of his moves have also been reworked to make them more reliable and effective, such as his [[up smash]] and his [[forward aerial|forward]] and [[back aerial]]s, and the weakening of [[SDI]] heavily benefits his multi-hit attacks. His grab game has also been improved thanks to the universal changes to tether grabs, as they now have less ending lag and a longer duration. His [[forward throw]] also has increased knockback, giving him a new KOing option.
Young Link's speed has been improved from ''Melee'', both in terms of his mobility and frame data. Many of his attacks have decreased startup and ending lag (such as [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, and [[dash attack]]), and his aerials have heavily decreased landing lag (even compared to their [[L-cancel]]ed counterparts in ''Melee''), improving his ability to land. Some of his moves have also been reworked to make them more reliable and effective, such as his [[up smash]] and his [[forward aerial|forward]] and [[back aerial]]s, and the weakening of [[SDI]] heavily benefits his multi-hit attacks. His grab game has also been improved thanks to the universal changes to tether grabs, as they now have less ending lag and a longer duration. His [[forward throw]] also has increased knockback, giving him a new KOing option.


His special moveset has also seen heavy improvements. [[Fire Arrow]] has less ending lag and increased knockback, [[Boomerang]] deals less knockback as a result of its lower damage, grounded [[Spin Attack]] has less ending lag after its final hit, and aerial Spin Attack's hits link into each other much more consistently. {{b|Bomb|Link}}s were also significantly buffed, as their multi-hits accumulate their damage faster, they travel farther when thrown, no longer deal damage to Young Link if they hit an enemy head-on, and can be "soft-tossed" or slowly Z-dropped without exploding. All of these changes combined together not only grant Young Link a deceptively improved zoning game, but have also further improved his combo ability from mid-distance.
His special moveset has also seen heavy improvements. [[Fire Arrow]] has less ending lag and increased knockback, [[Boomerang]] deals less knockback as a result of its lower damage, grounded [[Spin Attack]] has less ending lag after its final hit, and aerial Spin Attack's hits link into the other much more consistently. {{b|Bomb|Link}}s were also significantly buffed, as their multi-hits accumulate their damage faster, they travel farther when thrown, no longer deal damage to Young Link if they hit an enemy head-on, and can be "soft-tossed" or slowly Z-dropped without exploding. All of these changes combined together not only grant Young Link a deceptively improved zoning game, but have also further improved his combo ability from mid-distance.


The changes to ''Ultimate''{{'}}s engine have also generally benefitted Young Link. The universal increase in mobility, the ability to [[Run cancel|use any attack out of a run]], and the increased [[shieldstun]] have vastly improved Young Link's close quarters combat, as he can now close in on the distance with less issue, and his attacks' above average damage output renders them harder to punish (most infamously his tilt attacks). The universal reduction to landing lag is an especially notable benefit, as not only does this improve his ability to land, but it improves his aerials' safety on shield (despite the reduced shieldstun on aerial attacks), but has also dramatically improved his combo game up-close outside of his [[down throw]] and Bombs, with him now having set-up options by virtue of his [[neutral aerial]]'s late hit and the first hits of his forward and back aerials. The removal of [[edgehogging]], the introduction of [[Edgeguarding#Ledge trumping|ledge trumping]] and the changes to invincibility when grabbing an [[edge]] have also notably improved Young Link's recovery, making him much less vulnerable to getting edgeguarded or getting hit if he doesn't grab the stage's edge.
The changes to ''Ultimate''{{'}}s engine have also generally benefitted Young Link. The universal increase in mobility, the ability to [[Run cancel|use any attack out of a run]] and the increased [[shieldstun]] have vastly improved Young Link's close quarters combat, as he can now close in on the distance with less issue and his attacks' above average damage output renders them harder to punish (most infamously his tilt attacks). The universal reduction to landing lag is an especially notable benefit, as not only this improves his ability to land, but has improved his aerials' safety on shield (despite the reduced shieldstun on aerial attacks), but has also dramatically improved his combo game up-close outside of his [[down throw]] and Bombs, with him now having set-up options by virtue of his [[neutral aerial]]'s late hit and the first hits of his forward and back aerials. The removal of [[edgehogging]], the introduction of [[Edgeguarding#Ledge trumping|ledge trumping]] and the changes to invincibility when grabbing an [[edge]] have also notably improved Young Link's recovery, making him much less vulnerable to getting edgeguarded or getting hit if he doesn't grab the stage's edge.


Although he has mostly received buffs, Young Link is not without some nerfs. In exchange for his now excellent combo ability, some of Young Link's attacks deal less damage (most notably his projectiles), now requiring him to string more hits in order to rack up more damage. A few of his attacks also have slightly increased startup and ending lag, while others have shorter durations, bringing them more in line with the rest of the cast. His aerial mobility is also slightly worse (especially when relative to the cast). In terms of gameplay changes, the changes to [[air dodging]] hinder Young Link's mobility, as [[wavedashing]] and wavelanding are significantly less effective due to their increased landing lag. The removal of [[Meteor smash#Meteor canceling|meteor canceling]] has hurt Young Link more than any other returning veteran, as his fast falling speed renders him highly vulnerable to them, while the loss of his own down tilt's and down aerial's meteor smash hitboxes result in him gaining no benefits from its removal.
Although he has mostly received buffs, Young Link is not without some nerfs. In exchange for his now excellent combo ability, some of Young Link's attacks deal less damage (most notably his projectiles), now requiring him to string more hits in order to rack up more damage. A few of his attacks also have slightly increased startup and ending lag, while others have shorter durations, bringing them more in line with the rest of the cast. His aerial mobility is also slightly worse (especially when relative to the cast). In terms of gameplay changes, the changes to [[air dodging]] hinder Young Link's mobility, as [[wavedashing]] and wavelanding are significantly less effective due to their increased landing lag. The removal of [[Meteor smash#Meteor canceling|meteor canceling]] has hurt Young Link more than any other returning veteran, as his fast falling speed renders him highly vulnerable to them, while the loss of his own down tilt's and down aerial's meteor smash hitboxes result in him gaining no benefits from its removal.


Overall, Young Link's gameplan has radically changed between both games, which has also resulted in a slight increase to his already high learning curve. Young Link now has reliable damage-racking capabilities at all ranges, courtesy of an improved zoning game and a deceptively improved combo game that doesn't rely on his bombs, which now makes it easier for him to close in on the distance against other characters and harder for other characters to keep up with him, and he has less trouble at landing due to his aerials' lower landing lag. However, some of Young Link's weaknesses from ''Melee'' still remain, most notably his below average range for a swordfighter (despite it improving in the transition) and his still limited KOing ability despite the higher knockback on some of his moves and his new hit confirms, meaning Young Link still has to take risks in order to KO the opponent. Regardless, he is a much better character than he was in ''Melee''.
Overall, Young Link's gameplan has radically changed between both games, which has also resulted in a slight increase to his already high learning curve. Young Link now has reliable damage racking capabilities at all ranges, courtesy of an improved zoning game and a deceptively improved combo game that doesn't rely on his bombs, which now makes it easier for him to close in on the distance against other characters and harder for other characters to keep up with him, and he has less trouble at landing due to his aerials' lower landing lag. However, some of Young Link's weaknesses from ''Melee'' still remain, most notably his below average range for a swordfighter (despite it improving in the transition) and his still limited KOing ability despite the higher knockback on some of his moves and his new hit confirms, meaning Young Link still has to take risks in order to KO the opponent. Regardless, he is a much better character than he was in ''Melee''.


{{SSB4 to SSBU changelist|char=Young Link}}
{{SSB4 to SSBU changelist|char=Young Link}}
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|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=Hits the opponent with the Kokiri Sword's pommel. Despite its weak power, its hitlag multiplier matches that of other stronger pummels, giving it only average speed. As a result, it is one of the worst pummels in the game.
|pummeldesc=Quickly hits the opponent with the pommel of the Kokiri Sword.
|fthrowname=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}})
|fthrowname=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}})
|fthrowdmg=3% (hit 1), 3% (throw)
|fthrowdmg=3% (hit 1), 3% (throw)
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*{{Sm|skittles|USA|p=Iowa}} - A top 10 player in the online metagame and is also considered one of the best Young Link players in United States in the post-online metagame, ranking 88th on the [[UltRank 2022]]. He has consistently placed top 64 at majors, including placing 9th at {{Trn|Rise 'N Grind}} and 13th at {{Trn|MAJOR UPSET}}.
*{{Sm|skittles|USA|p=Iowa}} - A top 10 player in the online metagame and is also considered one of the best Young Link players in United States in the post-online metagame, ranking 88th on the [[UltRank 2022]]. He has consistently placed top 64 at majors, including placing 9th at {{Trn|Rise 'N Grind}} and 13th at {{Trn|MAJOR UPSET}}.
*{{Sm|Suinoko|Japan}} - The best Young Link player in Japan. He is the second solo-Young Link player to place top 8 at a major, doing so at {{Trn|Seibugeki 13}}, and has consistently placed in or close to the top 64 at majors, including placing 17th at {{Trn|Kagaribi 9}} and 25th at {{Trn|Kagaribi 7}}.
*{{Sm|Suinoko|Japan}} - The best Young Link player in Japan. He is the second solo-Young Link player to place top 8 at a major, doing so at {{Trn|Seibugeki 13}}, and has consistently placed in or close to the top 64 at majors, including placing 17th at {{Trn|Kagaribi 9}} and 25th at {{Trn|Kagaribi 7}}.
*{{Sm|Supahsemmie|Netherlands}} - One of the best Young Link players in the world throughout competitive ''Ultimate'', and was the definitive best in 2023. His highest global ranking was 79th on the [[UltRank 2022]]. Although most of his results tend to be in-region, he has placed top 16 at several majors, including placing 9th at {{Trn|Albion 4}} and {{Trn|Temple: Hermès Edition}}, two of Europe's largest tournaments, as well as 7th at {{Trn|Sunrise 2023}} defeating {{Sm|MkLeo}}.
*{{Sm|Supahsemmie|Netherlands}} - One of the best Young Link players in the world throughout competitive ''Ultimate'' and was the definitive best in 2023. His highest global ranking was 79th on the [[UltRank 2022]]. Although most of his results tend to be in-region, he has placed top 16 at several majors, including placing 9th at {{Trn|Albion 4}} and {{Trn|Temple: Hermès Edition}}, two of Europe's largest tournaments, as well as 7th at {{Trn|Sunrise 2023}} defeating {{Sm|MkLeo}}.
*{{Sm|Toast|USA}} - The highest-ranking solo-Young Link player on a global ranking, ranking 22nd on the [[OrionRank Pre-Quarantine]]. He has seen the highest peaks for a Young Link player, including placing 3rd at the major {{Trn|CEO 2022}} over {{Sm|Tweek}} and {{Sm|Sonix}} as well as 7th at the supermajor {{Trn|Frostbite 2020}} over {{Sm|Light|p=Connecticut}}.
*{{Sm|Toast|USA}} - The highest-ranking solo-Young Link player on a global ranking, ranking 22nd on the [[OrionRank Pre-Quarantine]]. He has seen the highest peaks for a Young Link player, including placing 3rd at the major {{Trn|CEO 2022}} over {{Sm|Tweek}} and {{Sm|Sonix}} as well as 7th at the supermajor {{Trn|Frostbite 2020}} over {{Sm|Light|p=Connecticut}}.


===Tier placement and history===
===Tier placement and history===
Young Link was met with a considerable amount of hype when he returned to the series after 17 years, last appearing in ''Melee''. By the time ''Ultimate'' was released, there were high hopes for him due to his amazing combo game and damage-racking potential from his projectiles. {{Sm|Tweek}} found success with the character in the early months of ''Ultimate'', using Young Link as one of his characters to win tournaments such as {{Trn|Glitch 6}} and {{Trn|Frostbite 2019}}. Players believed that because of these strengths and strong results, Young Link was seen as a viable high-tier or top-tier character, and the best of the three Links.  
Young Link was met with a considerable amount of hype when he returned to the series after 17 years, last appearing in ''Melee''. By the time ''Ultimate'' was released, there were high hopes for him due to his amazing combo game and damage racking potential from his projectiles. {{Sm|Tweek}} found success with the character in the early months of ''Ultimate'', using Young Link as one of his characters to win tournaments such as {{Trn|Glitch 6}} and {{Trn|Frostbite 2019}}. Players believed that because of these strengths and strong results, Young Link was seen as a viable high-tier or top-tier character, and the best of the three Links.  


However, as time went on, players began discovering his weaknesses, which include inconsistent KO power and a linear, slow recovery, making him relatively easy to edgeguard. In addition, most players who used Young Link at a top-player level, including Tweek, used the character as a secondary, and these players eventually phased Young Link out of their character pool. Despite these shortcomings, Young Link's representation in the first year still remained strong at a regional level thanks to buffs received in update 7.0.0 that improved his KO power, as well as the efforts of players such as {{Sm|skittles|p=Iowa}}, {{Sm|Supahsemmie}}, and {{Sm|Toast}}, the latter of whom was beginning to pick up steam by the end of 2019, and ultimately saw a top 8 finish at the supermajor {{Trn|Frostbite 2020}}. These consistently strong results from Young Link players carried over to the post-online metagame, where many Young Link players continued to place well at majors. As a result, despite opinions on the character mellowing out, Young Link was initially still considered a high-tier character, which is reflected in his placement on the first tier list, where he was ranked 29th.
However as time went on, players began discovering his weaknesses, which include inconsistent KO power and a linear, slow recovery, making him relatively easy to edgeguard. In addition, most players who used Young Link at a top-player level, including Tweek, used the character as a secondary, and these players eventually phased Young Link out of their character pool. Despite these shortcomings, Young Link's representation in the first year still remained strong at a regional level thanks to buffs received in update 7.0.0 that improved his KO power, as well as the efforts of players such as {{Sm|skittles|p=Iowa}}, {{Sm|Supahsemmie}}, and {{Sm|Toast}}, the latter of whom was beginning to pick up steam by the end of 2019, and ultimately saw a top 8 finish at the supermajor {{Trn|Frostbite 2020}}. These consistently strong results from Young Link players carried over to the post-online metagame, where many Young Link players continued to place well at majors. As a result, despite opinions on the character mellowing out, Young Link is still considered a high-tier character, which is reflected in his placement on the current tier list, where he is ranked 29th.


However, the period following the first tier list saw a great decline in Young Link's results due to the lower activity and consistency from most of his North American players. Although Supahsemmie continued to perform well during this period, even defeating {{Sm|MkLeo}} at {{Trn|Sunrise 2023}}, his performances were still overall weaker than in previous years. Finally, {{Sm|Suinoko}} was able to find some success in the early months of 2023, including placing 7th at {{Trn|Seibugeki 13}}; however, his results remained incredibly inconsistent, and he was rarely able to get anywhere close to that placement. With Young Link's representation on a decline, it correlated with a decline in community opinions on the character as his weaknesses, especially his exploitable recovery and underwhelming range for a swordfighter, became more apparent. As a result, Young Link dropped to 38th on the second tier list, ranking in the B+ tier and marking one of the largest drops between the two tier lists.
In the online scene, due to the COVID-19 pandemic, Young Link is considered much stronger pick in Wi-Fi tournaments due to having safer aerials and stronger projectiles thanks to increased lag and reaction time. As a result, players such as skittles and {{Sm|colinies}} saw several high placements at notable online tournaments.


=={{SSBU|Classic Mode}}: Hyrule Smash!==
=={{SSBU|Classic Mode}}: Hyrule Smash!==
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Although Young Link does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Young Link does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


Young Link was one of the many imprisoned fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is a necessary unlock found in the [[Sacred Land]] sub-area on the bottom right corner of the land which makes up the Triforce of Courage. The player must rely on the owl statues, which will guide the player to [[List of spirits (The Legend of Zelda series)|Saria's spirit battle]]. Unlocking her spirit clears out a tree stump that blocked access to his unlock battle. Once Young Link is unlocked, the Triforce of Courage appears in the center of the map. If {{SSBU|Zelda}} is unlocked, the path leading to {{SSBU|Cloud}}'s unlock battle and the Master Sword clears out.
Young Link was one of the many imprisoned fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is a necessary unlock found in the [[Sacred Land]] sub-area on the bottom right corner of the land which makes up the Triforce of Courage. The player must rely on the owl statues which will guide the player to [[List of spirits (The Legend of Zelda series)|Saria's spirit battle]]. Unlocking her spirit clears out a tree stump that blocked access to his unlock battle. Once Young Link is unlocked, the Triforce of Courage appears in the center of the map. If {{SSBU|Zelda}} is unlocked, the path leading to {{SSBU|Cloud}}'s unlock battle and the Master Sword clears out.
{{clrl}}
{{clrl}}


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*Young Link and {{SSBU|Pichu}} share the longest gap between playable appearances in the ''Super Smash Bros.'' series, with seventeen years between ''Melee'' and ''Ultimate''. This was noted by both of their ''Super Smash Bros.'' blog's "Today's Fighter" descriptions.
*Young Link and {{SSBU|Pichu}} share the longest gap between playable appearances in the ''Super Smash Bros.'' series, with seventeen years between ''Melee'' and ''Ultimate''. This was noted by both of their ''Super Smash Bros.'' blog's "Today's Fighter" descriptions.
*Due to Young Link's hair having more physics-based movement, in certain animations such as taking damage, it's possible to see that his sideburns are not fully modeled under his hair.<ref>[https://i.imgur.com/kEUlESu.jpg]</ref><ref>[https://i.imgur.com/pT3vxBf.jpg]</ref>
*Due to Young Link's hair having more physics-based movement, in certain animations such as taking damage, it's possible to see that his sideburns are not fully modeled under his hair.<ref>[https://i.imgur.com/kEUlESu.jpg]</ref><ref>[https://i.imgur.com/pT3vxBf.jpg]</ref>
**Additionally, the cuffs of his boots are not fully modeled when looking at them from below.<ref>[https://i.imgur.com/a5c5PG6.jpg]</ref>
**Additionally, the cuffs of his boots is not fully modeled when looking at them from below.<ref>[https://i.imgur.com/a5c5PG6.jpg]</ref>
*An animation error is present in Young Link's up tilt; the Kokiri Sword rotates in his hand as he returns to his idle stance.
*An animation error is present in Young Link's up tilt; the Kokiri Sword rotates in his hand as he returns to his idle stance.
**There's another animation error regarding his Hookshot in which the chain disconnects from the Hookshot during his pulling up animation after grabbing a ledge.
**There's another animation error regarding his Hookshot in which the chain disconnects from the Hookshot during his pulling up animation after grabbing a ledge.
**Additionally, certain animations such as one of his idle animations will cause his arm to clip through his shield.
**Additionally, certain animations such as one of his idle animations will cause his arm to clip through his shield.
*When Young Link activates his side taunt where Navi flies around his head, if the game is slowed down to 1/4 speed, she can be seen flying into her initial position from offscreen. This suggests that Navi's model is kept somewhere offscreen and changes location on activation of the taunt; however, when the taunt ends, she returns back into his hat like normal and does not appear to fly back offscreen.
*When Young Link activates his side taunt where Navi flies around his head, if the game is slowed down to 1/4 speed, she can be seen flying into her initial position from offscreen. This suggests that Navi's model is kept somewhere offscreen and changes location on activation of the taunt, however, when the taunt ends, she returns back into his hat like normal and does not appear to fly back offscreen.
*Young Link, {{SSBU|Marth}}, Lucina, {{SSBU|Roy}}, {{SSBU|Chrom}}, and {{SSBU|Wolf}} are the only characters who use their crouching animation from their previous ''Smash Bros.'' game when holding a small item.
*Young Link, {{SSBU|Marth}}, Lucina, {{SSBU|Roy}}, {{SSBU|Chrom}}, and {{SSBU|Wolf}} are the only characters that use their crouching animation from their previous ''Smash Bros.'' game when holding a small item.
**Out of all of them, Young Link is the only one who doesn't revert to their previous idle pose when holding a small throwable item.
**Out of all of them, Young Link is the only one who's doesn't revert to his previous idle pose when holding a small throwable item.
*When performing a [[wall jump]], Young Link does not directly touch the wall before the jump, which is best seen when wall jumping on the {{b|Training|stage}} stage.
*When performing a [[wall jump]], Young Link does not directly touch the wall before the jump, which is best seen when wall jumping on the {{b|Training|stage}} stage.
*Young Link's [[Star KO]] voice clip begins with a short pause, as it did in ''Melee''. He is one of two to have this oddity, the other being {{SSBU|Ivysaur}}.
*Young Link's [[Star KO]] voice clip begins with a short pause, as it did in ''Melee''. He is one of two to have this oddity, the other being {{SSBU|Ivysaur}}.

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