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{{Infobox Character | {{Infobox Character | ||
|name = Young Link | |name = Young Link | ||
|image = [[File:Young Link SSBU.png| | |image = [[File:Young Link SSBU.png|250px]] | ||
|game = SSBU | |game = SSBU | ||
|ssbgame1 = SSBM | |ssbgame1 = SSBM | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Young Link''' ({{ja|こどもリンク|Kodomo Rinku}}, ''Young Link'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed as playable alongside his former successor {{SSBU|Toon Link}} | '''Young Link''' ({{ja|こどもリンク|Kodomo Rinku}}, ''Young Link'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed as playable alongside his former successor {{SSBU|Toon Link}} on June 12th, 2018. Although the changes made to {{SSBU|Link}} were not enough to change Young Link's status as a [[clone]], he is not classified as an Echo Fighter. As such, Young Link is classified as [[Fighter number|Fighter #22]]. | ||
As in ''[[Super Smash Bros. Melee]]'', {{s| | As in ''[[Super Smash Bros. Melee]]'', {{s|zeldawiki|Fujiko Takimoto}}'s portrayals of Young Link from ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''[[zeldawiki:The Legend of Zelda: Majora's Mask|Majora's Mask]]'' were repurposed for ''Ultimate'', with mostly returning voice clips from ''Melee'', and in addition to some new ones sourced from these games. | ||
==How to unlock== | ==How to unlock== | ||
Line 25: | Line 17: | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 6th character unlocked after {{SSBU|Snake}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 6th character unlocked after {{SSBU|Snake}}. | ||
*Have Young Link join the player's party in [[World of Light]]. | *Have Young Link join the player's party in [[World of Light]]. | ||
With the exception of the third method, Young Link must then be defeated on [[Great Bay | With the exception of the third method, Young Link must then be defeated on [[Great Bay]]. | ||
==Attributes== | ==Attributes== | ||
Young Link is a | Young Link is a [[weight|lightweight]] character (same as {{SSBU|Greninja}} and {{SSBU|Isabelle}}) and is actually the lightest of the three Links, being three units lighter than {{SSBU|Toon Link}}. Compared to his descendants, he tends to be in the middle of their movement stats, with Toon Link usually being faster than him, but outclassing the mobility of regular {{SSBU|Link}}. In terms of the rest of the cast, Young Link’s [[dashing speed]] is average, his [[initial dash]] is above average, and his [[air speed]] and [[air acceleration|acceleration]] are both low. His [[falling speed]] is above average, actually being the highest of the Links, however his [[fast fall]]ing speed is slower than Link’s, albeit still above average. Finally, his gravity is average and tied with Link’s. Overall, Young Link’s mobility is very average. | ||
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 worthless, none of Young Link’s moves are competitively unviable and all serve a purpose to his kit. There are two reasons for this. The first being that, like his descendants, he wields a sword. However, in his case, he wields his starting weapon from ''{{iw|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' and ''{{iw|zeldawiki|The Legend of Zelda: Majora’s Mask}}'': the {{iw|zeldawiki|Kokiri Sword}}. Being a sword, the Kokiri Sword grants Young Link disjointed range, 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. The second, and more important, is his outstanding frame data. While Link has been synonymous with poor frame data and a laggy moveset due to his past appearances up until ''Ultimate'', Young Link, on the other hand, has some of the best frame data in the entire game, with many of his moves being infamous for how quickly they come out coupled with 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 [[down tilt]] and [[up tilt]] are specifically designed to start combos, with both simply 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 or be used to jab lock opponents and set up for down tilt into an aerial combo. However, his aerials are truly what gives him the outstanding combo game he has. Most of them are capable of both starting combos as well as continuing them, making their usage very flexible and wide. His [[neutral air]], perhaps his best aerial, is a simple [[sex kick]]. It’s late hit in particular is extremely good for combos, being able to both start and continue combos even 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. The clean hit, on the other hand, is a very reliable “get off me” tool that prevents other combo heavy characters from overwhelming Young Link with combos of their own, as well as providing him with an out of shield option. Overall, the sheer utility of this move has caused it to gain the reputation as one of the best aerials in the game. | |||
[[Forward air|Forward]] and [[back air]] are both designed similarly. Both attacks are combo attacks that consist of a first weak hit that is meant to lead into a second stronger attack that contains knockback. However, these are both meant to be used in different ways. Back air 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 air or another move. Forward air is instead a combo finisher as it comes out slower and is slower overall than back air in exchange for having much more power and knockback, being one of Young Link’s best KO moves. Additionally, both of these moves can be land cancelled before their second hits come out, essentially allowing them another way to set up for combos. [[Up air]] 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 it’s hard to challenge due to it’s disjoint. Additionally, when fresh, it is one of his most potent KO moves and can be comboed into quite flexibly. [[Down air]], while not being a combo tool, serves as a reliable landing option due to it’s lingering hitbox and disjointed range as well as a KO tool at high percents. | |||
Young Link | However, Young Link is not completely reliant upon his superb combo game and his [[special move]]s grant him many more options to work with. [[Fire Arrow]] fires a flaming arrow in front of Young Link. The most notable aspect of this move, much like the rest of Young Link’s moveset, is how fast it is. It contains very little startup and ending lag and even an uncharged arrow travels a respectable distance, making it very useful for zoning. The arrow itself also deals low upwards knockback with high hitstun, essentially making them reliable combo starters, too, provided Young Link is close enough to his opponent. Fire Arrow can also be charged, allowing it to fly further and do more damage than a noncharged arrow. However, this charge cannot be held, unlike moves such as {{SSBU|Samus}}’ [[Charge Shot]]. [[Boomerang]] is slower than Fire Arrow, but comes with the perks of more damage, lasting much longer, 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 another projectile to force the opponent to worry about getting around and granting Young Link stage control. Interestingly, a point blank boomerang is actually safe on shield against most of the cast, something extremely uncharacteristic of a projectile. {{b|Bomb|Link}}s, Young Link’s third and final projectile, are perhaps his most flexible. Using the move will have Young Link pull out and light a bomb before holding it in his hand. Afterwards, the bomb functions as a held item, allowing Young Link to throw it forward, backward, up, and down in addition to being able to drop it and have it lie on the ground until it explodes. Bombs grant 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. Essentially, these three moves allow Young Link to play as a zoner, much like regular Link does. However, Young Link is unique in that, while most zoners’ weaknesses are their poor frame data and inability to get opponents off of them, he 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. While on the topic of his combo game, 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. In the air, it is instead a combo finisher, reliably KOing opponents at the ledge at high percents. | ||
Young Link’s [[grab]] game provides him with some interesting options. Unlike Link, Young Link still retains use of the [[Hookshot]] for his grab, giving him a very long grab range in exchange for his grab being laggier than most. Additionally, the Hookshot itself can be used as a [[grab aerial]] attack, where it has the longest range of any of his aerials, and can confirm into up smash for KOs at higher percents. This grab aerial attack can also allow him to grab onto ledges provided he is close enough, providing him with another recovery option. His forward throw is one of the strongest throws in the game, KOing middleweights at the ledge of Final Destination around 130%. Up and down throws both have combo potential in the low-to-mid percent range. Back throw is the least useful of his throws but can set up for an edgeguard. | |||
While Young | 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. 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. Additionally, Young Link’s recovery, while much better than in ''Melee'', is very exploitable. Due to Spin Attack only covering to the sides of him and not above, he is easily hit out of his recovery and edgeguarded by characters who can hit his head and now come into contact with the hitboxes as well as being vulnerable to characters with counters such as Lucina. | ||
Though, none of these are Young Link’s biggest flaw which is his inconsistent KO ability. While some players may claim Young Link’s KO ability is flat out bad, this is not actually true. Many of his moves including all of his Smash Attacks, forward air, up air, and down air, all possess respectable knockback and can kill at average percentages at worst. What gives him difficulty KOing is his lack of an easy, reliable setup into these moves. The easy setups such as using bombs are not always reliable due to bombs having random knockback at times while the more difficult setups such as ZAir into Up Smash are reliable, but considerably more difficult to pull off due to the attacks themselves often being difficult to land because of Young Link’s small range, especially in the heat of a match. Stale moves also pose a huge threat to Young Link’s KO potential. While moves like forward and up air are very strong in combos, using them to wrack up damage will result in sacrificing them as reliable KO tools later on. As a result, Young Link players must be very vigilant of staling their moves and work to make sure they keep their kill moves as fresh as possible, more so than most other characters. This, when combined with a large number of combos and set ups that need to be memorized, causes Young Link to have a rather high learning curve, especially at top level play. | |||
In summary, Young Link, despite appearing to be very similar to his descendants in terms of his moveset, has a completely unique design and playstyle unlike anybody else in the game. He possesses one of the best zoning and combo games in the cast, 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. However, he must remain very aware of how he uses his moves, as not to stale his finishers too soon, as well as be ready to react to any mistake an opponent makes at high percents in order to take a stock before an opponent’s percentage gets too high and it becomes difficult to KO them in a set-up. Despite rather low representation at top level, most likely due to his high learning curve and inconsistencies, Young Link is regarded as a high tier character, especially with the recent buffs to his KO power in 7.0.0, and the few top level players who have chosen to main him have proven his capability to preform well in tournaments. | |||
==Differences from {{SSBU|Link}}== | ==Differences from {{SSBU|Link}}== | ||
{{incomplete}} | |||
Since Link has been heavily reworked to match his appearance in ''Breath of the Wild'', Young Link effectively functions as a stand-in for Link’s older appearances. Furthermore, as Young Link is based off of ''Ocarina of Time'' rather than ''Twilight Princess'', he is closest to Link’s appearances in ''Smash 64'' and ''Melee''. He retains moves and characteristics from ''Melee'' that Link himself no longer possesses, such as a rapid jab, his dash attack, and Hookshot. These changes significantly [[clone|declone]] Young Link from Link, though just barely not enough to change his full clone status, due to all of his different moves from Link besides his rapid jab being shared with Toon Link. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Young Link | *{{change|Young Link is based on ''The Legend of Zelda: Ocarina of Time'' rather than ''The Legend of Zelda: Breath of the Wild''.}} | ||
*{{change|Young Link wields the Kokiri Sword and Deku Shield instead of the Master Sword and Hylian Shield.}} | |||
*{{change|Young Link wields the | |||
*{{change|Young Link's [[on-screen appearance]], [[taunt]]s, [[idle pose]]s, and two of his [[victory pose]]s are different from Link's.}} | *{{change|Young Link's [[on-screen appearance]], [[taunt]]s, [[idle pose]]s, and two of his [[victory pose]]s are different from Link's.}} | ||
*{{change|All of Young Link's animations are horizontally mirrored from Link's.}} | |||
===Attributes=== | ===Attributes=== | ||
*{{change|Young Link is shorter than Link. While this does make him harder to hit, it also results in him having less reach in his attacks | *{{change|Young Link is shorter than Link. While this does make him harder to hit, it also results in him having less reach in his attacks.}} | ||
*{{nerf|Young Link will sometimes hold his Deku Shield to the side during his walking and idle animations. This makes it less reliable for blocking projectiles.}} | *{{nerf|Young Link will sometimes hold his Deku Shield to the side during his walking and idle animations. This makes it less reliable for blocking projectiles.}} | ||
*{{nerf|Young Link's Kokiri Sword has less of a disjointed range advantage on his attacks than Link, which gives him inferior range when combined with his shorter height.}} | *{{nerf|Young Link's Kokiri Sword has less of a disjointed range advantage on his attacks than Link, which gives him inferior range when combined with his shorter height.}} | ||
*{{change|Young Link deals less knockback for most of his attacks. | *{{change|Young Link deals less knockback for most of his attacks. This overall weakens his KO potential in comparison to Link, but it also grants Young Link access to new combos when combined with his better frame data.}} | ||
*{{buff|Young Link can [[wall jump]], aiding his recovery and ledge play options on stages with walls.}} | *{{buff|Young Link can [[Wall jump|wall jump]], aiding his recovery and ledge play options on stages with walls.}} | ||
*{{buff|Young Link [[ | *{{buff|Young Link [[Walk|walks]] faster than Link (1.247 → 1.26).}} | ||
*{{buff|Young Link [[ | *{{buff|Young Link [[Dash|runs]] faster than Link (1.534 → 1.749).}} | ||
**{{buff|Young Link's initial dash speed is faster than Link's (1.98 → 2.09).}} | **{{buff|Young Link's initial dash speed is faster than Link's (1.98 → 2.09).}} | ||
*{{nerf|Young Link's [[traction]] is slightly lower than Link's (0.113 → 0.105), making it slightly harder for Young Link to punish [[out of shield]].}} | *{{nerf|Young Link's [[traction]] is slightly lower than Link's (0.113 → 0.105), making it slightly harder for Young Link to punish [[out of shield]].}} | ||
*{{change|Young Link's [[air friction]] is slightly lower (0.0038 → 0.00375).}} | *{{change|Young Link's [[air friction]] is slightly lower (0.0038 → 0.00375).}} | ||
*{{buff|Young Link's [[air speed]] is faster than Link's (0.924 → 0.966).}} | *{{buff|Young Link's [[air speed]] is faster than Link's (0.924 → 0.966).}} | ||
*{{buff|Young Link's base [[air acceleration]] is higher than Link's (0.01 → 0.02 | *{{buff|Young Link's base [[air acceleration]] is higher than Link's (0.01 → 0.02).}} | ||
*{{change|Young Link [[Falling speed|falls]] faster (1.6 → 1.8) than Link. However, his [[fast | *{{change|Young Link [[Falling speed|falls]] faster (1.6 → 1.8) than Link. However, his [[Fast fall|fast falling]] speed is slower (3.04 → 2.88).}} | ||
**{{nerf|The difference between Young Link's falling speed and fast falling speed is much lower than Link's (increase: 90% → 60%), which makes it more predictable when landing and gives | **{{nerf|The difference between Young Link's falling speed and fast falling speed is much lower than Link's (increase: 90% → 60%), which makes it more predictable when landing and gives it fewer options in the air.}} | ||
*{{buff|Young Link [[ | *{{buff|Young Link [[Jump|jumps]] higher than Link (27.8 → 33.66 (full hop), 13.38 → 16.26 (short hop), 29 → 33.66 (air jump)).}} | ||
*{{nerf|Young Link is significantly [[Weight|lighter]] than Link (104 → 88). This makes Young Link significantly easier to KO than Link.}} | *{{nerf|Young Link is significantly [[Weight|lighter]] than Link (104 → 88). This makes Young Link significantly easier to KO than Link.}} | ||
**{{buff|However, it also makes him slightly harder to combo when combined with his smaller hurtbox.}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|Young Link's neutral attack can be followed by a neutral infinite and a finisher, unlike Link's.}} | **{{buff|Young Link's a neutral attack can be followed by a neutral infinite and a finisher, unlike Link's.}} | ||
**{{buff|The first hit has much less startup lag (frame | **{{buff|The first hit has much less startup lag (frame 8 → 4).}} | ||
**{{nerf|The second hit has more startup lag (frame 5 → 6).}} | **{{nerf|The second hit has more startup lag (frame 5 → 6).}} | ||
**{{buff|The first and second hits have much less ending lag (FAF 25 → 18 (hit 1), 25 → 17 (hit 2)).}} | **{{buff|The first and second hits have much less ending lag (FAF 25 → 18 (hit 1), 25 → 17 (hit 2)).}} | ||
**{{change|The third hit uses Link's previous animation | **{{change|The third hit uses Link's previous animation that thrusting a sword, instead of swiping vertically.}} | ||
**{{nerf|The third hit | **{{nerf|The third hit have more ending lag (FAF 35 → 36).}} | ||
**{{nerf|All hits deal less damage (3% → 2% (hit 1), 3% → 1.5% (hit 2), 4% → 3.5% (hit 3), 10% → 7% (total)).}} | **{{nerf|All hits deal less damage (3% → 2% (hit 1), 3% → 1.5% (hit 2), 4% → 3.5% (hit 3), 10% → 7% (total)).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{buff|Forward tilt has noticeably less startup lag (frame 15 → 10).}} | **{{buff|Forward tilt has noticeably less startup lag (frame 15 → 10).}} | ||
**{{nerf|It has a shorter hitbox duration (frames 15-19 → 10-12), which also causes it to have one more frame of ending lag despite the shorter total duration (FAF 40 → 34).}} | **{{nerf|It has a shorter hitbox duration (frames 15-19 → 10-12), which also causes it to have one more frame of ending lag despite the shorter total duration (FAF 40 → 34).}} | ||
**{{nerf|It deals less damage (13% → 12% | **{{nerf|It deals less damage (13% → 12%/11%).}} | ||
**{{nerf|It deals noticeably less knockback.}} | |||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{change|Young Link's up tilt uses Link's previous animation, where it starts from the front rather than the back.}} | **{{change|Young Link's up tilt uses Link's previous animation, where it starts from the front rather than the back.}} | ||
**{{nerf|It has more startup lag (frame 8 → 9).}} | **{{nerf|It has more startup lag (frame 8 → 9) and deals less damage (11% → 8%).}} | ||
**{{buff|It has a longer duration (frames 8-12 → 9-14) and less ending lag (FAF 36 → 32).}} | **{{buff|It has a longer duration (frames 8-12 → 9-14) and less ending lag (FAF 36 → 32).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has less startup (frame 10 → 8) and ending lag (FAF 31 → 26), as well as less knockback (90 | **{{buff|Down tilt has less startup (frame 10 → 8) and ending lag (FAF 31 → 26), as well as less knockback (base 90/scaling 30 → 80/25), making it better for combos.}} | ||
**{{buff| | **{{buff|Down tilt launches opponents at a more vertical angle, giving it better combo ability.}} | ||
**{{change|It does not deal consistent damage (9% → 10%/9%/7%).}} | **{{change|It does not deal consistent damage (9% → 10%/9%/7%).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{change|Young Link has a different dash attack: instead of performing the | **{{change|Young Link has a different dash attack: instead of performing the Jump Attack from ''Ocarina of Time'', he performs a lunging downwards slash.}} | ||
**{{buff|It has much less startup (frame 20 → 8) and ending lag (FAF 57 → 35), making it much safer.}} | **{{buff|It has much less startup (frame 20 → 8) and ending lag (FAF 57 → 35), making it much safer.}} | ||
**{{nerf|It deals less damage (14% | **{{nerf|It deals less damage (14%/13%/12% → 11%/10%).}} | ||
**{{nerf|It deals much less knockback.}} | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{nerf|The first hit of Young Link's forward smash cannot fire | **{{nerf|The first hit of Young Link's forward smash cannot fire beams at 0%.}} | ||
**{{buff|The first hit has less startup (frame 17 → 15) and ending lag (FAF 51 → 48 | **{{buff|The first hit has less startup (frame 17 → 15) and ending lag (FAF 51 → 48).}} | ||
**{{change|The first hit always deals lower damage ( | **{{change|The first hit always deals lower damage (14%/7% → 6%) and knockback.}} | ||
**{{nerf|The second hit has more startup lag (frame 10 → 11).}} | **{{nerf|The second hit has more startup lag (frame 10 → 11).}} | ||
**{{buff|The second hit has much less ending lag (FAF 61 → 50).}} | **{{buff|The second hit has much less ending lag (FAF 61 → 50).}} | ||
**{{nerf|The second hit deals less damage (13% | **{{nerf|The second hit deals less damage (13% → 12%/10%).}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|Up smash has noticeably less ending lag (FAF 78 → 70).}} | **{{buff|Up smash has noticeably less ending lag (FAF 78 → 70).}} | ||
**{{nerf|The first two hits have a slightly shorter duration (10-15 → 10-14 (hit 1), 25-30 → 25-29 (hit 2)).}} | **{{nerf|The first two hits have a slightly shorter duration (10-15 → 10-14 (hit 1), 25-30 → 25-29 (hit 2)).}} | ||
**{{nerf|The first and third hits deal less damage (4% → 3% (hit 1), 11%/10%/9% → 8%/7% (hit 3)) and the knockback in the | **{{nerf|The first and third hits deal less damage (4% → 3% (hit 1), 11%/10%/9% → 8%/7% (hit 3)) and the knockback in the final hit wasn't fully compensated (base 60/ scaling 96 → 75/108), hindering its KO potential.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has less startup (frame 12 → 9) and ending lag (FAF 55 → 50).}} | **{{buff|Down smash has less startup (frame 12 → 9 (hit 1), frame 24 → 21 (hit 2)) and ending lag (FAF 55 → 50).}} | ||
**{{nerf|Both hits deal less damage (17%/16%/14% → | **{{nerf|Both hits deal less damage (17%/16%/14% → 12%/11%/10% (hit 1), 13%/10% → 10%/9% (hit 2)).}} | ||
**{{change|The first hit | **{{change|The first hit does not have vertical knockback.}} | ||
===Aerial attacks=== | ===Aerial attacks=== | ||
Line 143: | Line 114: | ||
**{{buff|Neutral aerial has less startup lag (frame 7 → 4).}} | **{{buff|Neutral aerial has less startup lag (frame 7 → 4).}} | ||
**{{nerf|It has a shorter hitbox duration (frames 7-31 → 4-27), which also causes it to have one frame more ending lag despite the shorter total duration (FAF 39 → 36).}} | **{{nerf|It has a shorter hitbox duration (frames 7-31 → 4-27), which also causes it to have one frame more ending lag despite the shorter total duration (FAF 39 → 36).}} | ||
**{{change|The clean hit deals consistent damage (11%/9% → 10%).}} | |||
**{{change|The clean hit deals consistent damage (11%/9% → 10% | |||
**{{nerf|The late hit deals less damage (6% → 5%).}} | **{{nerf|The late hit deals less damage (6% → 5%).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial's first hit has less startup lag (frame 16 → 14).}} | **{{buff|Forward aerial's first hit has less startup lag (frame 16 → 14).}} | ||
**{{buff|It has much less ending lag (FAF 52 → 41) | **{{buff|It has much less ending lag (FAF 52 → 41).}} | ||
**{{buff|It has noticeably less landing lag (11 frames → 6).}} | **{{buff|It has noticeably less landing lag (11 frames → 6).}} | ||
**{{nerf|Both hits deal less damage (8% → 6% (hit 1), 10% → 8%/7% (hit 2)).}} | |||
**{{nerf|Both hits deal less damage (8% → 6% (hit 1), 10% → 8%/7% (hit 2) | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial's second hit has more startup lag (frame 15 → 18).}} | **{{nerf|Back aerial's second hit has more startup lag (frame 15 → 18).}} | ||
**{{buff|It has less ending lag (FAF 31 → 30).}} | **{{buff|It has less ending lag (FAF 31 → 30).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has noticeably less startup lag with a longer active duration (frames 11-40 → 5-49), making it safer to use and decreasing its ending lag compared to the hitbox.}} | **{{buff|Up aerial has noticeably less startup lag with a longer active duration (frames 11-40 → 5-49), making it safer to use and decreasing its ending lag compared to the hitbox.}} | ||
**{{nerf|The late hit deals less damage (13% → 12%).}} | |||
**{{nerf|The late hit deals less damage (13% → 12%) | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial has less startup lag with a longer active duration (frames | **{{buff|Down aerial has less startup lag with a longer active duration (frames 15-64 → 13-64).}} | ||
***{{nerf|However, the clean hit has a shorter active duration (frames | ***{{nerf|However, the clean hit has a shorter active duration (frames 16-19 → 13-15).}} | ||
**{{buff|It has less landing lag (19 frames → 17).}} | **{{buff|It has less landing lag (19 frames → 17).}} | ||
**{{ | **{{nerf|It does not have a [[meteor smash]] hitbox.}} | ||
**{{nerf|The bounce-off hit deals less damage (11% → 9%).}} | |||
**{{nerf|The bounce-off hit deals less damage (11% → 9% | |||
===Throws and other attacks=== | ===Throws and other attacks=== | ||
*[[Grab]] | *[[Grab|Grabs]]: | ||
**{{change|Young Link retains the [[Hookshot]] while Link no longer has a [[tether grab]].}} | **{{change|Young Link retains the [[Hookshot]] while Link no longer has a [[tether grab]].}} | ||
***{{buff|Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).}} | ***{{buff|Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).}} | ||
Line 185: | Line 142: | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw deals slightly more damage (2.5% → 3% (throw), 5.5% → 6% (total)).}} | **{{buff|Forward throw deals slightly more damage (2.5% → 3% (throw), 5.5% → 6% (total)).}} | ||
**{{buff|It deals | **{{buff|It deals signficantly more knockback, allowing it to KO under 140% at the edge.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{buff|Back throw deals slightly more damage (2.5% → 3% (throw), 5.5% → 6% (total)).}} | **{{buff|Back throw deals slightly more damage (2.5% → 3% (throw), 5.5% → 6% (total)).}} | ||
**{{buff|It deals more knockback | **{{buff|It deals more knockback, allowing it to KO under 200% at the edge.}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{nerf|Up throw deals less damage (5% → 4% (hit 1), 7% → 6% (total) | **{{nerf|Up throw deals less damage (5% → 4% (hit 1), 7% → 6% (total)).}} | ||
*[[Edge attack]]: | *[[Edge attack]]: | ||
**{{change|Edge attack has Young Link swipe his sword in front of himself, unlike Link who stabs forward.}} | **{{change|Edge attack has Young Link swipe his sword in front of himself, unlike Link who stabs forward.}} | ||
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*[[Fire Arrow]]: | *[[Fire Arrow]]: | ||
**{{buff|Fire Arrow less startup lag (frame 16 → 14) than Link's [[Bow and Arrows]].}} | **{{buff|Fire Arrow less startup lag (frame 16 → 14) than Link's [[Bow and Arrows]].}} | ||
**{{nerf|It has a signficantly shorter duration (frames 16-61 → 14-48).}} | |||
**{{nerf|It has more ending lag (FAF 35 → 38).}} | |||
**{{buff|It deals more knockback and launches upward instead of away, increasing his combo ability and making the move safer on hit up close.}} | |||
**{{nerf| | |||
**{{ | |||
**{{buff|It deals more knockback | |||
**{{change|It deals [[flame]] damage (hence the name).}} | **{{change|It deals [[flame]] damage (hence the name).}} | ||
**{{ | **{{nerf|Its projectiles move slower, causing them to travel less distance.}} | ||
*[[Boomerang]]: | *[[Boomerang]]: | ||
**{{buff|Boomerang deals more damage (8% (clean) | **{{buff|Boomerang deals more damage (8% → 11% (clean), 6% → 7% (late)), which increases further if used as a smash special move (9.6% → 13.2% (clean), 7.2% → 8.4% (late)).}} | ||
**{{nerf|The return hitbox deals less damage (3% → 2%).}} | **{{nerf|The return hitbox deals less damage (3% → 2%).}} | ||
**{{ | **{{nerf|The clean hit has a much shorter duration (frames 27-36 → 27-29).}} | ||
*[[Spin Attack]]: | *[[Spin Attack]]: | ||
**{{buff| | **{{buff|Grounded Spin Attack lands multiple hits instead of one, allowing it to trap opponents within its hitboxes, and the late hitboxes inflict more damage.}} | ||
**{{buff|Grounded Spin Attack launches opponents upwards, allowing for more follow-ups.}} | |||
**{{buff| | **{{nerf|Grounded Spin Attack deals catastrophically less knockback. As a result, it is not a viable KO move unlike Link's.}} | ||
**{{nerf| | |||
*[[Bomb (Link)|Bomb]]: | *[[Bomb (Link)|Bomb]]: | ||
**{{change|Young Link retains Link's original [[Bomb (Link)|bombs]] that detonate automatically, instead of the [[Remote Bomb]].}} | **{{change|Young Link retains Link's original [[Bomb (Link)|bombs]] that detonate automatically, instead of the [[Remote Bomb]].}} | ||
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*[[Triforce Slash]]: | *[[Triforce Slash]]: | ||
**{{change|Young Link's Final Smash is [[Triforce Slash]], which was Link's Final Smash in his previous appearances.}} | **{{change|Young Link's Final Smash is [[Triforce Slash]], which was Link's Final Smash in his previous appearances.}} | ||
==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
Young Link has been | Young Link has been heavily 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'', | Young Link's speed has been improved from ''Melee'', not just in terms of his mobility, but also his attacks, as many of them 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 | 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. Bombs 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]] | 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 {{b|Bomb|Link}}s, 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. | 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). Additionally, his down tilt and down aerial no longer have [[meteor smash]] hitboxes, meaning that Young Link gains no benefits from the removal of [[Meteor smash#Meteor canceling|meteor canceling]]. In terms of gameplay changes, the changes to [[air dodging]] also hinder Young Link's mobility, as [[wavedashing]] and wavelanding are significantly less effective due to their increased landing lag. Some of Young Link's weaknesses from ''Melee'' also remain, most notably his below average range for a swordfighter (despite it improving in the transition) and his still limited KOing ability. | ||
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 | 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 require use of 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, even with the higher knockback on some of his moves and his new hit confirms, his KOing ability remains below average, which combined with his short range means Young Link still has to take risks in order to KO the opponent. Regardless, Young Link is a significantly better character than he was in ''Melee'', with a larger playerbase in competitive play consisting of players such as {{Sm|colinies}}, {{Sm|SKITTLES!!}}, {{Sm|Supahsemmie}}, {{Sm|T}}, {{Sm|Toast}} and {{Sm|Tweek}}, who have demonstrated Young Link's strong potential when mastered. As a result, Young Link is commonly considered to be a high tier character, though due to other characters receiving similar improvements such as {{SSBU|Greninja}}, {{SSBU|Mario}}, {{SSBU|Pikachu}}, {{SSBU|Palutena}}, {{SSBU|Roy}}, {{SSBU|R.O.B.}}, and {{SSBU|Wolf}}, his true tier placement remains debatable. | ||
{{SSB4 to SSBU changelist|char=Young Link}} | {{SSB4 to SSBU changelist|char=Young Link}} | ||
==Update history== | ==Update history== | ||
Young Link received a mix of buffs | Young Link received a mix of buffs and nerfs in game updates, but was buffed overall. The nerfs to the shield damage of various projectiles in update 3.0.0 affect Young Link more negatively than most other characters. However, the version 7.0.0 update gave Young Link increased knockback on many of his attacks, allowing for more KO options. | ||
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | ||
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'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|10.1.0}}''' | ||
{{UpdateList (SSBU)/10.1.0|char=Young Link}} | {{UpdateList (SSBU)/10.1.0|char=Young Link}} | ||
==Moveset== | ==Moveset== | ||
*While | *While standing still, walking, or crouching, incoming [[projectile]]s that hit Young Link's [[Shield (Link)|Deku Shield]] will deal no damage and simply push him back. It can block any amount of projectiles regardless of power. | ||
*Young Link can [[wall jump]]. | *Young Link can [[wall jump]]. | ||
*Young Link possesses a [[tether]] attack | *Young Link possesses a [[tether]] attack and grab. | ||
''For a gallery of Young Link's hitboxes, see [[Young Link (SSBU)/Hitboxes|here]].'' | ''For a gallery of Young Link's hitboxes, see [[Young Link (SSBU)/Hitboxes|here]].'' | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=3.5% | |neutral3dmg=3.5% | ||
|neutralinfdmg=0.3% (loop), 2.5% (last) | |neutralinfdmg=0.3% (loop), 2.5% (last) | ||
|neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. If button mashed, Young Link instead performs a rapid flurry of slashes before concluding with an upward slash. The standard neutral attack is based on the final series of strikes that | |neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. If button mashed, Young Link instead performs a rapid flurry of slashes before concluding with an upward slash. The standard neutral attack is based on the final series of strikes that he does to [[Ganondorf|Ganon]] in ''The Legend of Zelda: Ocarina of Time''. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=12% (base), 11% (tip) | |ftiltdmg=12% (base), 11% (tip) | ||
|ftiltdesc=A lunging downward slash. It resembles the [[zeldawiki: | |ftiltdesc=A lunging downward slash. It resembles the [[zeldawiki:Targeting|Z-Targeting]] slash he uses in ''The Legend of Zelda: Ocarina of Time'' and ''The Legend of Zelda: Majora's Mask''. It comes out on frame 10 with low ending lag, yet it has good power for its speed, making it a reliable KO option. However, the tip of the sword is a sourspot. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=8% | |utiltdmg=8% | ||
|utiltdesc=An overhead arcing clash. A reliable combo starter that can combo into itself or into Young Link's aerials. | |utiltdesc=An overhead arcing clash. A reliable combo starter that can combo into itself or into Young Link's aerials. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% (base), 9% (middle), 7% (tip) | |dtiltdmg=10% (base), 9% (middle), 7% (tip) | ||
|dtiltdesc=A kneeling inward slash. It has minimal knockback and launches the opponent vertically, allowing it to easily chain into all of his aerials at almost any percent, allowing for KO confirms into aerial Spin Attack and forward aerial. One of Young Link's best combo tools. It deals more damage closer to the base of the sword. | |dtiltdesc=A kneeling inward slash. It has minimal knockback and launches the opponent vertically, allowing it to easily chain into all of his aerials at almost any percent, allowing for KO confirms into aerial Spin Attack and forward aerial. One of Young Link's best combo tools. It deals more damage closer to the base of the sword. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (base), 10% (tip) | |dashdmg=11% (base), 10% (tip) | ||
|dashdesc=A lunging downward slash. It comes out quickly at frame 8 without a large amount of ending lag, and it has decent power, giving it some KO potential at the ledge. Just like | |dashdesc=A lunging downward slash. It comes out quickly at frame 8 without a large amount of ending lag, and it has decent power, giving it some KO potential at the ledge. Just like other attacks, the tip of the Kokiri Sword deals less damage. | ||
|fsmashcount=2 | |fsmashcount=2 | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|6}} | |fsmashdmg={{ChargedSmashDmgSSBU|6}} | ||
|fsmash2dmg={{ChargedSmashDmgSSBU|12}} (base), {{ChargedSmashDmgSSBU|10}} (tip) | |fsmash2dmg={{ChargedSmashDmgSSBU|12}} (base), {{ChargedSmashDmgSSBU|10}} (tip) | ||
|fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Young Link will perform a single-handed outward slash. The first hit deals almost no knockback but is a natural combo into the second hit, which deals powerful knockback. Is somewhat fast for a forward smash, coming out on frame 15. Can be | |fsmashdesc=A two-handed, lunging downward slash. If the attack button is pressed again, Young Link will perform a single-handed outward slash. The first hit deals almost no knockback but is a natural combo into the second hit, which deals powerful knockback. Is somewhat fast for a forward smash, coming out on frame 15. Can be combo'd into from neutral aerial's late hit and aerial Hookshot. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-2), {{ChargedSmashDmgSSBU|8}} (hit 3 base), {{ChargedSmashDmgSSBU|7}} (hit 3 tip) | |usmashdmg={{ChargedSmashDmgSSBU|3}} (hits 1-2), {{ChargedSmashDmgSSBU|8}} (hit 3 base), {{ChargedSmashDmgSSBU|7}} (hit 3 tip) | ||
|usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. Unlike in ''Melee'', it is no longer capable of creating long juggles due to its increased lag and knockback, although this also makes it significantly more effective as a KO move. The first two slashes trap opponents, with the third hit launching them vertically. Decently powerful, but the move's long duration makes it easy to punish if whiffed. It was buffed in update 7.0. | |usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. Unlike in ''Melee'', it is no longer capable of creating long juggles due to its increased lag and knockback, although this also makes it significantly more effective as a KO move. The first two slashes trap opponents, with the third hit launching them vertically. Decently powerful, but the move's long duration makes it easy to punish if whiffed. It was buffed in update 7.0., being noticeably stronger than before. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|13}} (front base), {{ChargedSmashDmgSSBU|10}} (front tip), {{ChargedSmashDmgSSBU|12}} (back base), {{ChargedSmashDmgSSBU|9}} (back tip) | |dsmashdmg={{ChargedSmashDmgSSBU|13}} (front base), {{ChargedSmashDmgSSBU|10}} (front tip), {{ChargedSmashDmgSSBU|12}} (back base), {{ChargedSmashDmgSSBU|9}} (back tip) | ||
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. | |dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. Both hits are semi-spikes, making them good for edgeguarding, and is stronger from the front than from the back. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late) | |nairdmg={{ShortHopDmgSSBU|10}} (clean), {{ShortHopDmgSSBU|5}} (late) | ||
|nairdesc=A flying kick. It is a [[sex kick]] and one of the fastest aerials in the game at frame 4, making it a very good option to get opponents off of him. Additionally, it has extremely low landing lag, can autocancel in a short hop, and | |nairdesc=A flying kick. It is a [[sex kick]] and one of the fastest aerials in the game at frame 4, making it a very good option to get opponents off of him. Additionally, it has extremely low landing lag, can autocancel in a short hop, and has just as strong of an offense use, as the late hit can function both as a combo starter or can be used in the middle of a combo to lead into a variety of moves. It also has decent power, as it can KO at high percents when edgeguarding. Overall, it is commonly regarded as one of the best aerials in the game and is a vital part of Young Link's combo game. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|6}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2, base), {{ShortHopDmgSSBU|7}} (hit 2, tip) | |fairdmg={{ShortHopDmgSSBU|6}} (hit 1), {{ShortHopDmgSSBU|8}} (hit 2, base), {{ShortHopDmgSSBU|7}} (hit 2, tip) | ||
|fairdesc=Two alternating, spinning outward slashes. The first hit traps opponents into the second hit, which deals reasonably high knockback, making it useful for knocking opponents offstage or | |fairdesc=Two alternating, spinning outward slashes. The first hit traps opponents into the second hit, which deals reasonably high knockback, making it useful for knocking opponents offstage or killing them outright at higher percents. Landing on the ground after the first hit but before the second will cancel the move, allowing for a follow-up into a different attack. It can autocancel in a full hop. | ||
|bairname= | |bairname= | ||
|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. It comes out on frame 6 and has the | |bairdesc=A hook kick followed by a mid-level roundhouse kick. It comes out on frame 6 and has the lowest ending lag of his aerials. Functions similarly to his forward aerial, including the ability to drag down foes with the first hit, but trades range and power for reduced start-up. Despite this, it possesses a somewhat disjointed hitbox, and its first hit can reliably KO into any of his smash attacks. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late) | |uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late) | ||
|uairdesc=The {{ | |uairdesc=The {{s|zeldawiki|Up Thrust}}. It has a long active duration, and its high damage and knockback allow it to KO at around 130% with the clean hit, but despite that, it has very fast start-up at frame 5. However, its long active duration makes it punishable if not used carefully, and it has a strict autocancel window, as it can only autocancel in a double jump. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late), {{ShortHopDmgSSBU|9}} (bounce) | |dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late), {{ShortHopDmgSSBU|9}} (bounce) | ||
|dairdesc=The {{ | |dairdesc=The {{s|zeldawiki|Down Thrust}}. Unlike Link's similar move, it does not meteor smash even with the clean hit. Deals high knockback, making it one of Young Link's most reliable aerial KO moves, but is dangerous to use offstage due to its long duration and high ending lag. Landing the clean hit on an opponent or their shield will cause Young Link to bounce upwards. | ||
|zairname=Midair Hookshot | |zairname=Midair Hookshot | ||
|zairdmg=4% | |zairdmg=4% | ||
|zairdesc= | |zairdesc=Shoots his {{s|zeldawiki|Hookshot}} forward. Can be used to [[Tether recovery|grab stage ledges]]. As of update 7.0., it now has above-average hitstun and faster start-up, making it an excellent combo starter at nearly any percent, even allowing for KO confirms into up smash, forward smash, or forward aerial. | ||
|grabname=[[Hookshot]] | |grabname=[[Hookshot]] | ||
|grabdesc=Fires his Hookshot forward. | |grabdesc=Fires his Hookshot straight forward. Functions as a tether grab and can be used for tether recovery. Like other tether grabs, it has higher lag than normal grabs in exchange for much longer range. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc= | |pummeldesc=Quickly hits the opponent with the pommel of the Kokiri Sword. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 3% (throw) | |fthrowdmg=3% (hit 1), 3% (throw) | ||
|fthrowdesc=A front kick. | |fthrowdesc=A jumping front kick. It is easily Young Link's strongest throw, and one of the strongest forward throws in the game, starting to KO middleweights around 130% from the edge of [[Final Destination]], which makes it a reliable KO throw. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=3% (hit 1), 3% (throw) | |bthrowdmg=3% (hit 1), 3% (throw) | ||
|bthrowdesc=A back kick. Launches at a high angle, but has low ending lag and relatively low knockback growth, potentially leading into edgeguard setups. It is also capable of KOing around 180% from the edge of Final Destination. | |bthrowdesc=A back kick. Launches at a high angle, but has low ending lag and relatively low knockback growth, potentially leading into edgeguard setups. It is also capable of KOing around 180% from the edge of Final Destination. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=4% (hit 1), 2% (throw) | |uthrowdmg=4% (hit 1), 2% (throw) | ||
|uthrowdesc= | |uthrowdesc=Raises the opponent overhead and slashes them upward. It starts to KO around 190% on Final Destination. If the initial sword slash hits another opponent, they will be launched at a very low angle, allowing for edgeguard setups. It has some combo potential at low-to-mid percents. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (hit 1), 3% (throw) | |dthrowdmg=3% (hit 1), 3% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. | |dthrowdesc=Pins the opponent to the ground and performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. It can be used as a combo starter, although not reliable as in ''Melee''. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|nsname=Fire Arrow | |nsname=Fire Arrow | ||
|nsdmg=4%-12% | |nsdmg=4%-12% | ||
|nsdesc= | |nsdesc=Uses the {{s|zeldawiki|Fairy Bow}} to fire a {{s|zeldawiki|Fire Arrow}}. It can be charged up for more power and range. The arrows send opponents at an upwards angle with low knockback and high hitstun, making it a good aerial combo starter. In addition, it has low start-up and ending lag, making it an excellent combo/spacing tool all around. | ||
|ssname=Boomerang | |ssname=Boomerang | ||
|ssdmg=11% (close, normal throw), 13.2% (close, smash throw), 7% (far), 2% (return) | |ssdmg=11% (close, normal throw), 13.2% (close, smash throw), 7% (far), 2% (return) | ||
|ssdesc=Throws his {{ | |ssdesc=Throws his {{s|zeldawiki|Boomerang}} forward. It can be angled diagonally and deals damage when returning to Young Link. It can combo into an aerial at most percents. | ||
|usname=Spin Attack | |usname=Spin Attack | ||
|usdmg=1%-1.6% (grounded hits 1-10), 3%-4.8% (grounded hit 11), 3% (aerial hit 1), 2% (aerial hits 2-4), 3% (aerial hit 5) | |usdmg=1%-1.6% (grounded hits 1-10), 3%-4.8% (grounded hit 11), 3% (aerial hit 1), 2% (aerial hits 2-4), 3% (aerial hit 5) | ||
|usdesc=[[zeldawiki:Spin Attack| | |usdesc=[[zeldawiki:Spin Attack|A series of spinning, outward slashes]]. It has very quick start-up, making it a potent out-of-shield option. Just like the Spin Attack of the other two Link incarnations, it can be charged when grounded for more damage. Similarly to Toon Link's version of the move, it hits multiple times on the ground, with the final hit launching opponents. However, Young Link's version of the Spin Attack is different than the variants the other Links have: instead of dealing strong horizontal knockback, Young Link's Spin Attack deals weak vertical knockback, making it unviable as a KO tool but useful as a combo starter. The aerial version can carry opponents to the upper blast line, and KO them there at high enough percents. | ||
|dspage=Bomb_(Link) | |dspage=Bomb_(Link) | ||
|dsname=Bomb | |dsname=Bomb | ||
|dsdmg=2%-2.4% (hits 1-4) | |dsdmg=2%-2.4% (hits 1-4) | ||
|dsdesc=Pulls out a {{ | |dsdesc=Pulls out a {{s|zeldawiki|Bomb}}. Just like in ''Melee'', the explosion from the bomb hits multiple times. The bomb explodes after hitting a surface or enemy, or after enough time passes. The bomb's weak knockback makes it useful as a combo starter. It can be used to extend Young Link's recovery, as the damage from the explosion will take him out of helplessness. | ||
|fsname=Triforce Slash | |fsname=Triforce Slash | ||
|fsdmg= | |fsdmg=60% | ||
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them and any bystanders. | |fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them and any bystanders. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Descends from | *Descends onto the stage while surrounded by rays of blue light that shine down from the sky, referencing the Ocarina of Time's powers. Upon landing, he equips the Kokiri Sword and Deku Shield. This is akin to [[Link (SSB)|his older self]]'s on-screen appearance in ''SSB''. | ||
<gallery> | <gallery> | ||
YoungLinkOnScreenAppearanceSSBU.gif|Young Link's on-screen appearance | YoungLinkOnScreenAppearanceSSBU.gif|Young Link's on-screen appearance | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Holds the | *'''Up taunt''': Holds the Kokiri Sword up in the air. | ||
*'''Side taunt''': Places the | *'''Side taunt''': Places the Deku Shield on his back and watches [[Navi]] fly around him. | ||
*'''Down taunt''': Sheaths the Kokiri Sword and places the Deku Shield on his back and takes a drink of | *'''Down taunt''': Sheaths the Kokiri Sword and places the Deku Shield on his back and takes a drink of Lon Lon Milk. | ||
<gallery> | <gallery> | ||
SSBUYoungLinkTaunt1.gif|Young Link's up taunt. | SSBUYoungLinkTaunt1.gif|Young Link's up taunt. | ||
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===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
*Looks around himself | *Looks around himself. | ||
*Kicks the toes of his boots on the ground, as if knocking off the dirt | *Kicks the toes of his boots on the ground, as if knocking off the dirt. | ||
<gallery> | <gallery> | ||
SSBUYoungLinkIdle1.gif|Young Link's first idle pose | SSBUYoungLinkIdle1.gif|Young Link's first idle pose | ||
SSBUYoungLinkIdle2.gif|Young Link's second idle pose | SSBUYoungLinkIdle2.gif|Young Link's second idle pose | ||
</gallery> | </gallery> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
| | |[[File:Young Link Cheer English SSBU.ogg|center]]||[[File:Young Link Cheer Japanese SSBU.ogg|center]]||[[File:Young Link Cheer Italian SSBU.ogg|center]]||[[File:Young Link Cheer Dutch SSBU.ogg|center]]||[[File:Young Link Cheer French SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
| | |Jon - ger Link! || Liiiink niño! || Yu - nyy Link! || So - nyeon Lin - gkeu! | ||
|} | |} | ||
</div> | </div> | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' While holding | *'''Left:''' While holding his sword in a reverse grip, adjusts his belt and flicks his nose. Based on one of Young Link's idle animations in ''Ocarina of Time''. | ||
*'''Up:''' | *'''Up:''' Stabs forward with his sword, then holds it up, giving off a battle cry. This is identical to one of Link's poses other than the camera angle. | ||
*'''Right:''' Sheathes | *'''Right:''' Sheathes his sword, dusts his hands off, and puts them on his hips while grinning. | ||
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]] | [[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]] | ||
<gallery> | <gallery> | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
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'', winning 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. 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. Tweek went on to drop the character in favor of {{SSBU|Pokémon Trainer}} and {{SSBU|Wario}}. As a result, Young Link was then seen as a high-tier or an upper-mid tier. In 2020, patch 7.0.0. was released, granting Young Link a multitude of buffs, which fixed his problem of KO'ing at higher percents and having a confirm off of his grab aerial, or z-air. This caused many to again consider him a competitive high-tier or top-tier and the best fighter from ''The Legend of Zelda''. Because of this, coming out of nowhere, {{Sm|Toast}} amazed the crowd with his breakout performance at {{Trn|Frostbite 2020}}, placing 7th, taking sets off of many top players, including {{Sm|Samsora}} and {{Sm|Light|p=Connecticut}}. | |||
In the online scene, due to the COVID-19 pandemic, Young Link has a more prominent representation and a much stronger pick in Wi-Fi tournaments. His safe aerials and already strong projectiles are buffed online due to increased lag and reaction time being taken into account. Currently, the character's Wi-Fi meta is being represented by players such as {{Sm|SKITTLES!!}} and {{Sm|colinies}}. | |||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''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.'' | |||
''See also: [[:Category:Young Link professionals (SSBU)]]'' | |||
====Active==== | |||
*{{Sm|Alphicans|Canada}} - Has a strong Young Link secondary. Placed 5th at {{Trn|The Pinnacle 2018}} with solo Young Link, as well as 1st at {{Trn|Salt Flats 2019}} and 9th at {{Trn|SKL: Prairie Pummel}} as one of his characters. Has wins over {{Sm|Jw}}, {{Sm|Lemmon}}, and {{Sm|Slime}}. | |||
*{{Sm|Biddy|USA}} - The best Young Link player in Tri-state. Placed 4th at {{Trn|Player's Ball Ultimate}}, 13th at {{Trn|The Scarlet Classic V}} and 65th at both {{Trn|EVO 2019}} and {{Trn|Glitch 7 - Minus World}}. Has wins over {{Sm|Wishes}}, {{Sm|LeoN}}, {{Sm|Suarez}}, {{Sm|Jul}}, {{Sm|Mew2King}}, and {{Sm|The Great Gonzales}}. | |||
*{{Sm|colinies|USA}} - One of the best Young Link players in the United States. Placed 1st at {{Trn|Steel City Showdown}}, 3rd at {{Trn|COST 2019}}, and 17th at {{Trn|Collision 2019}}. Ranked 2nd on the [[Ohio Smash Ultimate Power Rankings]]. | |||
*{{Sm|Felker|France}} - One of the best Young Link players in Europe. Placed 13th at {{Trn|Le Colossel de M3R}}, 17th at {{Trn|European SEL Clash}}, 25th at both {{Trn|Stunfest 2019}} and {{Trn|Syndicate 2019}}, and 49th at {{Trn|Ultimate Fighting Arena 2019}}. Has wins over {{Sm|Leon}}, {{Sm|Maeda}}, and {{Sm|WhYYZ}}. | |||
*{{Sm|Jdizzle|Australia}} - The best Young Link player in Australia. Placed 1st at {{Trn|BigWinChampionship 2}}, 3rd at {{Trn|Phantom 2019}}, and 7th at {{Trn|Expand Gong 4}}. | |||
*{{Sm|Kobe|USA}} - One of the best active Young Link players in the world. Placed 13th at both {{Trn|Smash Conference United}} and {{Trn|Come to Papa 3}}, 33rd at {{Trn|GENESIS 6}}, and 49th at {{Trn|CEO 2019}}. | |||
*{{Sm|Kyros|USA}} - Placed 7th at {{Trn|2GG: All In}} and 65th at {{Trn|Frostbite 2020}}. Has wins over {{Sm|ChocoTaco}}, {{Sm|Aikota}}, {{Sm|Runes}}, {{Sm|ChillyChilli}}, {{Sm|BONK!}}, and {{Sm|Cyro}}. | |||
*{{Sm|Mr.R|Netherlands}} (#44) - Uses Young Link as a secondary. Placed 2nd at {{Trn|DreamHack Winter 2019}} and 9th at {{Trn|2GG: SwitchFest 2019}} using mainly Young Link. Notably reverse 3-0'd {{Sm|Leffen}} with the character. | |||
*{{Sm|RFang|USA}} (#45) - Co-mains Young Link and {{SSBU|Pichu}}. Placed 5th at {{Trn|Clash Of The Carolinas III}}, 49th at {{Trn|GENESIS 7}}, and 65th at {{Trn|Frostbite 2020}} using both characters. | |||
*{{Sm|SKITTLES!!|USA}} - The best Young Link player in Nebraska. Placed 1st at [https://smash.gg/tournament/pg-keys-to-evo-smash-ultimate-final-showdown/events PG Keys to EVO: Smash Ultimate Final Showdown], 9th at {{Trn|Paradigm Shift 2019}}, and 25th at {{Trn|Low Tier City 7}}. Ranked 1st on the [[Nebraska Power Rankings#Ultimate|Nebraska Ultimate Power Rankings]] and 24th on the [[Wi-Fi Warrior Rank]]. | |||
*{{Sm|SS|USA}} - The best Young Link player in Arizona. Placed 2nd at {{Trn|Ascension II}}, 3rd at {{Trn|Ascension}}, and 9th at both {{Trn|Ascension III}} and {{Trn|Ascension IV}}. | |||
*{{Sm|Suinoko|Japan}} - The best Young Link player in Japan. Placed 9th at {{Trn|KVOxTSB 2019}}, 17th at {{Trn|Sumabato SP 4}}, 25th at {{Trn|Umebura Japan Major 2019}}, and 33rd at both {{Trn|EVO Japan 2020}} and {{Trn|Umebura SP 3}} with solo Young Link. | |||
*{{Sm|Supahsemmie|Netherlands}} - The best Young Link player in Europe. Placed 1st at {{Trn|Elysium: Yggdrasil}} and {{Trn|Lightning: Volume 3}}, 7th at {{Trn|The Ultimate Performance}}, and 13th at {{Trn|Syndicate 2019}} and {{Trn|Valhalla III}}. | |||
*{{Sm|Toast|USA}} - The best active Young Link player in the world after {{Sm|Tweek}} dropped the character. Placed 2nd at {{Trn|Just Roll With It! 12}}, 7th at {{Trn|Just Roll With It! 11}}, {{Trn|2GG: Run it Back}}, and {{Trn|Frostbite 2020}}, 13th at {{Trn|Let's Make Big Moves}}, 17th at {{Trn|DreamHack Atlanta 2019}}, and 33rd at {{Trn|The Big House 9}}. Has wins over {{Sm|Raito}}, {{Sm|Kola}}, {{Sm|Light|p=Connecticut}}, {{Sm|Peabnut}}, {{Sm|Samsora}}, {{Sm|VoiD}}, {{Sm|Wishes}}, and {{Sm|MVD}}. | |||
*{{Sm|Zan|USA}} - One of the best Young Link players in the United States. Placed 17th at both {{Trn|Heart of Battle}} and {{Trn|Ultimate Nimbus}} as well as 25th at both {{Trn|SoCal Chronicles}} and {{Trn|2GG: Prime Saga}}. Has defeated {{Sm|Glutonny}} and {{Sm|Pandarian}}. | |||
====Inactive==== | |||
*{{Sm|T|Japan}} (#15) - Considered one of the best Young Link players in Japan. Placed 3rd at {{Trn|Midwest Mayhem Ultimate}} with solo Young Link, and 17th at {{Trn|2GG: Prime Saga}}, and 25th at {{Trn|Umebura SP 2}} in conjunction with {{SSBU|Link}}. Although he hasn't officially dropped the character, he now only uses Link in brackets, and very rarely uses Young Link or any of his other characters anymore. | |||
*{{Sm|TripleAAA|Netherlands}} - Placed 9th at {{Trn|GGWP: Ultimate}} and 33rd at {{Trn|Elysium: Yggdrasil}} before switching to {{SSBU|Palutena}}. Has defeated {{Sm|Beek}} and {{Sm|Akaraien}} with Young Link. | |||
*{{Sm|Tweek|USA}} (#3) - Formerly the best Young Link player in the world. Placed 1st at {{Trn|Glitch 6}} and {{Trn|Frostbite 2019}} and 7th at {{Trn|2GG: Prime Saga}}. Has wins over {{Sm|Nairo}}, {{Sm|WaDi}}, and {{Sm|Jakal}}. | |||
=={{SSBU|Classic Mode}}: Hyrule Smash!== | =={{SSBU|Classic Mode}}: Hyrule Smash!== | ||
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|1||{{CharHead|Zelda|SSBU|hsize=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Main Theme}}''|| | |1||{{CharHead|Zelda|SSBU|hsize=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Main Theme}}''|| | ||
|- | |- | ||
|2||{{ | |2||{{Head|Young Link|g=SSBU|s=20px|cl=Black}} Young Link||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Song of Storms}}''||If the player is using the Dark Young Link costume, the CPU player will be the {{Head|Young Link|g=SSBU|s=20px}} default Young Link. | ||
|- | |- | ||
|3||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Gerudo Valley]] ([[Ω form]])||''{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley | |3||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Gerudo Valley]] ([[Ω form]])||''{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley}}''|| | ||
|- | |- | ||
|4||{{Head|Toon Link|g=SSBU|s=20px}}{{Head|Toon Link|g=SSBU|s=20px|cl=Red}}{{Head|Toon Link|g=SSBU|s=20px|cl=Blue}}{{Head|Toon Link|g=SSBU|s=20px|cl=Purple}} {{SSBU|Toon Link}} (x4)||[[Pirate Ship]]||''{{SSBUMusicLink|The Legend of Zelda|The Great Sea / Menu Select}}''||The multicolored Toon Links are a reference to ''The Legend of Zelda: Four Swords'' sub-series. | |4||{{Head|Toon Link|g=SSBU|s=20px}}{{Head|Toon Link|g=SSBU|s=20px|cl=Red}}{{Head|Toon Link|g=SSBU|s=20px|cl=Blue}}{{Head|Toon Link|g=SSBU|s=20px|cl=Purple}} {{SSBU|Toon Link}} (x4)||[[Pirate Ship]]||''{{SSBUMusicLink|The Legend of Zelda|The Great Sea / Menu Select}}''||The multicolored Toon Links are a reference to ''The Legend of Zelda: Four Swords'' sub-series. | ||
|- | |- | ||
|5||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Bridge of Eldin]] (Ω form) ||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Twilight Princess}}''|| | |5||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Bridge of Eldin]] ([[Ω form]]) ||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Twilight Princess}}''|| | ||
|- | |- | ||
|6||{{CharHead|Link|SSBU|hsize=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''|| | |6||{{CharHead|Link|SSBU|hsize=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''|| | ||
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|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||[[Ganon]]||[[Sacred Land]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''|| | |Final||[[Ganon, The Demon King|Ganon]]||[[Sacred Land]]||''{{SSBUMusicLink|The Legend of Zelda|Calamity Ganon Battle - Second Form}}''|| | ||
|} | |} | ||
Credits roll after completing Classic Mode. Completing it as Young Link has ''{{SSBUMusicLink|The Legend of Zelda|Termina Field (Remix)}}'' accompany the credits. | |||
{{clr}} | {{clr}} | ||
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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 | 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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|''{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}'' | |''{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Young Link's fighter spirit can be obtained by completing | Young Link's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Young Link in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
Additionally, | Additionally, this incarnation of Link makes an appearance in a few primary and support spirits under other forms. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
SSBU spirit Young Link.png|176. '''''Young Link''''' | SSBU spirit Young Link.png|176. '''''Young Link''''' | ||
SSBU spirit Epona.png|196. Epona | |||
SSBU spirit Deku Link.png|207. Deku Link | SSBU spirit Deku Link.png|207. Deku Link | ||
SSBU spirit Fierce Deity Link.png|208. Fierce Deity Link | SSBU spirit Fierce Deity Link.png|208. Fierce Deity Link | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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|{{SpiritTableName|Young Zelda|size=64}} | |{{SpiritTableName|Young Zelda|size=64}} | ||
|''The Legend of Zelda'' Series | |''The Legend of Zelda'' Series | ||
| | |•Tiny {{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}} | ||
|{{SpiritType|Shield}} | |{{SpiritType|Shield}} | ||
|3,700 | |3,700 | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account. | |||
Young Link amiibo.png|Young Link's [[amiibo]]. | Young Link amiibo.png|Young Link's [[amiibo]]. | ||
SSBU Young Link Number.png|Young Link's fighter card. | SSBU Young Link Number.png|Young Link's fighter card. | ||
Young Link unlock notice SSBU.jpg|Young Link's unlock notice. | Young Link unlock notice SSBU.jpg|Young Link's unlock notice. | ||
SSBUWebsiteYoungLink1.jpg|Young Link on [[Great Bay]]. | SSBUWebsiteYoungLink1.jpg|Young Link on [[Great Bay]]. | ||
SSBUWebsiteYoungLink2.jpg|Tossing his {{b|Bomb|Link}} at {{SSBU|Wario}} on [[Castle Siege]]. | SSBUWebsiteYoungLink2.jpg|Tossing his {{b|Bomb|Link}} at {{SSBU|Wario}} on [[Castle Siege]]. | ||
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</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=qpzDPfCzB7g}} | {{#widget:YouTube|id=qpzDPfCzB7g}} | ||
==Trivia== | ==Trivia== | ||
*Young Link's official artwork is based upon the pose he strikes after using his grounded [[Spin Attack]]. | *Young Link's official artwork is based upon the pose he strikes after using his grounded [[Spin Attack]]. | ||
*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 | *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 has been noted by both of their ''Super Smash Bros.'' blog's "Today's Fighter" descriptions. | |||
*Young Link, {{SSBU|Dr. Mario}}, and {{SSBU|Pichu}} are the only full clones who are not labelled as echo fighters. | |||
*Young Link's light blue costume gives him a pair of beige trousers. Although it may appear that his legs were just recolored, they use a different texture to look like clothing. | |||
**Similarly, Link's ''Twilight Princess'' and "Fierce Deity" costumes (being recolored from his Tunic of the Wild alternate costume, which exposes his knees), were colored in a way so that his trousers were indeed lengthened and not simply just recolored. | |||
*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 | **Additionally, the cuffs of his boots is not fully modeled when looking at them from below.<ref>[https://i.imgur.com/a5c5PG6.jpg]</ref> | ||
*Young Link is among the few voiced fighters in ''Ultimate'' whose voice clips are recycled from their own games rather than specifically recorded for a ''Smash'' game. He shares this trait with {{SSBU|Banjo & Kazooie}}, {{SSBU|Daisy}}, {{SSBU|Inkling}}, {{SSBU|Rosalina & Luma}}, {{SSBU|Sonic}}, {{SSBU|Toon Link}}, {{SSBU|Yoshi}}, {{SSBU|Bowser Jr.}} and {{SSBU|Min Min}}. | |||
*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 | *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 | *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 | **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 | *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 [[Training_(stage)|training stage]]. | ||
*Young Link's [[Star KO]] voice clip begins with a short pause | *Young Link's [[Star KO]] voice clip, unusually, begins with a short pause. | ||
*In German, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''der''' | **This was also the case for his Star KO voice clip in ''Melee''. | ||
*In German, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" ('''der''' Jonger Link). He shares this trait with {{SSBU|Dark Pit}}. | |||
*When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Young Link's KO scream is a noticeably higher pitched version of one of his KO screams. He shares this trait with Inkling. | *When KO'd by reaching 0 HP during his final stock in [[Stamina Mode]], Young Link's KO scream is a noticeably higher pitched version of one of his KO screams. He shares this trait with Inkling. | ||
*Young Link is one of only five characters to predominantly use his left hand to wield his weapon, sharing this trait with {{SSBU|Sephiroth}}, {{SSBU|Toon Link}}, {{SSBU|Ice Climbers}}, and {{SSBU|Rosalina & Luma}}. | |||
==References== | ==References== |