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 = [[File:Young Link SSBU.png|250px]]
|game = SSBU
|game = SSBU
|ssbgame1 = SSBM
|ssbgame1 = SSBM
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B+
|ranking = 38
}}
}}
'''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}} and the rest of the returning roster 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]].
{{cquote|''He’s back after 17 years! Young Link is faster than Link but he’s also lighter, making him easier to launch.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''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 on June 12th, 2018. Young Link is classified as fighter #22.


As in ''[[Super Smash Bros. Melee]]'', {{s|wikipedia|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.
{{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 ''Super Smash Bros. Melee'', and in addition to some new ones sourced from these games.
 
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.
 
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}}.


==How to unlock==
==How to unlock==
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*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]]. In World of Light, he is fought on the [[Ω form]] of [[Temple]].
With the exception of the third method, Young Link must then be defeated on [[Great Bay]].


==Attributes==
==Attributes==
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 is a lightweight character and is actually the lightest of the three Links, being three units lighter than 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 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 acceleration are both low. His falling speed is above average, actually being the highest of the Links, however his fast falling 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 overall.
 
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.
 
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.
 
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.
 
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.
 
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]].


[[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.
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 ''The Legend of Zelda: Ocarina of Time'' and ''The Legend of Zelda: Majora’s Mask'': the 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.


{{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.
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 aerials, while his jab itself 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.


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.
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'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.
However, Young Link is not completely reliant upon his superb combo game and his special moves 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 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. Bombs, 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.


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.
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 ZAir attack, where it has the longest range of any of his aerials, and can confirm into Up Smash for KOs at higher percents. This ZAir 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 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.  
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.


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.
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.


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.
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.


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.
==Differences from {{SSB4|Link}} in ''SSB4''==
 
Despite not being an [[Echo Fighter]], Young Link is still a faster but weaker and lighter clone of {{SSBU|Link}}. However, 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. Their moves largely appear and function similarly, but some of them have different attributes.
==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.


===Aesthetics===
===Aesthetics===
*{{change|Young Link wears the {{iw|zeldawiki|Kokiri Tunic}} by default, whereas Link wears the {{iw|zeldawiki|Champion's Tunic}} and {{iw|zeldawiki|Hylian Trousers}} by default.}}
*{{change|Young Link is based on ''The Legend of Zelda: Ocarina of Time'' rather than ''The Legend of Zelda: Twilight Princess''. This means that Young Link’s clothes are much brighter and less shabby.}}
**{{change|Unlike Young Link, Link's alternate costumes include model modifications via the {{iw|zeldawiki|Wild Set}} and its respective variations.}}
*{{change|Young Link wields the Kokiri Sword and Deku Shield instead of the Master Sword and Hylian Shield.}}
*{{change|Young Link wields the {{iw|zeldawiki|Kokiri Sword}} and {{iw|zeldawiki|Deku Shield}}, whereas Link wields the {{iw|zeldawiki|Master Sword}} and {{iw|zeldawiki|Hylian Shield}}.}}
*{{change|Young Link's [[on-screen appearance]], [[taunts]], [[idle poses]], and two of his victory animations are different from Link's.}}
**{{change|Unlike Link, who holds his sword and shield in his right and left hands to reflect ''Breath of the Wild'', Young Link holds his sword and shield in his left and right hands, as seen in ''Zelda'' game's prior to ''Skyward Sword''.}}
*{{change|Young Link's [[on-screen appearance]], [[taunt]]s, [[idle pose]]s, and two of his [[victory pose]]s are different 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. Young Link's shield is also smaller than Link's (radius: 10.9 → 10), overall covering him better vertically due to his shorter stature, but worse horizontally.}}
*{{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. Overall, this weakens his KO potential in comparison to Link, but it also grants Young Link access to new combos when combined with his faster frame data.}}
*{{buff|Young Link's air speed is faster than Link's (0.88 → 0.966).}}
*{{buff|Young Link can [[wall jump]], aiding his recovery and ledge play options on stages with walls.}}
*{{buff|Young Link walks faster than Link (1.188 → 1.26).}}
*{{buff|Young Link [[walk]]s faster than Link (1.247 → 1.26).}}
*{{buff|Young Link dashes faster than Link (1.3944 → 1.749).}}
*{{buff|Young Link [[dash]]es faster than Link (1.534 → 1.749).}}
*{{change|Young Link falls faster (1.6 1.8) than Link.}}
**{{buff|Young Link's initial dash speed is faster than Link's (1.98 2.09).}}
*{{buff|Young Link's traction is significantly higher than Link's (0.064 → 0.105).}}
**{{nerf|Young Link's dash acceleration is lower than Link's (0.17567 → 0.1342).}}
*{{buff|Young Link has a greater jump height than Link.}}
*{{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 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.}}
*{{change|Young Link's [[air friction]] is slightly lower (0.0038 → 0.00375).}}
*{{buff|Unlike Link, Young Link can wall jump.}}
*{{buff|Young Link's [[air speed]] is faster than Link's (0.924 → 0.966).}}
*{{nerf|Young Link's Hookshot is shorter than Link's Clawshot, reducing its utility as a recovery tool.}}
*{{buff|Young Link's base [[air acceleration]] is higher than Link's (0.01 → 0.02), giving him a higher total air acceleration (0.05 → 0.06).}}
*{{change|Young Link is significantly lighter than Link (104 → 88). While this drastically worsens his endurance for horizontal and vertical survival, his faster falling speed lessens his otherwise reduced weakness to combos.}}
*{{change|Young Link [[Falling speed|falls]] faster (1.6 → 1.8) than Link. However, his [[fast fall]]ing speed is slower (3.04 2.88).}}
*{{nerf|Except for the downward throw, Young Link releases items 1 frame later than Link does then throwing them (7/9/11/4/5 (forward/backward/up/dash/drop) → 8/10/12/5/6).}}
**{{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 him fewer options in the air.}}
*{{buff|Young Link releases heavy items 1 frame earlier than Link when throwing them either forward or backwards (20 19).}}
*{{buff|Young Link [[jump]]s higher than Link (27.8 → 33.66 (jump), 13.38 16.26 (short hop), 29 → 33.66 (double jump)).}}
*{{nerf|Young Link is significantly [[Weight|lighter]] than Link (104 88). This makes Young Link significantly easier to KO than Link.}}


===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 neutral attack can be followed by neutral infinite and a finisher, unlike Link's.}}
**{{buff|The first hit has much less startup lag (frame 7 4).}}
*{{nerf|His basic jab deals less damage than Link's (3%,3%,4% 2%, 1.5%, 3.5%), total (10% 7.5).}}
**{{change|The first hit has a lower [[hitlag]] multiplier (1.6× 1.).}}
*{{buff|The first hit has less startup lag than Link's (frame 7 4) and transitions into the second hit faster (10 8), which transitions faster into the third hit (frame 10 9). All hits also have less ending lag (FAF 27 18, (hit 1), FAF 21 17 (hit 2) , FAF 37 36 (hit 3)).}}
**{{nerf|The second hit has more startup lag (frame 5 6).}}
[[Forward tilt]]:
**{{buff|The first and second hits have much less ending lag (FAF 25 18 (hit 1), 25 → 17 (hit 2)).}}
*{{buff|Forward tilt has noticeably less startup lag (frame 15 → 10 and less ending lag (FAF 38 → 34), making it safer to use.}}
**{{change|The third hit uses Link's previous animation: a thrust instead of an upward slash.}}
*{{nerf|It deals less damage with a sourspot at the tip of the Kokiri Sword (13% → 12%/12/11%) and much less knockback (base 55/82 scaling → 30/25/85), KOing much later than Link's.}}
**{{nerf|The third hit has more ending lag (FAF 35 36).}}
*{{nerf|It has a shorter duration (15-18 10-12).}}
**{{nerf|All hits deal less damage (3% 2% (hit 1), 3% 1.5% (hit 2), 4% 3.5% (hit 3), 10% → 7% (total)).}}
[[Up tilt]]:
*[[Forward tilt]]:
*{{change|Up tilt deals less damage (9% → 8%) and knockback (base 30/ scaling /122/130/124 (20/130/128/126). This weakens its KO power, but makes it better for combos.}}
**{{buff|Forward tilt has noticeably less startup lag (frame 15 → 10).}}
*{{buff|It has a longer duration (8-12 → 9-14) and less ending lag ( FAF 36 32), further improving its juggling and combo potential.}}
**{{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 more startup (frame 8 9).}}
**{{nerf|It deals less damage (13% → 12% (base)/11% (tip)) and knockback (55 base/82 scaling → 30/85 (blade), 25/85 (body)), making it considerably weaker than Link's.}}
[[Down tilt]]:
*[[Up tilt]]:
*{{buff|Down tilt has less startup (frame 11 → 8) and ending lag (FAF 30 → 26), as well as less knockback (base 90/scaling 30 → 80/25), making it better for combos.}}
**{{change|Young Link's up tilt uses Link's previous animation, where it starts from the front rather than the back.}}
*{{nerf|However, it doesn't have a meteor smash hitbox, making it useless for edgeguarding and reducing its versatility.}}
**{{nerf|It has more startup lag (frame 8 → 9).}}
*{{nerf|It deals less damage and has sourspots (11% → 10%/9%/7%).}}
**{{buff|It has a longer duration (frames 8-12 9-14) and less ending lag (FAF 36 → 32).}}
*{{change|Instead of using a extended hitbox, it uses three unextended hiboxes that are overall larger (3.1u → 3.4u, 3.4u, 3.0u).}}
**{{nerf|It deals less damage (11% → 8%) with knockback not fully compensated (30 base/103/111/105/104 scaling → 20 base/130/128/126 scaling), making it weaker than Link's.}}
[[Dash attack]]:
***{{buff|However, this improves its combo potential when combined with its lower ending lag.}}
*{{change|Young Link has a different dash attack: instead of performing the Jump Attack from ''Ocarina of Time'', he performs a lunging downwards slash.}}
**{{change|The sword hit launches at a consistent angle (95°/85° 85°).}}
*{{buff|It has much less startup (frame 20 → 8) and ending lag ( FAF 57 → 35), making it much safer.}}
**{{change|The body hit launches at a lower angle (85° 75°).}}  
*{{nerf|It has a shorter duration (20-23 → 8-10).}}
*[[Down tilt]]:
*{{nerf|It deals less damage (14%/13%12% → 11/10%/10%) and less knockback, (base 70/85/85 scaling 85/85/77→ 70/70), making it worse for KOing. It also has less range due to Young Link not jumping.}}
**{{buff|Down tilt has less startup (frame 10 → 8) and ending lag (FAF 31 → 26), as well as less knockback (90 base/30 scaling → 80/25), making it better for combos.}}
 
**{{buff|Although it does not reach as far as Link's, it uses three larger, non-extended hitboxes rather than a single small, extended hitbox (2u → 3.4u/3.4u/3.0u). This gives it more vertical range.}}
===Smash attacks===
**{{change|It does not deal consistent damage (9% → 10%/9%/7%).}}
[[Forward smash]]:
*[[Dash attack]]:
*{{buff|The first hit has less ending lag (FAF 52 → 48) when not followed into the second.}}
**{{change|Young Link has a different dash attack: instead of performing the {{iw|zeldawiki|Jump Attack}} from ''Ocarina of Time'', he performs a lunging downwards slash.}}
*{{buff|The second hit has less startup ( frame 12 11) and much less ending lag (FAF 68 50).}}
**{{buff|It has much less startup (frame 20 → 8) and ending lag (FAF 57 → 35), making it much safer.}}
*{{nerf|It deals less damage (7%/7%/14% → 6%) (hit 1), (13%/13%/12%/12% 12%/10%/12% (hit 2) without a hitbox on the first hit that deals 14% and the second hit has less base knockback and more knockback scaling, but wasn't compensated enough (base 85/scaling 89 43/115), hindering its damage racking and KO potential.}}
**{{nerf|It deals less damage (14% (tip)/13% (blade)/12% (body) → 11% (base)/10% (tip)) and knockback (70 base/85 scaling (tip), 85/85 (blade), 85/77 (body) → 70/70) and the tip of the Kokiri Sword is a sourspot, making it considerably weaker than Link's.}}
*{{buff|However, the hitboxes in the first hit have less base knockback with its knockback scaling unchanged (base 47 35/40), allowing it to connect better into the second hit.}}
*[[Forward smash]]:
[[Up smash]]:
**{{nerf|The first hit of Young Link's forward smash cannot fire a {{iw|zeldawiki|Sword Beam}} at 0%.}}
*{{buff|It has less ending lag (FAF 78 → 70).}}
**{{buff|The first hit has less startup (frame 17 15) and ending lag (FAF 51 48) and has a wider continuability window (frame 23-36 → 21-39 (13 frames → 18)).}}
*{{nerf|The first two hits have a slightly shorter duration (10-15 → 10-14 (hit 1), 25-30 → 25-29)}}
**{{change|The first hit always deals lower damage (7% (base)/14% (tip) → 6%) and knockback (45 base/12 scaling (base), 30/100 (tip) 35/40 base/15 scaling). This removes the tip hitbox's KO potential, but allows it to connect into the second hit more consistently.}}
*{{nerf|The first and third hits deal less damage (4% → 3%) (hit 1) (11%/10%/9% → 8%/7%/8%/8%/) and the knockback in the final hit wasn't fully compensated (base 60/ scaling 96 → 75/108), hindering its KO potential.}}
**{{change|The first hit launches at a lower angle than Link's base hit (69°/60° 60°/50°).}}
[[Down smash]]:
**{{nerf|The second hit has more startup lag (frame 10 → 11).}}
*{{buff|Unlike Link's, the first hit is a semi-spike like the second hit, making it better for edgeguarding.}}
**{{buff|The second hit has much less ending lag (FAF 61 → 50).}}
*{{nerf|Both hits deal less damage (14%/17%/16% → 13%/10%/13%) (hit 1) (12%/12%/11%/10% → 12%/9%/12%) (hit 2) and knockback (base 40/88 → 30/90 (hit 1), 80/63 → 25/90), hindering their KO potential, and the second hit has one hitbox less than Link's.}}
**{{nerf|The second hit deals less damage (13% (blade)/12% (body) → 12% (base)/10% (tip)) and knockback (85 base/89 scaling 43/115).}}
*{{buff|However, this also gives the second hit less sourspots compared Link's, causing it to deal more damage overall.}}
*[[Up smash]]:
**{{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 and third hits deal less damage (4% → 3% (hit 1), 11%/10%/9% → 8%/7% (hit 3)) and the knockback in the third hit is not fully compensated (60 base/96 scaling → 75/108), hindering its KO potential.}}
**{{change|The third hit launches at a consistent angle (80°/90° → 100°).}}
*[[Down smash]]:
**{{buff|Down smash has less startup (frame 12 → 9) and ending lag (FAF 55 → 50).}}
**{{nerf|Both hits deal less damage (17%/16%/14% → 13%/10% (hit 1), 12%/11%/10% → 10%/9% (hit 2)) and knockback (40 base/88 scaling → 30/90 (hit 1), 80/63 → 25 base/90/70 scaling (hit 2)).}}
**{{change|The first hit launches at a much lower angle (78° → 30°).}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*{{buff|All aerials have less noticeably landing lag (10 frames → 6 (neutral, back), 12 → 6 (forward), 23 → 14 (up), 32 → 17 (down)), making them harder to punish if not autocanceled.}}
**{{buff|Neutral aerial has less startup lag (frame 7 → 4).}}
[[Neutral aerial]]:
**{{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).}}
*{{buff|Young Link's neutral aerial autocancels earlier than Link's neutral aerial (frame 36 → 32). Because of this, unlike Link's , it can autocancel in a short hop.}}
**{{buff|It autocancels earlier (frame 36 → 32). Unlike Link's, it can autocancel in a short hop.}}
*{{buff|It has less startup (frame 7 → 4).}}
**{{change|The clean hit deals consistent damage (11%/9% → 10%) and has different knockback values (22 base/100 scaling → 20/108).}}
*{{nerf|Young Link's neutral aerial has a shorter duration (7-31 → 4-21), causing it to have six more frames of ending lag than Link's version despite the earlier FAF (FAF 39 → 36).}}  
**{{nerf|The late hit deals less damage (6% → 5%).}}
*{{buff|Unlike Link's, the clean hit of Young Link's version doesn't have sourspots on his leg.}}
***{{buff|However, it has less base knockback (15 → 10), improving its combo potential when combined with its reduced damage.}}
*{{nerf|It deals less damage (11%/9% → 10%) (clean), (6% → 5%) (late) with the clean hit's knockback mostly (but not fully) compensated (base 22/scaling 100 → 20/108), causing it to KO slighly later than Link's.}}
**{{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.}}
*{{buff|The late hit has less base knockback (base 15 → 10). Combined with its lower damage, this allows it to combo and lock for longer.}}
*[[Forward aerial]]:
[[Forward aerial]]:
**{{buff|Forward aerial's first hit has less startup lag (frame 16 14).}}
*{{buff|Unlike Link's, it's interruptible, giving it less ending lag (FAF 50 41).}}
**{{buff|It has much less ending lag (FAF 52 41), improving its combo potential at lower percents.}}
*{{nerf|It deals much less damage (11% → 6%) (hit 1) (13% → 8%) and the second hit has less knockback than the first hit of Link's version (base 20/ scaling 130 45/125).}}  
**{{buff|It has noticeably less landing lag (11 frames 6).}}
*{{buff|However, the first hit has more base knockback but drastically less knockback scaling and uses the autolink angle instead of launching diagonally (base 20/ scaling 130 25/30), allowing it to connect better into the stronger second hit.}}
**{{buff|It autocancels earlier (frame 53 → 41), matching its interruptibility. Unlike Link's, it can autocancel in a full hop.}}
*{{buff|The second hit comes out faster (frame 26 24).}}
**{{nerf|Both hits deal less damage (8% → 6% (hit 1), 10% → 8%/7% (hit 2)) and the knockback in the second hit is not fully compensated (43 base/120 scaling → 45/125), hindering its KO potential.}}
*{{buff|It autocancels earlier (frame 51 → 41). Unlike Link, this allows it to autocancel in a full hop.}}
***{{buff|However, this further improves its combo potential when combined with its lower ending lag.}}
[[Back aerial]]:
**{{change|The second hit launches at a slightly higher angle (44° → 48°).}}  
*{{buff|Both hits deal more damage, increasing its damage output (3% → 5%) (hit 1), (5% → 7%) (hit 2), (8% → 12%), (total))}}
*[[Back aerial]]:
*{{change|The second kick has noticeably less base knockback and much more knockback scaling (base 70/ scaling 70 40/102). This improves its KO potential when combined with its higher damage, but this also means its combos will stop working earlier.}}
**{{nerf|Back aerial's second hit has more startup lag (frame 15 → 18).}}
*{{nerf|The second hit has a shorter duration (18-22 → 18-20), giving it one more frame of ending lag despite the shorter FAF (FAF 31 → 30).}}
**{{nerf|Back aerial's first hit's aerial hitboxes deal less set knockback (36 → 20). Combined with Young Link's faster falling speed and the greater delay between the hits, this makes the move connect less consistently.}}
[[Up aerial]]:
**{{buff|It has less ending lag (FAF 31 → 30).}}
*{{buff|It has noticeably less startup lag with a longer active duration (11-40 → 5-49), making it safer to use and decreasing its ending lag compared to the hitbox despite the later FAF (FAF 59 60).}}
**{{change|The second hit has different knockback values (45 base/98 scaling → 40/102).}}
*{{nerf|The clean hit has more base knockback, but less knockback scaling, KOing slighly later (base 23/ scaling 93 → 25/85).}}  
*[[Up aerial]]:
*{{nerf|The late hit deals less damage and knockback (13% → 12%),(base 18/ scaling 88 → 25/82}}.
**{{change|Up aerial uses its animation from ''Melee'', making it more closely resemble its appearance in ''{{iw|zeldawiki|Zelda II: The Adventure of Link}}''.}}
*{{buff|However, the reduced damage and knockback makes it slightly better for juggling when combined with its lower landing lag.}}
**{{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|Because of its longer duration, it autocancels later (frame 47 → 56). Unlike Link's, it cannot autocancel in a full hop and can only autocancel in a double jump.}}
***{{nerf|However, this also causes it to autocancel later (frame 43 56), increasing its ending lag before it can autocancel. Unlike Link's, it cannot autocancel in a full hop.}}
*{{change|When performing it, Young Link is more upright. This makes him harder to hit horizontally, but easier to hit vertically.}}
**{{nerf|It has a shorter initial autocancel window (frames 1-10 → 1-4).}}
[[Down aerial]]:
**{{nerf|The clean hit deals less knockback (23 base/93 scaling → 25/82).}}
*{{nerf|Down aerial does not have a [[meteor smash]] hitbox.}}
**{{nerf|The late hit deals less damage (13% → 12%) with knockback not fully compensated (18 base/88 scaling → 25/82), hindering its KO potential.}}
*{{nerf|The clean hit has a shorter duration, being halved compared to Link's version (14-19 → 13-15).}}
*[[Down aerial]]:
*{{nerf|The late hit deals less damage (18% 15%) and knockback (base 30/ scaling 80 30/83)}}.
**{{buff|Down aerial has less startup lag with a longer active duration (frames 14-64 → 13-64).}}
*{{buff|The clean hit deals more damage (15% 18%) and knockback (base 30/ scaling 80 30/83) than Link's version, allowing it to KO much earlier than Link's late hit.}}  
***{{nerf|However, the clean hit has a shorter active duration (frames 14-19 → 13-15).}}
*{{buff|It has less startup (frame 14 13).}}
**{{buff|It has less landing lag (19 frames 17).}}
**{{buff|It has a larger initial autocancel window (frames 1-9 1-12).}}
**{{buff|It deals more knockback scaling (80/78 83) and launches at a higher angle (270°/60° 70°), improving its KO potential near the vertical blastzone.}}
***{{nerf|However, it does not have a [[meteor smash]] hitbox.}}
**{{nerf|The bounce-off hit deals less damage (11% 9%) with knockback fully compensated (50 base/80 scaling → 40/100).}}


===Throws and other attacks===
===Throws and other attacks===
*[[Grab]]s:
*{{buff|All grabs have less ending lag (FAF 62 → 53 (standing)/(66 → 61 (dash)/67 → 56 (pivot)}}
**{{change|Young Link retains the [[Hookshot]] while Link no longer has a [[tether grab]].}}
[[Pummel]]:
***{{buff|Because of this, all grabs have much longer range, as well as a longer duration (2 frames → 7).}}
*{{buff|It has more hitlag (4 frames 13) but much less startup (frame 10 → 1) and ending lag (16 7) making it faster overall, to the point it's one of the fastest pummels.}}
***{{nerf|However, all grabs have noticeably more startup (frame 6/9/10 (standing/dash/pivot) 12/14/15) and ending lag (FAF 35/43/38 52/60/55), making them riskier to use at close range, and easier to punish if they miss.}}
*{{nerf|It deals less damage (2.1% → 1%)}}.
***{{buff|This gives Young Link a [[grab aerial]] and a [[tether recovery]].}}
[[Forward throw]]:
*[[Forward throw]]:
*{{nerf|The throw hitbox deals less damage (3% (collateral), (4% → 3%) (throw), total (7% → 6%) and launches at a higher angle (361°→ 52°).}}  
**{{buff|Forward throw deals slightly more damage (2.5% → 3% (throw), 5.5% → 6% (total)).}}
*{{buff|However, it has slightly less base knockback and much more knockback scaling (base 50/scaling 120 → 48/184), making it a much stronger finisher and allowing it to KO middleweights at around 130% near the ledge without rage.}}
**{{buff|It deals drastically more knockback (75 base/85 scaling → 48/184), allowing it to KO under 140% at the edge.}}
*{{nerf|It has more ending lag (FAF 38 40).}}
**{{change|It launches at a higher angle (33° 52°).}}  
[[Back throw]]:
*[[Back throw]]:
*{{nerf|The throw hitbox deals less damage (3% (collateral), (4% → 3%) (throw), total (7% → 6%).}}
**{{buff|Back throw deals slightly more damage (2.5% → 3% (throw), 5.5% → 6% (total)).}}
*{{buff|However, it has less base knockback and more knockback scaling (base 50/scaling 110 → 45/140), making it better for edgeguarding.}}
**{{buff|It deals more knockback (67 base/110 scaling → 45/140), allowing it to KO under 200% at the edge.}}
*{{nerf|It releases the opponent slightly faster (frame 14 → 13) and has a later FAF (FAF 39 → 40), increasing its ending lag by two frames compared to Link's.}}
*[[Up throw]]:
[[Up throw]]:
**{{nerf|Up throw deals less damage (5% → 4% (hit 1), 7% → 6% (total)) and knockback (24 base/230 scaling → 30/210).}}
*{{nerf|The collateral hitbox lacks a sweetspot that deals more damage (5%/4% → 4%).}}
*[[Down throw]]:
*{{buff|It has more base knockback, but less knockback scaling (base 24/scaling 230 → 30/210), improving its combo potential.}}
**{{change|It has different knockback values (60 base/125 scaling 70/115).}}
*{{buff|It releases the opponent later (frame 28 → 29) with its duration unchanged, giving it one less frame of ending lag and further improving its combo potential when combined with the change above.}}
**{{change|It launches at a slightly higher angle (83° 86°).}}  
[[Down throw]]:
*[[Edge attack]]:
*{{buff|It launches at a slightly higher angle (83°→ 86°) and releases the opponent slower (frame 24 → 28) with minimal compensation on its total duration (FAF 49 50), giving it three less frames of ending lag and making it slighly better for combos at low percents.}}
**{{change|Edge attack has Young Link swipe his sword in front of himself, unlike Link who stabs forward.}}
*{{nerf|However, it has much more knockback (base 60/ scaling 85 70/115), worsening its combo potential in general.}}
**{{nerf|Edge attack has much shorter range.}}
*{{change|Edge attack has Young Link swipe his sword in front of himself, unlike Link who stabs forward.}}


===Special moves===
===Special moves===
*[[Fire Arrow]]:
*{{buff|[[Fire Arrow]]s deal more knockback than Link's arrows, and launch upwards instead of away, increasing his combo ability and making the move safer on hit up close. It also has a slightly faster startup than Link's Hero's Bow.}}
**{{buff|Fire Arrow less startup lag (frame 16 → 14) than Link's [[Bow and Arrows]].}}
**{{change|Fire Arrow deals [[flame]] damage (hence the name).}}
**{{buff|Arrows charge faster (60 frames → 50 frames).}}
**{{nerf|Fire Arrows move slower, causing them to travel less distance.}}
**{{change|Arrows are fired at a higher angle (2.5˚ → 4˚).}}
*{{buff|However, this also causes them to be active for longer}}
**{{change|Arrows fly faster when uncharged (speed 2.6 → 2.8), but fly much slower when fully charged (speed 10 → 6.3). The arrows are also floatier (gravity 0.054 → 0.035).}}
*{{change|Instead of the [[Gale Boomerang]], Young Link retains his standard [[Boomerang]], which does not have a [[windbox]].}}
***{{change|Overall, arrows have more range at low charge levels, and less range at high charge levels.}}
**{{nerf|Boomerang travels less distance compared to Link's Gale Boomerang.}}
**{{nerf|The arrows have a shorter lifespan (46 frames → 35).}}
**{{buff|Boomerang can damage opponents on the way back, dealing 2%.}}
**{{buff|It has significantly less ending lag (FAF 45 → 38).}}
**{{buff|It deals more damage (7% 11%) (clean hit), (5% → 7%) (late hit)}}.
**{{buff|It deals more knockback (10 base/71 scaling → 45/70) and launches upward instead of away ([[361]]° → 78°), increasing his combo ability and making the move safer on hit up close.}}
*{{buff|[[Spin Attack]] lands multiple hits instead of one, allowing it to trap opponents within its hitboxes, and the late hitboxes inflict more damage.}}
**{{change|It deals [[flame]] damage (hence the name).}}
**{{nerf|Nonetheless, it is still weaker than Link's clean Spin Attack in damage. Also, it is not a viable KO move unlike Link's.}}
**{{change|Unlike Link's, arrows can not be picked up.}}
*{{change|Young Link's {{b|Bomb|Young Link}} looks slightly different from Link's, as it is smaller; it has a smaller projectile hitbox but is slightly harder to track visually when thrown.}}
*[[Boomerang]]:
**{{buff|Young Link's bombs have four hitboxes as opposed to Link's two, increasing their hitstun and combo ability.}}
**{{buff|Boomerang deals more damage (8% (clean)/6% (late) → 11%/7%), which increases further if used as a smash special move (9.6% (clean)/7.2% (late) → 13.2%/8.4%).}}
**{{buff|Young Link's bombs do more damage to opponents than Link's, given that all of their hitboxes connect.}}
**{{buff|Boomerang can be angled more (max angle change: 26˚ → 33˚).}}
**{{nerf|The multi-hit property of the bombs means that their explosion can affect Young Link more often in close range.}}
***{{nerf|However, the clean hit has a much shorter duration (frames 27-36 → 27-29).}}
**{{nerf|Young Link's Bombs travel a shorter distance when thrown.}}
**{{nerf|Boomerang has a shorter max duration (129 frames → 127 (regular), 171 → 163 (smash)).}}
*{{change|For [[Triforce Slash]], the final flourish and slash have altered animations, as Young Link rears his hand back and does an outward slash, instead of a stab.}}
**{{nerf|A smash input has less initial speed (3.1 → 2.9).}}
**{{change|The return speed of the boomerang is slower (3 → 2.8).}}
**{{change|It deals less knockback (80/60 base/40 scaling 55 base/30 scaling).}}
**{{nerf|The return hitbox deals less damage (3% → 2%).}}
**{{change|The return hitbox deals less knockback (50 base/40 scaling → 40/30) and launches vertically (70° → 90°).}}
*[[Spin Attack]]:
**{{buff|The grounded version of Spin Attack lands multiple hits instead of one, allowing it to trap opponents within its hitboxes, and the late hitboxes inflict more damage.}}
***{{nerf|However, the knockback values are barely compensated from Link's clean hit (60 base/88 scaling → 71/85), make it not a viable KO move unlike Link's.}}
**{{buff|The grounded version launches opponents upwards, allowing for more follow-ups.}}
**{{nerf|The aerial version's first and final hits deal less damage (4% → 3%) and knockback (30 base/200 scaling → 40/180).}}
**{{buff|The aerial version grants more height due to being floatier, improving its recovery distance.}}
**{{nerf|Young Link's air speed is restricted slightly more after using the move (air speed multiplier: 0.909 → 0.9), and air acceleration is also reduced more.}}
**{{buff|The aerial version has less landing lag (30 frames → 24).}}
*[[Bomb (Link)|Bomb]]:
**{{change|Young Link retains Link's original [[Bomb (Link)|bombs]] that detonate automatically, instead of the [[Remote Bomb]].}}
**{{change|It hits four times instead of once.}}
***{{buff|It deals more damage (7% → 8-9.6% (2-2.4% per hit)).}}
*[[Triforce Slash]]:
**{{change|Young Link's Final Smash is [[Triforce Slash]], which was Link's Final Smash in his previous appearances.}}
**{{buff|It deals drastically more damage (35% → 60%) with multiple hits, improving its KO potential.}}


==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''. Young Link's speed has been improved from ''Melee'' not just in terms of his mobility but also his attacks. Many of his attacks have decreased ending lag and his aerials have heavily decreased landing lag (even compared to their [[L-cancel]]ed counterparts). Some of his moves have also been reworked to make them more reliable and effective, such as his up smash and his forward and back aerials, and the weakening of [[SDI]] heavily benefits his multi-hit attacks.  


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.
However, he has also seen a few nerfs. Some of Young Link's attacks deal less damage, while others have shorter durations, and a few of his attacks even have slightly increased startup and ending lag. His aerial mobility is also worse (especially when relative to the cast), and his down tilt and down aerial no longer have [[meteor smash]] hitboxes, meaning that Young Link gains no benefits from the removal of meteor canceling. The changes to [[air dodging]] also hinder his mobility, as [[wavedashing]] and wavelanding are significantly less effective.


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.
Overall, Young Link is a significantly better character than he was in ''Melee'', with professional players such as {{Sm|Tweek}} and {{Sm|T}} demonstrating Young Link’s strong potential and, as a result, he is commonly considered to be a high tier character in spite of currently having low tournament representation.
 
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.
 
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''.


{{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, nerfs and glitch fixes via 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, update 7.0.0 gave Young Link increased knockback on a few of his attacks, allowing for more KO options.
Young Link received a mix of buffs and nerfs in, 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|7.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Young Link}}
{{UpdateList (SSBU)/7.0.0|char=Young Link}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Young Link}}
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
{{UpdateList (SSBU)/10.1.0|char=Young Link}}
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
{{UpdateList (SSBU)/12.0.0|char=Young Link}}


==Moveset==
==Moveset==
*While Young Link is standing still, walking or crouching, any incoming [[projectile]]s that hit his [[Passive shield|Deku Shield]] will simply push him back slightly instead of inflicting damage. It can block any amount of projectiles, regardless of their power.
*While standing still, walking, or crouching, incoming [[projectile]]s that hit 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, grab and [[recovery]].
*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=Slash ({{ja|なぎ払い|Nagiharai}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Stab ({{ja|突き|Tsuki}}) / Illusion Slash ({{ja|幻影斬り|Genei Kiri}}) / Illusion Finish ({{ja|幻影フィニッシュ|Genei Finisshu}})
|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 his adult self inflicts to [[Ganon]] in ''The Legend of Zelda: Ocarina of Time''.
|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=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltname= 
|ftiltdmg=12% (base), 11% (tip)
|ftiltdmg=12% (base), 11% (tip)
|ftiltdesc=A lunging downward slash. It resembles the [[zeldawiki:Targeting#Z-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.
|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 sour spot.
|utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu Kiri}})
|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 in Young Link's aerials.
|dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|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. One of Young Link's best combo tools. it deals more damage closer to the base of the sword.
|dashname=Splitting Strike ({{ja|たたき割り|Tataki Wari}})
|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 his other attacks, the tip of the Kokiri Sword deals less damage.
|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 power at the ledge. Just like other attacks, the tip of the Kokiri Sword deals less damage.
|fsmashcount=2
|fsmashcount=2
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
|fsmashname= 
|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 comboed into from neutral aerial's late hit and aerial Hookshot.
|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.
|usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}})
|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 7.0.0, and is now a viable KO option due to being noticeably stronger than before.
|usmashdesc=A series of three overhead arcing slashes, the last of which launches opponents vertically. 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.
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|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. The move is stronger from the front than from the back, and both hits are semi-spikes, making them good for edgeguarding.
|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 edge guarding, and is stronger from the front than from the back.
|nairname=Link Kick ({{ja|リンクキック|Rinku Kikku}})
|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 is just as potent when used offensively, as the late hit can function both as a combo starter or 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.
|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 can autocancel in a short hop and has a 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=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}})
|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 KOing 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.
|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=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|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 same very low ending lag as his neutral and forward 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.
|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 a reduced startup.
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairname= 
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|uairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|12}} (late)
|uairdesc=The {{iw|zeldawiki|Jump 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.
|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 a very fast startup 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=Downward Thrust ({{ja|下突き|Shita Tsuki}})
|dairname= 
|dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late), {{ShortHopDmgSSBU|9}} (bounce)
|dairdmg={{ShortHopDmgSSBU|18}} (clean), {{ShortHopDmgSSBU|15}} (late)
|dairdesc=The {{iw|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.
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Unlike Link's similar move, it does not meteor smash even with the clean hit. Deals enough knockback to KO at high percents, 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 ({{ja|空中フックショット|Kūchū Fukkushotto}})
|zairname=Midair Hookshot
|zairdmg=4%
|zairdmg=4%
|zairdesc=Fires his {{iw|zeldawiki|Hookshot}} forward. Can be used to [[Tether recovery|grab stage edges]] and is a very useful spacing option. As of update 7.0.0, 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.
|zairdesc=Shoots his {{s|zeldawiki|Hookshot}} forward. Can be used to [[Tether recovery|grab stage ledges]].
|grabname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}})
|grabname=[[Hookshot]]
|grabdesc=Fires his Hookshot forward. It is a tether grab, and thus has higher lag than normal grabs in exchange for much longer range. Has noticeably more ending lag than {{SSBU|Toon Link}}'s grabs.
|grabdesc=Fires his Hookshot straight forward. Functions as a tether grab and can be used for tether recovery.
|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummelname= 
|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= 
|fthrowdmg=3% (hit 1), 3% (throw)
|fthrowdmg=3% (hit 1), 3% (throw)
|fthrowdesc=A front kick. As of update 7.0.0, it is one of the strongest forward throws in the game, starting to KO middleweights around 130% from the edge of [[Final Destination]].
|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=Back Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}})
|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 a low ending lag and relatively low knockback growth, potentially leading into edge guard setups. It is also capable of KOing around 180% from the edge of Final Destination.
|uthrowname=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}})
|uthrowname= 
|uthrowdmg=4% (hit 1), 2% (throw)
|uthrowdmg=4% (hit 1), 2% (throw)
|uthrowdesc=Tosses the opponent up into the air and performs a spinning upward slash. Has very minimal KO potential, even on platforms, as 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. Unlike {{SSBU|Link}} and Toon Link's up throws, it can combo reliably into up aerial at low percents due to his up aerial coming out much faster than theirs.
|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 edge guard setups. It has some combo potential at low-to-mid percents.
|dthrowname=Elbow Strike ({{ja|ヒジ打ち|Hiji Uchi}})
|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]]. A very reliable a combo starter, even in spite of its combo potential being toned down since ''Melee''.
|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=Wields his {{iw|zeldawiki|Fairy Bow}} to fire a {{iw|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.
|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 startup 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 {{iw|zeldawiki|Boomerang}} forward. It flies forward and then returns to Young Link. On the way forward, it launches enemies vertically with low base knockback, and on the way back, it launches them towards Link with slightly weaker base knockback, allowing it to set up combos. It can be angled up or down, and inputting it like a smash attack increases its damage, as well as the distance it can travel. Like the other Links' Boomerangs, it is slow to throw but is very safe on shield.
|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|Spins rapidly with the Kokiri Sword outstretched]]. The grounded version is a series of outward slashes, whereas the aerial version is a series of inward slashes. It has very quick start-up, making it a potent out of shield option. On the ground, it can be charged to inflict 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.
|usdesc=[[zeldawiki:Spin Attack|A series of spinning, outward slashes]]. It has a very quick startup, 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 {{iw|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, though it can also be left lying on the ground to run out its fuse as a hazard if lightly dropped a short distance from the ground. The Bomb's weak knockback makes it a useful combo starter. It can be used to extend Young Link's recovery, as the damage from the explosion will take him out of helplessness.
|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=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|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.
}}
}}
===Stats===
===[[On-screen appearance]]===
*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''.


{{Attributes
===[[Idle pose]]s===
| cast=89
*Looks around himself.
| weight=88 | rweight=66-68
*Kicks the toes of his boots on the ground, as if knocking off the dirt.
| dash=2.09 | rdash=18-24
| run=1.749 | rrun=42
| walk=1.26 | rwalk=18-20
| trac=0.105 | rtrac=55-59
| airfric=0.00375 | rairfric=87-89
| air=0.966 | rair=65
| baseaccel=0.02 | rbaseaccel=9-12
| addaccel=0.04 | raddaccel=69-78
| gravity=0.096 | rgravity=38-39
| fall=1.8 | rfall=13-18
| ff=2.88 | rff=13-18
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=33.66 | rjumpheight=33-35
| shorthop=16.26 | rshorthop=40-42
| djump=33.66 | rdjump=42-44
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Young Link English Announcer SSBU.wav|English/Japanese/Chinese
Young Link Korean Announcer SSBU.wav|Korean
</gallery>
 
===[[On-screen appearance]]===
*Descends from a column of light and unsheathes the Kokiri Sword. This is akin to [[Link (SSB)|his older self]]'s on-screen appearance in ''Smash 64''. Based on the end-of-dungeon teleports from ''[[The Legend of Zelda: Ocarina of Time]]''.
<gallery>
<gallery>
YoungLinkOnScreenAppearanceSSBU.gif|Young Link's on-screen appearance
SSBUYoungLinkIdle1.gif|Young Link's first idle pose
SSBUYoungLinkIdle2.gif|Young Link's second idle pose
</gallery>
</gallery>


===[[Taunt]]s===
===[[Taunts]]===
*'''Up taunt''': Holds the {{iw|zeldawiki|Kokiri Sword}} overhead triumphantly in the air.
*'''Up taunt''': Holds the Kokiri Sword up in the air.
*'''Side taunt''': Places the {{iw|zeldawiki|Deku Shield}} on his back and holds out his hand, watching {{iw|zeldawiki|Navi}} fly around him. The pose of his hand is the same one he makes in one of his [https://zeldawiki.wiki/wiki/File:MM_Link_Tatl_Artwork.png artworks] from ''{{s|zeldawiki|The Legend of Zelda: Majora's Mask}}'', only using Navi instead of Tatl. Similar to {{SSBB|Link}}'s side taunt from ''Brawl'' and ''Smash 4''.
*'''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 {{iw|zeldawiki|Lon Lon Milk}}. Significantly shortened from ''Melee''.
*'''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.
Line 426: Line 326:
SSBUYoungLinkTaunt3.gif|Young Link's down taunt.
SSBUYoungLinkTaunt3.gif|Young Link's down taunt.
</gallery>
</gallery>
===[[Idle pose]]s===
*Looks around himself. Based on one of his idle animations from ''Ocarina of Time''.
*Kicks the toes of his boots on the ground, as if knocking off the dirt. Based on one of his idle animations from ''Ocarina of Time''.
<gallery>
SSBUYoungLinkIdle1.gif|Young Link's first idle pose.
SSBUYoungLinkIdle2.gif|Young Link's second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File: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
|Young Link! || Lin - Ku! || Link! Bam - biii - no! || Link Link! Jonge Link! || Link enfant!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Young Link Cheer German SSBU.ogg|center]]||[[File:Young Link Cheer Spanish SSBU.ogg|center]]||[[File:Young Link Cheer Russian SSBU.ogg|center]]||[[File:Young Link Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Jun - ger Link! || Liiiink niño! || Yu - nyy Link! || So - nyeon Lin - gkeu!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' While holding the Kokiri Sword in a reverse grip, he adjusts his belt and flicks his nose. It is based on one of his idle animations in ''The Legend of Zelda: Ocarina of Time''.
*'''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:''' Thrusts the Kokiri Sword in front of himself, then brings it near his face before thrusting it upward while giving off a battle cry. It is nearly identical to one of Link's poses, albeit with a different camera angle and Young Link being left-handed.
*'''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 the Kokiri Sword, dusts his hands off, and then puts them on his hips while grinning.
*'''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 ''[[zeldawiki:The Legend of Zelda (Game)|The Legend of Zelda]]'' and has since become the main theme of ''The Legend of Zelda'' series.]]
<gallery>
<gallery>
YoungLinkVictoryPose1SSBU.gif
YoungLinkVictoryPose1SSBU.gif
Line 483: Line 338:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
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'' got 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 some 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 maybe a top tier, and the best of the three Links. As time went on, many discovered some of his weaknesses, which include inconsistent KO power and a linear, slow recovery, making him not too difficult to edgeguard. Tweek went on to drop the character in favor of {{SSBU|Pokemon 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 grabbed the attention and caught the eye of some players and allowed to think of him highly again as a competitive high tier or maybe a top tier and the best ''Legend of Zelda'' representative. 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}}.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
''See also: [[:Category:Young Link players (SSBU)]]''
 
*{{Sm|Jdizzle|Australia}} - One of the best players in all of Oceania, winning or being the highest-placing Australian player at many Australian events, including winning {{Trn|Battle Arena Melbourne 12}} and placing 2nd at {{Trn|Phantom 2020}}. He is also the most successful Australian player at international events, with several noteworthy performances such as placing 7th at {{Trn|Gen 1.0}} and 17th at both {{Trn|Let's Make Big Moves 2022}} and {{Trn|Ultimate WANTED 4}}, in addition to securing wins over players such as {{Sm|KEN}} at [https://www.start.gg/tournament/winner-19/details WINNER! 19] and {{Sm|Gackt}} at both Gen 1.0 and {{Trn|GENESIS 9}}.
*{{Sm|Kobe|USA}} - One of the best Young Link players in North America who was the definitive best in 2021. He is best known for his many great superregional performances that include winning {{Trn|CIRQUE du CFL}} after defeating {{Sm|Zomba}} and {{Sm|Kola}} twice, placing 4th at {{Trn|InfinityCON Tally 2021}} and 5th at {{Trn|CEO 2024}}, and defeating {{Sm|Light|p=Connecticut}} at {{Trn|MomoCon 2024}}. Though less successful at majors, he has still seen several great runs, including placing 13th at {{Trn|Riptide}} and 17th at {{Trn|Let's Make Big Moves 2022}}.
*{{Sm|skittles|USA|p=Iowa}} - First known for being one of the best players in the online metagame, he has since established himself as one of the best Young Link players in the post-pandemic metagame, especially in 2022 where he double-eliminated {{Sm|Zomba}} twice at back-to-back events {{Trn|Frosty Faustings XIV 2022}} and {{Trn|LEVELUP Arena 4}}, in addition to his runs to 5th at {{Trn|Riptide 2022}} and 9th at {{Trn|Rise 'N Grind}}.  
*{{Sm|Suinoko|Japan}} - The best Young Link player in Japan. In spite of his inconsistency in competitive play, he is the second Young Link player to place top 8 at a major, doing so by placing 7th at {{Trn|Seibugeki 13}} defeating {{Sm|Kaninabe}}, {{Sm|Kome}}, and {{Sm|Jagaimo}}, and has also seen some other noteworthy peaks, including placing 13th at {{Trn|Umebura SP 10}} and 17th at {{Trn|Kagaribi 9}}.
*{{Sm|Supahsemmie|Netherlands}} - One of the greatest Young Link players of all-time and by far the best Young Link player in Europe. Though best known for eliminating {{Sm|MkLeo}} at {{Trn|Sunrise 2023}}, where he ultimately placing 7th, he has also seen a variety of other strong performances throughout Europe, including regularly placing single-digits at or winning [[Netherlands|Dutch]] events and placing 5th at {{Trn|Ultimate Fighting Arena 2024}} and 9th at both {{Trn|Temple: Hermès Edition}} and {{Trn|Ultimate WANTED 4}}.
*{{Sm|Toast|USA}} - One of the greatest Young Link players of all-time, mainly due to having the best peaks out of any other Young Link player. He especially was known for his performances during the ill-fated [[Spring 2020 PGRU]] season, where he became the first Young Link player to place top 8 a major by defeating {{Sm|Light|p=Connecticut}}, {{Sm|Samsora}}, and {{Sm|Kameme}} to finish 7th at {{Trn|Frostbite 2020}}; this remains the only time a Young Link player placed top 8 at a supermajor as well. In addition, he is also the highest-placing Young Link player at a major after placing 3rd at {{Trn|CEO 2022}} defeating {{Sm|Sonix}} and {{Sm|Tweek}}.


===Tier placement and history===
===Notable players===
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.
====Active====
<!--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.''
*{{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|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|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}} with solo Young Link, and 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}} - Considered one of the best Young Link players in Japan before dropping him in favor of {{SSBU|Peach}}. 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. Has recently picked up Young Link again.
*{{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. 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}}.


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.
====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|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==
[[File:SSBU Congratulations Young Link.png|thumb|Young Link's congratulations screen.]]
[[File:SSBU Congratulations Young Link.png|thumb|Young Link's congratulations screen.]]
Young Link's opponents are all from the {{uv|Zelda}} series. Additionally, to go with the theme of the route, all stages, items and assist trophies are from the ''The Legend of Zelda'' universe.
Young Link's opponents are all from the {{uv|Zelda}} series. Additionally, to go with the theme of the route, all stages, items and assist trophies are from the ''The Legend of Zelda'' universe.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Zelda|SSBU|hsize=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Main Theme}}''||
|1||{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Main Theme}}''||
|-
|-
|2||{{CharHead|Young Link|SSBU|hsize=20px|color=Black}}||[[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.
|2||Young Link {{Head|Young Link|g=SSBU|s=20px|cl=Black}}||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Song of Storms}}''||If the player is using the Dark Young Link costume, the CPU player will be default Young Link {{Head|Young Link|g=SSBU|s=20px}}.
|-
|-
|3||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Gerudo Valley]] ([[Ω form]])||''{{SSBUMusicLink|The Legend of Zelda|Gerudo Valley (Remix)}}''||Items do not appear.
|3||{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=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||{{SSBU|Toon Link}} (x4) {{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}}||[[Pirate Ship]]||''{{SSBUMusicLink|The Legend of Zelda|The Great Sea / Menu Select}}''||The multicolored Toon Links is a references to ''The Legend of Zelda: Four Swords''.
|-
|-
|5||{{CharHead|Ganondorf|SSBU|hsize=20px}}||[[Bridge of Eldin]] (Ω form) ||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Twilight Princess}}''||Items do not appear.
|5||{{SSBU|Ganondorf}} {{Head|Ganondorf|g=SSBU|s=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||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px}}||[[Great Plateau Tower]]||''{{SSBUMusicLink|The Legend of Zelda|Main Theme - The Legend of Zelda: Breath of the Wild}}''||
|-
|-
|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 Realm||''{{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.
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}}


Line 534: Line 394:
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 Realm 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 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}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|22
| 22
|[[File:Young Link SSBU.png|center|64x64px]]
| [[File:Young Link SSBU.png|center|64x64px]]
|Young Link
| {{SSBU|Young Link}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| [[File:SpiritTypeGrab.png|20px|center|Grab]] <center>{{color|#17ba17|Grab}}</center>
|10,300
| 10,300
|[[Temple]] ([[Ω form]])
| [[Temple]] ([[Ω form]])
|''{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}''
| ''{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Young Link's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Young Link. It is also available periodically for purchase in the shop for 300 Gold, but only after Young Link has been unlocked. 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. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
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, Young Link makes an appearance in a few primary spirits under other forms.
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'''''
Young Link Spirit.png|176. '''''Young Link'''''
SSBU spirit Deku Link.png|207. Deku Link
Epona Spirit.png|196. Epona
SSBU spirit Fierce Deity Link.png|208. Fierce Deity Link
Deku Link.png|207. Deku Link
FierceDeityLinkSpirit.png|208. Fierce Deity Link  
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 592: Line 454:
|-
|-
|178
|178
|{{SpiritTableName|Link (The Legend of Zelda)|customname=[[Link]] (The Legend of Zelda)|size=64}}
|[[File:Spirit Link TLOZ.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Link (The Legend of Zelda)}}[[Link]] (The Legend of Zelda)
|''The Legend of Zelda series''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|13,500
|13,500
|[[Find Mii]] (hazards off)
|[[Find Mii]] (hazards off)
Line 601: Line 464:
|•The enemy's melee weapons have increased power<br>•The enemy's FS Meter charges quickly<br>•The enemy has increased attack power
|•The enemy's melee weapons have increased power<br>•The enemy's FS Meter charges quickly<br>•The enemy has increased attack power
|{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda}}
|{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda}}
|Link (Red Ring equipped)
|
|-
|-
|184
|184
|{{SpiritTableName|Fairy Bottle|link=y|size=64}}
|[[File:Fairy Bottle Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Fairy Bottle}}[[Fairy Bottle]]
|''The Legend of Zelda series''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Pink}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Pink}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,700
|3,700
|[[Fountain of Dreams]]
|[[Fountain of Dreams]]
|•Sudden Damage
|•Sudden Damage
|•All fighters take serious damage<br>•The enemy has increased defense<br>''•The enemy starts the battle with a Fairy Bottle''
|•All fighters take serious damage<br>•The enemy has increased defense
|{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}
|{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}
|
|
|-
|-
|194
|194
|{{SpiritTableName|Kaepora Gaebora|size=64}}
|[[File:Kaepora Gaebora Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Kaepora Gaebora}}Kaepora Gaebora
|''The Legend of Zelda series''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,700
|3,700
|[[Distant Planet]] ([[Battlefield form]])
|[[Distant Planet]] ([[Battlefield form]])
Line 628: Line 493:
|-
|-
|212
|212
|{{SpiritTableName|Happy Mask Salesman|size=64}}
|[[File:Happymasksalesman.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Happy Mask Salesman}}Happy Mask Salesman
|''The Legend of Zelda series''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,300
|4,300
|[[Umbra Clock Tower]]
|[[Umbra Clock Tower]]
|•Attack Power ↑<br>•Move Speed ↑<br>•Jump Power ↑
|•Attack Power ↑<br>•Move Speed ↑<br>•Jump Power ↑
|•Timed battle (1:30)<br>•All fighters have increased jump power<br>•All fighters have increased move speed after a little while
|•Timed battle<br>•All fighters have increased jump power<br>•All fighters have increased move speed after a little while
|{{SSBUMusicLink|The Legend of Zelda|Song of Storms}}
|{{SSBUMusicLink|The Legend of Zelda|Song of Storms}}
|
|
|-
|-
|213
|213
|{{SpiritTableName|Kafei|size=64}}
|[[File:Kafei Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Kafei}}Kafei
|''The Legend of Zelda series''
|•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,600
|4,600
|[[Skyloft]]
|[[Skyloft]]
|N/A
|N/A
|•Timed battle (1:30)<br>•The enemy tends to avoid conflict
|•Timed battle<br>•The enemy tends to avoid conflict
|{{SSBUMusicLink|The Legend of Zelda|Termina Field (Remix)}}
|{{SSBUMusicLink|The Legend of Zelda|Termina Field (Remix)}}
|
|
|-
|-
|235
|235
|{{SpiritTableName|Ravio|size=64}}
|[[File:Ravio Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Ravio}}Ravio
|''The Legend of Zelda series''
|•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,000
|4,000
|[[Skyloft]]
|[[Skyloft]]
|N/A
|N/A
|•Timed battle (2:00)<br>•The enemy favors special moves<br>•The enemy is easily distracted by items
|•Timed battle<br>•The enemy favors special moves<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|The Legend of Zelda|Hyrule Main Theme}}
|{{SSBUMusicLink|The Legend of Zelda|Hyrule Main Theme}}
|
|
|-
|-
|364
|364
|{{SpiritTableName|Poppy Bros. Jr.|size=64}}
|[[File:Poppybrosjr.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Poppy Bros. Jr.}}Poppy Bros. Jr.
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}×2
|''Kirby series''
|{{SpiritType|Grab}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}} (×2)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,500
|1,500
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 676: Line 545:
|-
|-
|876
|876
|{{SpiritTableName|Cut Man|size=64}}
|{{anchor|Cut Man}}[[File:Cutman.png|center|64x64px]]
|''Mega Man'' Series
|Cut Man
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}}×2 (80 HP)
|''Mega Man series''
|{{SpiritType|Grab}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}} (x2)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,700
|3,700
|[[Wily Castle]] ([[Ω form]])
|[[Wily Castle]] ([[Ω form]])
Line 688: Line 558:
|-
|-
|879
|879
|{{SpiritTableName|Bomb Man|size=64}}
|{{anchor|Bomb Man}}[[File:BombMan.PNG|center|64x64px]]
|''Mega Man'' Series
|Bomb Man
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}}×2 (80 HP)
|''Mega Man series''
|{{SpiritType|Grab}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}} (×2)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,500
|3,500
|[[Wily Castle]] ([[Ω form]])
|[[Wily Castle]] ([[Ω form]])
Line 700: Line 571:
|-
|-
|1,127
|1,127
|{{SpiritTableName|Diskun|size=64}}
|{{anchor|Diskun}}[[File:Diskun.png|center|64x64px]]
|Diskun
|''Disk System''
|''Disk System''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Simon}} {{Head|Simon|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Simon}} {{Head|Simon|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,100
|9,100
|[[Temple]] ([[Battlefield form]])
|[[Temple]] ([[Battlefield form]])
|N/A
|N/A
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|Other|Famicom Medley}}
|{{SSBUMusicLink|Nintendo|Famicom Medley}}
|Link (''[[The Legend of Zelda]]'' for the Famicom Disk System)
|Link (''[[The Legend of Zelda]]'' for the Famicom Disk System)  
|-
|-
|1,130
|1,130
|{{SpiritTableName|Donbe & Hikari|customname=[https://nintendo.fandom.com/wiki/Donbe Donbe] & [https://nintendo.fandom.com/wiki/Hikari Hikari]|size=64}}
|{{anchor|Donbe & Hikari}}[[File:Donbe hikari.png|center|64x64px]]
|''Famicom Mukashibanashi'' Series
|Donbe & Hikari
|''Famicom Mukashibanashi series''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,500
|3,500
|{{b|Duck Hunt|stage}} (hazards off)
|{{b|Duck Hunt|stage}} (hazards off)
|N/A
|N/A
|•Defeat an army of fighters
|•Defeat an army of fighters
|{{SSBUMusicLink|Other|Shin Onigashima Medley}}
|{{SSBUMusicLink|Nintendo|Shin Onigashima Medley}}
|[https://nintendo.fandom.com/wiki/Donbe Donbe]
|[https://nintendo.fandom.com/wiki/Donbe Donbe]
|-
|-
|1,145
|1,145
|{{SpiritTableName|Prince Richard|size=64}}
|{{anchor|Prince Richard}}[[File:Prince Richard Spirit.png|center|64x64px]]
|Prince Richard
|''Kaeru no Tame ni Kane wa Naru''
|''Kaeru no Tame ni Kane wa Naru''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|9,900
|9,900
|[[Dream Land GB]]
|[[Dream Land GB]]
|•Temporary Invincibility<br>•Assist Trophy Enemies ([[Sablé Prince]])
|•Temporary Invincibility<br>•Assist Trophy Enemies ([[Sablé Prince]])
|•The enemy will occasionally be invincible after a little while<br>•The enemy can unleash powerful critical hits at random<br>•Hostile assist trophies will appear
|•The enemy will occasionally be invincible after a little while<br>•The enemy can unleash powerful critical hits at random<br>•Hostile assist trophies will appear
|{{SSBUMusicLink|Kirby|Kirby Retro Medley}} (Castle Lololo)
|{{SSBUMusicLink|Kirby|Castle Lololo}}
|
|
|-
|-
|1,280
|1,280
|{{SpiritTableName|Tethu|size=64}}
|{{anchor|Tethu}}[[File:Tethu.png|center|64x64px]]
|Tethu
|''Ever Oasis''
|''Ever Oasis''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,700
|3,700
|[[Gerudo Valley]] (hazards off)
|[[Gerudo Valley]] (hazards off)
|•Flowery<br>•Item: [[Deku Nut]]
|•Flowery<br>•Item: [[Deku Nut]]
|•You constantly take minor damage<br>•The enemy starts the battle with a [[Gust Bellows]]
|•You constantly take minor damage<br>•The enemy starts the battle with a [[Gust Bellows]]
|{{SSBUMusicLink|Other|Struggle Against Chaos}}
|{{SSBUMusicLink|Nintendo|Struggle Against Chaos}}
|
|
|-
|-
|1,282
|1,282
|{{SpiritTableName|Musashi|size=64}}
|{{anchor|Musashi}}[[File:Musashi Spirit.png|center|64x64px]]
|Musashi
|''Sushi Striker: The Way of Sushido''
|''Sushi Striker: The Way of Sushido''
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,400
|2,400
|[[Onett]]
|[[Onett]]
Line 762: Line 638:
===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 780: Line 657:
|-
|-
|189
|189
|{{SpiritTableName|Young Zelda|size=64}}
|[[File:Young Zelda.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Young Zelda}}Young [[Zelda]]
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Purple}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|•{{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}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,700
|3,700
|[[Hyrule Castle]]
|[[Hyrule Castle]]
Line 789: Line 667:
|•Take your strongest team into this no-frills battle
|•Take your strongest team into this no-frills battle
|{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}
|{{SSBUMusicLink|The Legend of Zelda|Ocarina of Time Medley}}
|Young Link (Ocarina of Time)
|Young Link (Ocarina of Time)  
|-
|-
|192
|192
|{{SpiritTableName|Saria|size=64}}
|[[File:Saria Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Saria}}Saria
|''The Legend of Zelda series''
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Teal}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px|cl=Teal}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,900
|9,900
|[[Garden of Hope]]
|[[Garden of Hope]]
Line 801: Line 680:
|•The stage is covered in fog<br>•The enemy will charge up a powerful Final Smash
|•The stage is covered in fog<br>•The enemy will charge up a powerful Final Smash
|{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}
|{{SSBUMusicLink|The Legend of Zelda|Saria's Theme}}
|Young Link (Ocarina of Time)
|Young Link (Ocarina of Time)  
|-
|-
|211
|211
|{{SpiritTableName|Tingle|link=y|size=64}}
|[[File:Tingle.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Tingle}}[[Tingle]]
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Cyan}}{{Head|Villager|g=SSBU|s=20px|cl=Purple}}{{Head|Villager|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|''The Legend of Zelda series''
|{{SpiritType|Grab}}
|•{{SSBU|Villager}} (×3) ({{Head|Villager|g=SSBU|s=20px|cl=Cyan}}{{Head|Villager|g=SSBU|s=20px|cl=Purple}}{{Head|Villager|g=SSBU|s=20px|cl=Yellow}})<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,000
|9,000
|[[Great Bay]]
|[[Great Bay]]
|•Uncontrollable Speed<br>•Slippery Stage
|•Uncontrollable Speed<br>•Slippery Stage
|•Defeat the main fighter to win<br>•All fighters move faster and can't stop quickly after a little while<br>•The enemy loves to taunt
|•Defeat the main fighter to win<br>•All fighters move faster and can't stop quickly after a while<br>•The enemy loves to taunt
|{{SSBUMusicLink|The Legend of Zelda|Termina Field (Remix)}}
|{{SSBUMusicLink|The Legend of Zelda|Termina Field (Remix)}}
|Link (Majora's Mask)
|Link (Majora's Mask)  
|-
|-
|218
|218
|{{SpiritTableName|Dimitri (The Legend of Zelda)|customname={{s|zeldawiki|Dimitri}} (The Legend of Zelda)|size=64}}
|[[File:Dimitri Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Dimitri}}Dimitri
|''The Legend of Zelda series''
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,700
|1,700
|[[Great Bay]]
|[[Great Bay]]
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|-
|-
|233
|233
|{{SpiritTableName|Wall-Merged Link|size=64}}
|[[File:Link Drawing Spirit.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Wall-Merged Link}}Wall-Merged Link
|''The Legend of Zelda series''
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}<br>•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,500
|3,500
|[[Flat Zone X]]
|[[Flat Zone X]]
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|-
|-
|236
|236
|{{SpiritTableName|Hilda (The Legend of Zelda)|size=64}}
|[[File:Hilda.png|center|64x64px]]
|''The Legend of Zelda'' Series
|{{anchor|Hilda}}Hilda
|''The Legend of Zelda series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Black}}<br>•Bunny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,100
|9,100
|[[Temple]]
|[[Temple]]
|•Assist Trophy Enemies ([[Nightmare]])
|•[[Assist Trophy]] Enemies ([[Nightmare]])
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}}
|{{SSBUMusicLink|The Legend of Zelda|Lorule Main Theme}}
Line 852: Line 735:
|-
|-
|1,319
|1,319
|{{SpiritTableName|Professor Riggs & Plaise & Lerna|size=64}} {{Flag|North America}}<br>Professor Gerry, Plaise, & Lerna {{Flag|PAL}}
|[[File:Professor Riggs Spirit.png|center|64x64px]]
|''Nintendo Labo'' Series
| Professor Riggs & Plaise & Lerna
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}<br>•Tiny {{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Red}}
|''Nintendo Labo series''
|{{SpiritType|Neutral}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px|cl=Blue}}<br>{{SSBU|Young Link}} {{Head|YoungLink|g=SSBU|s=20px|cl=Red}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|2,500
|2,500
|[[Paper Mario]]
|[[Paper Mario]]
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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.
The Legend of Zelda artwork.png|Artwork of all ''The Legend of Zelda'' characters, as posted on the official Legend of Zelda Twitter account.
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]].
Line 897: Line 780:
</gallery>
</gallery>


===Fighter Showcase Video===
===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 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''.
*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>
**This has been noted by both of their ''Super Smash Bros.'' blog's "Today's Fighter" descriptions.
**Additionally, the cuffs of his boots are not fully modeled when looking at them from below.<ref>[https://i.imgur.com/a5c5PG6.jpg]</ref>
*Young Link's light blue costume gives him a pair of beige trousers. Although it may appear that his legs were just recolored, the fabric and seams can be seen by zooming in on his legs during gameplay.
*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 get cut off rather than being connected to his cap.<ref>[https://i.imgur.com/kEUlESu.jpg]</ref><ref>[https://i.imgur.com/pT3vxBf.jpg]</ref>
**Additionally, when looking at the cuffs of his boots from below, there's a visible gap.<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}} and {{SSBU|Yoshi}}.
*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.
*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.
**Additionally, certain animations such as one of his idle animations will cause his arm to clip through his shield.
*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.
*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.
**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.
*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.
*When performing a [[wall jump]], Young Link does not directly touch the wall before the jump.
**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.
*Young Link's [[Star KO]] voice clip, unusually, begins with a short pause.
*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.
*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}}.
*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}}.
*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''' Junger 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.


==References==
==References==

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