Link (SSB): Difference between revisions

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Link is currently ranked 11th on the [[tier list]], the second lowest ranked character, outranking only {{SSB|Luigi}}. His placement in ''Smash 64'' is also tied with [[Link (SSBB)|his later iteration in ''Brawl'']] as his worst placement in the series. Link is known in high level competitive play as a very defensive character, relying on {{b|bomb|Link}}s and [[Boomerang]]s to prevent gimps and using his up tilt and up and back aerials for combos, while using his forward and down smash, down aerial, and [[projectile]]s for [[edgeguarding]]. Having many disjointed melee attacks and his aforementioned two projectiles, Link can be a hassle to [[approach]], while also having an average approach himself courtesy of his extremely high traction.
Link is currently ranked 11th on the [[tier list]], the second lowest ranked character, outranking only {{SSB|Luigi}}. His placement in ''Smash 64'' is also tied with [[Link (SSBB)|his later iteration in ''Brawl'']] as his worst placement in the series. Link is known in high level competitive play as a very defensive character, relying on {{b|bomb|Link}}s and [[Boomerang]]s to prevent gimps and using his up tilt and up and back aerials for combos, while using his forward and down smash, down aerial, and [[projectile]]s for [[edgeguarding]]. Having many disjointed melee attacks and his aforementioned two projectiles, Link can be a hassle to [[approach]], while also having an average approach himself courtesy of his extremely high traction.


However, his lack of speed and maneuverability limit his ability to safely approach. As a result, Link's game plan is largely attacking from afar with thrown [[projectile]]s and waiting for an opening. Due to his slow ground movement and attacks, it is imperative for Link players to be able to not only [[short hop]] but be able to input an attack immediately afterward. Link's [[recovery]] is awful, and widely considered to be one of the worst recoveries in the series, making offstage play very risky. He is also very easy to combo due to his weight and being a fast faller. Link's recovery and combo vulnerability make many of his matchups difficult. Link is slightly better in the [[PAL]] version due to having faster [[air speed]] (improving his recovery and some of his combo ability), and his forward smash dealing 4% more damage, and much better in the Japanese version where he is ranked 9th on the tier list, due to Link's up tilt having more reliable combo ability and sending opponents on a more favorable angle to combo, as well as his bombs being much easier to use in combos. Regardless, he has poor matchups on the NTSC-U version, and poor results due to his small playerbase.
However, his lack of speed and maneuverability limit his ability to safely approach. As a result, Link's game plan is largely attacking from afar with thrown [[projectile]]s and waiting for an opening. Due to his slow ground movement and attacks, it is imperative for Link players to be able to not only [[short hop]] but be able to input an attack immediately afterward. Link's [[recovery]] is awful, with little vertical or horizontal distance, high endlag when landing on stage, and inability to [[b-reverse]]. It is widely considered to be one of the worst recoveries in the series, making offstage play very risky. He is also very easy to combo due to his weight and being a fast faller. Link's recovery and combo vulnerability make many of his matchups difficult. Link is slightly better in the European [[PAL]] version due to having faster [[air speed]] (improving his recovery and some of his combo ability), and his forward smash dealing 4% more damage, and much better in the Japanese version where he is ranked 9th on the tier list, due to Link's up tilt having more reliable combo ability and sending opponents on a more favorable angle to combo, as well as his bombs being much easier to use in combos. Regardless, he has poor matchups on the NTSC-U version, and poor results due to his small playerbase.


==Attributes==
==Attributes==
[[File:SSB64 Congratulations Link.png|thumb|250px|Link's ending picture in ''Super Smash Bros.'']]
[[File:SSB64 Congratulations Link.png|thumb|250px|Link's [[congratulations screen]].]]
[[File:Ssb64link.jpg|thumb|Link using Spin Attack in the ''Smash 64'' instruction booklet.]]
[[File:Ssb64link.jpg|thumb|Link using Spin Attack in the ''Smash 64'' instruction booklet.]]
In general, Link's attacks are slow, long-ranged, and powerful. This gives him good KOing ability, with his down aerial and forward smash being especially powerful finishers. However, his moves are laggy and easy to [[punish]] if they aren't landed. His [[grab]] is also ranged, being one of the three tether grabs in the game, but it is also very slow and leaves Link very vulnerable if it misses. Link himself is also rather slow, with the second lowest [[dashing]] speed in the game and very short jumps. Despite this, his [[air speed]] and [[walking]] speed are above average. Link is also very stable in terms of gameplay.
In general, Link's attacks are slow, long-ranged, and powerful. This gives him good KOing ability, with his down aerial and forward smash being especially powerful finishers. However, his moves are laggy and easy to [[punish]] if they aren't landed. His [[grab]] is also ranged, being one of the three tether grabs in the game, but it is also very slow and leaves Link very vulnerable if it misses. Link himself is also rather slow, with the second lowest [[dashing]] speed in the game and very short jumps. Despite this, his [[air speed]] and [[walking]] speed are above average. Link is also very stable in terms of gameplay.
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==Differences between game versions==
==Differences between game versions==
===NTSC-J to NTSC-U===
===NTSC-J to NTSC-U===
Link was greatly nerfed in his transition to the NTSC-U version compared to his original Japanese incarnation. Link's gravity was increased which reduced the height of his jumps and Spin Attack, notably making his recovery even more limited than it already was. A handful of Link's moves were also made noticeably less effective. Up tilt received a huge damage/knockback reduction which both significantly hindered Link's combo potential at lower percents and his shield pressuring potential. Down aerial also saw a significant power reduction which made it far less effective as a combo ender. While the higher [[SDI]] presence/hitlag does make it easier for Link to escape combos, this overall does not help Link too much (due to his susceptibility to combos) and Link's higher gravity made him more susceptible to combos. In addition to this, these factors also hindered some of Link's main combo tools, particularly up smash and back aerial due to their multi hitting nature. Link is overall significantly worse in the NTSC-U version, as his combo game is weaker and his biggest weakness (his recovery) was made even worse. Link ended up going from a solid mid tier in the Japanese version to one of the worst characters in the North American version.
Link was significantly nerfed in his transition to the NTSC-U version compared to his original Japanese incarnation. Link's gravity was increased which reduced the height of his jumps and Spin Attack, notably making his recovery even more limited than it already was. A handful of Link's moves were also made noticeably less effective. Up tilt received a huge damage/knockback reduction which both significantly hindered Link's combo potential at lower percents and his shield pressuring potential. Down aerial also saw a significant power reduction which made it far less effective as a combo ender. While the higher [[SDI]] presence/hitlag does make it easier for Link to escape combos, this overall does not help Link too much (due to his susceptibility to combos) and Link's higher gravity made him more susceptible to combos. In addition to this, these factors also hindered some of Link's main combo tools, particularly up smash and back aerial due to their multi hitting nature. Link is overall significantly worse in the NTSC-U version, as his combo game is weaker and his biggest weakness (his recovery) was made even worse. Link ended up going from a solid mid tier in the Japanese version to one of the worst characters in the North American version.


====Aesthetics====
====Aesthetics====
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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 Thrust ({{ja|幻影突き|Genei Tsuki}})
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}}, ''Mow-Down'')<br>Counter Slash ({{ja|返し|Kaeshi}}, ''Return'')<br>Stab ({{ja|突き|Tsuki}})<br>Illusion Thrust ({{ja|幻影突き|Gen'ei Tsuki}}, ''Phantom Stab'')
|neutral1dmg=5%
|neutral1dmg=5%
|neutral2dmg=3%
|neutral2dmg=3%
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|ftiltdmg=17% (hilt), 18% (blade)
|ftiltdmg=17% (hilt), 18% (blade)
|ftiltdesc=A delayed downward swing. Somewhat slow but above average damage and knockback for a forward tilt.
|ftiltdesc=A delayed downward swing. Somewhat slow but above average damage and knockback for a forward tilt.
|utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu Kiri}})
|utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu Giri}})
|utiltdmg=10%, 15% (NTSC-J)
|utiltdmg=10%, 15% (NTSC-J)
|utiltdesc=Quickly swings the Master Sword in a small arc above him. Can be chained together and good for leading into combos, usually forward tilt or neutral aerial. The attack's trajectory is based on where they are positioned on hit; when facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. Changes heavily in Japanese version of Smash 64, doing 15% damage and being able to [[shield break]] and a better angle for combos.
|utiltdesc=Quickly swings the Master Sword in a small arc above him. Can be chained together and good for leading into combos, usually forward tilt or neutral aerial. The attack's trajectory is based on where they are positioned on hit; when facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. Changes heavily in Japanese version of Smash 64, doing 15% damage and being able to [[shield break]] and a better angle for combos.
|dtiltname=Grasscutter ({{ja|草薙ぎ|Kusanagi}})
|dtiltname=Grasscutter ({{ja|草薙ぎ|Kusanagi}}, ''Grass Mower'')
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=A ground-level slash. Usually knocks foes upwards. At lower percentages, this can be followed by a forward smash, a forward tilt, or even a grab. At high percents, it loses combo potential due to sending opponents too far for a follow-up.
|dtiltdesc=A ground-level slash. Usually knocks foes upwards. At lower percentages, this can be followed by a forward smash, a forward tilt, or even a grab. At high percents, it loses combo potential due to sending opponents too far for a follow-up.
|dashname=Dash Thrust ({{ja|ダッシュ突き|Dasshu Tsuki}})
|dashname=Dash Thrust ({{ja|ダッシュ突き|Dasshu Tsuki}}, ''Dash Stab'')
|dashdmg=16% (clean body), 11% (late body), 14% (clean blade), 10% (late blade)
|dashdmg=16% (clean body), 11% (late body), 14% (clean blade), 10% (late blade)
|dashdesc=Comes to a stop mid-dash, stabbing in front of himself. Good range and speed, and can KO usually around 150%. Great for combo finishers. Moderate ending lag.
|dashdesc=Comes to a stop mid-dash, stabbing in front of himself. Good range and speed, and can KO usually around 150%. Great for combo finishers. Moderate ending lag.
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'')
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Cutter'')
|fsmashdmg=20% (clean), 12% (late), 24% (EUR clean), 14% (EUR late)
|fsmashdmg=20% (clean), 12% (late), 24% (EUR clean), 14% (EUR late)
|fsmashdesc=Twirls his sword twice in hand, then slashes downward in a similar fashion to his forward tilt, but with more power and lag. Much stronger if hit with the main blade, with very good knockback, being the most powerful forward smash in the game (knockback wise).
|fsmashdesc=Twirls his sword twice in hand, then slashes downward in a similar fashion to his forward tilt, but with more power and lag. Much stronger if hit with the main blade, with very good knockback, being the most powerful forward smash in the game (knockback wise).
|usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}})
|usmashname=Triple Sword Slice ({{ja|三段斬り|Sandan Giri}}, ''Three-Stage Cutter'')
|usmashdmg=7% (hit 1), 3% (hit 2), 12% (hit 3), 22% (total), 8% (NTSC-J hit 1), 4% (NTSC-J hit 2), 24% (NTSC-J total)
|usmashdmg=7% (hit 1), 3% (hit 2), 12% (hit 3), 22% (total), 8% (NTSC-J hit 1), 4% (NTSC-J hit 2), 24% (NTSC-J total)
|usmashdesc=Three quick, narrow slashes while looking upwards. Lacks range but good for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KOing, but at lower percentages it can lead into itself, an aerial, or [[Spin Attack]]. In most other cases, an up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended.
|usmashdesc=Three quick, narrow slashes while looking upwards. Lacks range but good for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KOing, but at lower percentages it can lead into itself, an aerial, or [[Spin Attack]]. In most other cases, an up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended.
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}}, ''Front and Back Underfoot Cutter'')
|dsmashdmg=16%
|dsmashdmg=16%
|dsmashdesc=Swiftly slashes in front of himself, then behind. A good close-range defensive move but also effective for KOing. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming Link is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on.
|dsmashdesc=Swiftly slashes in front of himself, then behind. A good close-range defensive move but also effective for KOing. This move is one of Link's few moves that come out near-instantaneously, and the ending lag is also rather low. Assuming Link is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on.
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|nairdmg=10% (clean), 8% (late)
|nairdmg=10% (clean), 8% (late)
|nairdesc=An aerial [[sex kick]]. Best used as a defensive move due to its speed and lack of KO power. Moderately good combo move, and effective for [[edge-guarding]].
|nairdesc=An aerial [[sex kick]]. Best used as a defensive move due to its speed and lack of KO power. Moderately good combo move, and effective for [[edge-guarding]].
|fairname=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}})
|fairname=Spinning Sweep ({{ja|回転なぎ払い|Kaiten Nagiharai}}, ''Rotating Mow-Down'')
|fairdmg=20% (clean), 12% (late)
|fairdmg=20% (clean), 12% (late)
|fairdesc=Does a swirling slash in a complete circle. Has two hitboxes: the early hit does 20% damage with a good amount of knockback, while a late hit deals less damage, but keeps its decent strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos due to its knockback.
|fairdesc=Does a swirling slash in a complete circle. Has two hitboxes: the early hit does 20% damage with a good amount of knockback, while a late hit deals less damage, but keeps its decent strength. It is not possible that the two hits will combine into each other. It is used competitively to end combos due to its knockback.
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}})
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}}, ''Two-Stage Kick'')
|bairdmg=10% (hits 1-2), 20% (total)
|bairdmg=10% (hits 1-2), 20% (total)
|bairdesc=Two kicks behind himself. They combo into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky to use this move near a ledge due to the length of this move, as Link's recovery may not always be good enough to make it back to the stage. Very useful for combos.
|bairdesc=Two kicks behind himself. They combo into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky to use this move near a ledge due to the length of this move, as Link's recovery may not always be good enough to make it back to the stage. Very useful for combos.
|uairname=Up Thrust ({{ja|上突き|Ue Tsuki}})
|uairname=Up Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Stab'')
|uairdmg=16%  
|uairdmg=16%  
|uairdesc=Stabs upward, similarly to his {{iw|zeldawiki|Up Thrust}} from ''Zelda II: The Adventure of Link''. Decent KO power, can also juggle. Link's blade carries the move's hitbox. Useful on platforms to extend combos.
|uairdesc=Stabs upward, similarly to his {{iw|zeldawiki|Up Thrust}} from ''Zelda II: The Adventure of Link''. Decent KO power, can also juggle. Link's blade carries the move's hitbox. Useful on platforms to extend combos.
|dairname=Downward Thrust ({{ja|下突き|Shita Dzuki}})
|dairname=Downward Thrust ({{ja|下突き|Shita Zuki}}, ''Down Stab'')
|dairdmg=16%, 18% (NTSC-J)
|dairdmg=16%, 18% (NTSC-J)
|dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. This has great horizontal knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Has substantial landing lag when the player lands on the ground while using the move if not [[Z-cancel]]led. Usually considered to be Link's best aerial for shield pressure when Z-cancelled. Used competitively to end combos due to its knockback. Along with [[Pikachu]]'s, this is the only down aerial in SSB to lack a [[meteor smash]] hitbox.
|dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. This has great horizontal knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Has substantial landing lag when the player lands on the ground while using the move if not [[Z-cancel]]led. Usually considered to be Link's best aerial for shield pressure when Z-cancelled. Used competitively to end combos due to its knockback. Along with [[Pikachu]]'s, this is the only down aerial in SSB to lack a [[meteor smash]] hitbox.
|grabname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}})
|grabname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}})
|grabdesc=Uses the Hookshot while standing. Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to Link's high grab range.
|grabdesc=Uses the Hookshot while standing. Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to Link's high grab range.
|fthrowname=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}})
|fthrowname=Kick Off ({{ja|蹴り飛ばし|Keri Tobashi}}, ''Kick Fly-Off'')
|fthrowdmg=14% (throw), 8% (collateral)
|fthrowdmg=14% (throw), 8% (collateral)
|fthrowdesc=Kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials.
|fthrowdesc=Kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials.
|bthrowname=Reverse Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}}, ''Backward Kick'')
|bthrowname=Reverse Kick Off ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}}, ''Backward Kick Fly-Off'')
|bthrowdmg=16% (throw), 8% (collateral)
|bthrowdmg=16% (throw), 8% (collateral)
|bthrowdesc=Takes the foe and kicks them directly behind him. Somewhat better KO power than his forward throw.
|bthrowdesc=Takes the foe and kicks them directly behind him. Somewhat better KO power than his forward throw.
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|char=Link
|-
|game=SSB
!{{{name|}}}
|desc-us=Go Link! *claps 3 times*
!Cheer (International)
|desc-jp=Lin-k!
!Cheer (Japanese)
|pitch-us=Group chant
|-
|pitch-jp=Group chant}}
! scope="row"|Cheer
|[[File:Link Cheer International SSB.ogg|center]]||[[File:Link Cheer Japanese SSB.ogg|center]]
|-
! scope="row"|Description
|Go - Link! *claps 3 times* || Lin - k!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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<!--This character has a 10 player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a 10 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 -->


*{{Sm|Firo|USA}} - More known for his prominent {{SSB|Ness}}, but is also has a strong Link that he used in tournaments. Has placed 4th at {{Trn|The Empire Smashes Back}}, 7th at {{Trn|Pound 2016}}, 9th at {{Trn|COA VI}} and has used Link to beat {{Sm|Jimmy Joe}} and {{Sm|KoRoBeNiKi}}. Previously ranked 33rd on the [[2017 64 League Rankings]].
*{{Sm|Firo|USA}} - More known for using {{SSB|Ness}}, but also has a strong Link whom he used in tournaments. Has placed 4th at {{Trn|The Empire Smashes Back}}, 7th at {{Trn|Pound 2016}}, and 9th at {{Trn|COA VI}}, and has used Link to beat {{Sm|Jimmy Joe}} and {{Sm|KoRoBeNiKi}}. Previously ranked 33rd on the [[2017 64 League Rankings]].
*{{Sm|Gyaki|Japan}} - One of the best Link players in Japan and in the world. His best placement is his 2nd place at {{Trn|Kansai 2017}} where he defeated {{Sm|kysk}} and {{Sm|Kurabba}}. He also beat {{Sm|Isai}} and {{Sm|Josh Brody}} at {{Trn|Snosa III}} where he placed 5th. He was previously ranked 17th on the [[2017 64 League Rankings]].
*{{Sm|Gyaki|Japan}} - One of the best Link players in Japan and in the world. His best placement is his 2nd place at {{Trn|Kansai 2017}}, where he defeated {{Sm|kysk}} and {{Sm|Kurabba}}. He also beat {{Sm|Isai}} and {{Sm|Josh Brody}} at {{Trn|Snosa III}}, where he placed 5th. He was previously ranked 17th on the [[2017 64 League Rankings]].
*{{Sm|Hebiichigo|Japan}} - One of the best Link players in Japan. He placed 3rd at {{Trn|Kanto 2013}} and has top 8s at Kansai events such as {{Trn|Kansai 2016}} and {{Trn|Kansai 2022}} with wins over {{Sm|Tatsuman}}, {{Sm|Fukurou}}, and {{Sm|Shizuku}}.
*{{Sm|Hebiichigo|Japan}} - One of the best Link players in Japan. He placed 3rd at {{Trn|Kanto 2013}}, and has top 8 placements at Kansai events such as {{Trn|Kansai 2016}} and {{Trn|Kansai 2022}}, with wins over {{Sm|Tatsuman}}, {{Sm|Fukurou}}, and {{Sm|Shizuku}}.
*{{Sm|Isai|USA}} - One of the best Smash 64 players of all time who is efficient with the entire cast. Notably placed 2nd at {{Trn|Apex 2012}} with solo Link, beating top players such as {{Sm|SuPeRbOoMfAn}}, {{Sm|JaimeHR}}, and {{Sm|Kefit}}. He has also placed 1st at {{Trn|B.E.A.S.T 7}} and 3rd at {{Trn|Snosa II}} primarily using the character.
*{{Sm|Isai|USA}} - One of the best Smash 64 players of all time, being efficient with the entire cast. Notably placed 2nd at {{Trn|Apex 2012}} with solo Link, beating top players such as {{Sm|SuPeRbOoMfAn}}, {{Sm|JaimeHR}}, and {{Sm|Kefit}}. He has also placed 1st at {{Trn|B.E.A.S.T 7}} and 3rd at {{Trn|Snosa II}} primarily using Link.
*{{Sm|Kort|Brazil}} - Considered the best Link player in South America. Kort is known for his utilization of Link's bombs, notably with the titled black-cat setup. He commonly played Link alongside other secondaries at multiple North American tournaments such as 2nd at {{Trn|Called Out!}}, 13th at {{Trn|Super Smash Con 2016}}, and 17th at {{Trn|GENESIS 3}}. He was previously ranked 20th on the [[2018 64 League Rankings]].
*{{Sm|Kort|Brazil}} - Considered the best Link player in South America. Kort is known for his utilization of Link's Bombs, notably with the titled black-cat setup. He commonly played Link alongside other secondaries at multiple North American tournaments such as placing 2nd at {{Trn|Called Out!}}, 13th at {{Trn|Super Smash Con 2016}}, and 17th at {{Trn|GENESIS 3}}. He was previously ranked 20th on the [[2018 64 League Rankings]].
*{{Sm|Sekirei|Japan}} - Considered the best Link player from Japan and of all time. He won {{Trn|Kanto Fall 2019}}, using Link to beat Kurabba and {{Sm|Fukurou}} to take the tournament. He additionally has great tournament results at other Kanto tournaments and has beaten other highly regarded players such as Isai and {{Sm|Jousuke}}.
*{{Sm|Sekirei|Japan}} - Considered the best Link player from Japan and of all time. He won {{Trn|Kanto Fall 2019}}, using Link to beat Kurabba and {{Sm|Fukurou}} to take the tournament. He additionally has great tournament results at other Kanto tournaments, and has beaten other highly regarded players such as Isai and {{Sm|Jousuke}}.


===Tier placement and history===
===Tier placement and history===
Throughout the history of ''Smash 64'', Link has always been regarded as one of the worst characters in the game. On the first tier list for ''64'', he was ranked dead last in bottom tier, sharing it with Samus. He rose up to 11th on the second tier list then he would remain, but share the same placement of 10th-11th with Luigi on the third list. He would regain the placement of 11th tier on the fourth and most current tier list where he remains the second worst character in the game.
Throughout the history of ''Smash 64'', Link has always been regarded as one of the worst characters in the game due to relying on slower setups and stray hits more than any other character and is in contention for having the worst recovery in the game. On the first tier list for ''Smash 64'', he was ranked dead last as a bottom-tier character alongside Samus. Link would find a small but dedicated playerbase as ''Smash 64'' tournaments grew, with {{Sm|Okajyu}} and {{Sm|Isai}} placing 2nd at {{Trn|Kanto 2010}} and {{Trn|Apex 2012}} respectively, causing him to find the occasional major success in spite of his placement of bottom-tier. As the metagame progressed, Link players would find developments in his defensive game, finding technical setups with his Bombs such as the black-cat setup, which gave him better stage control. Despite this, his flaws are too significant to rise any higher in the metagame, being placed at 11th on the second tier list, tied with Luigi at 10th on the third list, and back to 11th on the fourth and most current tier list.


However, in spite of his placement, Link has achieved high results in a few tournaments due to the performance of players such as Isai, Gyaki and Sekirei. Even with these impressive placements, it is unknown if Link will ever get out of the bottom two spots that he has consistently remained in throughout the game's lifespan.
In spite of his placement, Link has achieved high results in a few tournaments since the release of the current tier list, most notably in Japan, where he is considered slightly better due to players such as {{Sm|Gyaki}}, {{Sm|Hebiichigo}}, and {{Sm|Sekirei}} placing top 8 at multiple Kanto and Kansai tournaments. Link's highest peak would come from Sekirei's victory at {{Trn|Kanto Fall 2019}}, and while he also used {{SSB|Kirby}}, this marks Link's best tournament win throughout the history of ''Smash 64''. Even with these impressive placements, it is unlikely Link will rise above his bottom-tiered status that he has consistently remained in throughout the game's lifespan.


==In Single-player==
==In Single-player==
*In the game's single-player mode, Link is the first character the player battles; he is faced on [[Hyrule Castle]].
*In the game's single-player mode, Link is the first character the player battles; he is faced on [[Hyrule Castle]].
*If the player is against Link in Single Player Mode on Very Easy, he will not attack or move until the player makes the first few strikes or after a period of time.
*If the player is against Link in Single Player Mode on Normal or below, he will not attack or move until the player makes the first few strikes or after a period of time.


==Techniques==
==Techniques==
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*Link is one of the two characters to lack a [[meteor smash]], the other being {{SSB|Pikachu}}.
*Link is one of the two characters to lack a [[meteor smash]], the other being {{SSB|Pikachu}}.
*When Link picks up a battering item, his dash attack will show him using his sword and the item he's wielding.
*When Link picks up a battering item, his dash attack will show him using his sword and the item he's wielding.
*Despite Adult Link not being able to use the boomerang in ''{{iw|zeldawiki|The Legend of Zelda: Ocarina of Time}}'', he uses it in ''Smash 64''. This also applies for his [[Link (SSBM)|''Melee'' incarnation]].
**Additionally, the boomerang uses its design from ''{{iw|zeldawiki|The Legend of Zelda: A Link to the Past}}'' rather than ''Ocarina of Time''.
*In the PAL version of ''Smash 64'', Link is the second heaviest character and no longer shares his weight with {{SSB|Captain Falcon}}.
*In the PAL version of ''Smash 64'', Link is the second heaviest character and no longer shares his weight with {{SSB|Captain Falcon}}.
*On the [[Character selection screen]], Link's portrait greatly resembles his artwork from ''{{iw|zeldawiki|The Legend of Zelda: Ocarina of Time}}''.
*On the [[Character selection screen]], Link's portrait greatly resembles {{file link|Link OoT.png|his artwork}} from ''Ocarina of Time''.
*This is the only game in which Link is the only ''Legend of Zelda'' fighter.
*This is the only game in which Link is the only ''Legend of Zelda'' fighter.


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