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As in ''[[Super Smash Bros.]]'', Nobuyuki Hiyama's portrayal of Link from ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' was re-purposed in ''Melee'', with the ones used in the previous ''Smash'' title returning alongside new ones. | As in ''[[Super Smash Bros.]]'', Nobuyuki Hiyama's portrayal of Link from ''{{s|zeldawiki|The Legend of Zelda: Ocarina of Time}}'' was re-purposed in ''Melee'', with the ones used in the previous ''Smash'' title returning alongside new ones. | ||
Link is ranked 18th in the tier list, in the C- tier, which is much higher than his second to last current rank in the ''Smash 64'' [[tier list]] (11th out of 12), and one place below his clone, {{SSBM|Young Link}}. Link's placement is due to his low lag aerials (with his neutral and forward air), a good variety of projectiles, several kill confirms, multiple strong tech-chasing options and a very high air speed. His disjointed hitbox also gives him a slight advantage against others, as well as a [[Passive shield|fully functional shield]] that can block a wide variety of projectiles. Link is also a potent | Link is ranked 18th in the tier list, in the C- tier, which is much higher than his second to last current rank in the ''Smash 64'' [[tier list]] (11th out of 12), and one place below his clone, {{SSBM|Young Link}}. Link's placement is due to his low lag aerials (with his neutral and forward air), a good variety of [[projectiles]], several kill confirms, multiple strong [[tech-chasing]] options and a very high air speed. His [[disjointed hitbox]] also gives him a slight advantage against others, as well as a [[Passive shield|fully functional shield]] that can block a wide variety of projectiles. Link is also a potent [[edgeguard]]er in the NTSC versions of the game; his [[Spin Attack]] is possibly the best [[semi-spike]] in the game, though he still has many other options like his notoriously active [[neutral air]]. Finally, similarly to {{SSBM|Samus}}, Link possesses a wide array of [[advanced technique]]s specific to himself or shared between himself and his younger counterpart relating to his bombs, such as the [[bomb jump]] variants to extend his recovery and the [[goron roll]] enabling him to techroll on command. | ||
Link, however, suffers from a rather high falling speed | Link, however, suffers from a rather high falling speed, making him an easy target for chain grabbing and combos. Although his [[recovery]] can be extended, he is still vulnerable to being edgeguarded due to his [[up special]] recovery being predictable, though his [[hookshot]] [[tether]] and bomb jumps somewhat compensate for this. Link is considered a non-viable pick at the highest levels of play, although one player, [[Aklo]], has had significant success utilizing him as a [[counterpick]]. | ||
==Attributes== | ==Attributes== | ||
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The graphical upgrades of the Nintendo GameCube give Link a more proportionate build. He now has an added belt going over his shoulder and around his waist and has more detailed gloves and boots. His face is also more proportionate and has bigger eyes.}} | *{{change|The graphical upgrades of the Nintendo GameCube give Link a more proportionate build. His design now more closely resembles {{file link|Link OoT.png|Adult Link's appearance in official artwork}} for ''[[The Legend of Zelda: Ocarina of Time]]''. He now has an added belt going over his shoulder and around his waist and has more detailed gloves and boots. His face is also more proportionate and has bigger eyes.}} | ||
*{{change|Link has a new taunt.}} | *{{change|Link has a new taunt.}} | ||
*{{change|Link's helpless animation has changed.}} | *{{change|Link's helpless animation has changed.}} | ||
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*[[Boomerang]]: | *[[Boomerang]]: | ||
**{{change|Due to the addition of the Bow, Boomerang is now Link's side special move.}} | **{{change|Due to the addition of the Bow, Boomerang is now Link's side special move.}} | ||
**{{change|The Boomerang now resembles its appearance in ''The Legend of Zelda: Ocarina of Time'' rather than ''{{iw|zeldawiki|The Legend of Zelda: A Link to the Past}}''.}} | |||
**{{buff|Boomerang travels faster and have less startup lag, as well as having a higher chance of returning to Link.}} | **{{buff|Boomerang travels faster and have less startup lag, as well as having a higher chance of returning to Link.}} | ||
**{{buff|The Boomerang throw now also has a close-range hitbox with good damage.}} | **{{buff|The Boomerang throw now also has a close-range hitbox with good damage.}} | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}}) | |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 Stab ({{ja|幻影突き|Gen'ei Tsuki}}, ''Phantom Stab'') | ||
|neutral1dmg=5% | |neutral1dmg=5% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
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|neutralinfdmg=1% (loop) | |neutralinfdmg=1% (loop) | ||
|neutraldesc=A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. If the player mashes the [[A button]] enough, Link will initiate a rapid stab attack that deals low knockback. | |neutraldesc=A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. If the player mashes the [[A button]] enough, Link will initiate a rapid stab attack that deals low knockback. | ||
|ftiltname=Sword Chop ({{ja| | |ftiltname=Sword Chop ({{ja|からたけ割り|Karatake Wari}}, ''Chinese Bamboo Splitter'') | ||
|ftiltdmg=13% (body), 14% (tip & hilt), 15% (base) | |ftiltdmg=13% (body), 14% (tip & hilt), 15% (base) | ||
|ftiltdesc=Brings sword down, in an axe-like fashion. This attack has relatively high knockback for a forward tilt. Since the hitbox is high, Link can hit midair opponents with it. | |ftiltdesc=Brings sword down, in an axe-like fashion. This attack has relatively high knockback for a forward tilt. Since the hitbox is high, Link can hit midair opponents with it. | ||
|utiltname=Half-Moon Swipe ({{ja|半月スワイプ|Hangetsu | |utiltname=Half-Moon Swipe ({{ja|半月スワイプ|Hangetsu Giri}}, ''Half-Moon Slash'') | ||
|utiltdmg=9% | |utiltdmg=9% | ||
|utiltdesc=Swings his sword in an arc above himself. Among Link's most flexible moves on the ground, it has good combo potential; it is rather fast with minimal ending lag, and has good knockback. | |utiltdesc=Swings his sword in an arc above himself. Among Link's most flexible moves on the ground, it has good combo potential; it is rather fast with minimal ending lag, and has good knockback. | ||
|dtiltname=Grass Cutter ({{ja|草薙ぎ| | |dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusanagi}}, ''Grass Mower'') | ||
|dtiltdmg=11% | |dtiltdmg=11% | ||
|dtiltdesc=Swipes sword across ground in front of him. The move can lead into an aerial attack, though this is somewhat predictable. This move can also strongly [[meteor smash]] a ledge-grabbing foe when the inner part of Link's sword makes contact, though this is highly situational. | |dtiltdesc=Swipes sword across ground in front of him. The move can lead into an aerial attack, though this is somewhat predictable. This move can also strongly [[meteor smash]] a ledge-grabbing foe when the inner part of Link's sword makes contact, though this is highly situational. | ||
|dashname=Running Hack ({{ja| | |dashname=Running Hack ({{ja|たたき割り|Tataki Wari}}, ''Thrashing Splitter'') | ||
|dashdmg=9% (tip), 12% (base), 11% (body) | |dashdmg=9% (tip), 12% (base), 11% (body) | ||
|dashdesc=Swings sword from head to toe while coming to a stop. Somewhat fast, though it has some ending lag. At higher damages it will knock a grounded foe into the air, often leading into an aerial follow up, though it doesn't have much KO power. At mid-percent it has high combo potential, often leading to another dash attack or an up-tilt, into potentially more moves. | |dashdesc=Swings sword from head to toe while coming to a stop. Somewhat fast, though it has some ending lag. At higher damages it will knock a grounded foe into the air, often leading into an aerial follow up, though it doesn't have much KO power. At mid-percent it has high combo potential, often leading to another dash attack or an up-tilt, into potentially more moves. | ||
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash | |fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Cutter'')<br>Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Two-Stage Smash Cutter'') | ||
|fsmashcount=2 | |fsmashcount=2 | ||
|fsmashdmg={{ChargedSmashDmgSSBM|13}} (tip), {{ChargedSmashDmgSSBM|14}} (body) | |fsmashdmg={{ChargedSmashDmgSSBM|13}} (tip), {{ChargedSmashDmgSSBM|14}} (body) | ||
|fsmash2dmg=18% (tip), 20% (body) | |fsmash2dmg=18% (tip), 20% (body) | ||
|fsmashdesc=Swings sword once in front for good knockback by itself, and if the [[A button]] is pressed again, he will do a much more powerful slash to follow. The second hit deals more vertical knockback than the first. It is impossible that the second hit will land at damages above 30% or so due to knockback growth of the first hit. The first hit is still strong, though, not as much as the second one. Its possible to land a second hit without the first hit, but it requires perfect timing. Interestingly, the second slash does not increase in damage or knockback whenever it's "charging". | |fsmashdesc=Swings sword once in front for good knockback by itself, and if the [[A button]] is pressed again, he will do a much more powerful slash to follow. The second hit deals more vertical knockback than the first. It is impossible that the second hit will land at damages above 30% or so due to knockback growth of the first hit. The first hit is still strong, though, not as much as the second one. Its possible to land a second hit without the first hit, but it requires perfect timing. Interestingly, the second slash does not increase in damage or knockback whenever it's "charging". | ||
|usmashname=Triple Sword Swipe ({{ja| | |usmashname=Triple Sword Swipe ({{ja|三段斬り|Sandan Giri}}, ''Three-Stage Cutter'') | ||
|usmashdmg={{ChargedSmashDmgSSBM|4}} (hit 1), {{ChargedSmashDmgSSBM|2}} (hit 2), {{ChargedSmashDmgSSBM|9}} (hit 3 body), {{ChargedSmashDmgSSBM|10}} (hit 3 blade) | |usmashdmg={{ChargedSmashDmgSSBM|4}} (hit 1), {{ChargedSmashDmgSSBM|2}} (hit 2), {{ChargedSmashDmgSSBM|9}} (hit 3 body), {{ChargedSmashDmgSSBM|10}} (hit 3 blade) | ||
|usmashdesc=Slashes in an upwards arc three consecutive times. This attack was taken from ''Smash 64'', but with changes to the hitbox. All hits now have a noticeable arc above him with good range, instead of just the first hit being an arch and two smaller stabs upwards as in ''Smash 64''. Good for racking up damage and setting up for air combos due to below average knockback for an up smash. All three hits can deal up to ≈{{ChargedSmashDmgSSBM|14.92}} when used fresh (though is says 15% when first used in-game). It is also notably the fastest upsmash in the game, which makes it a situational anti-air and out of shield option. | |usmashdesc=Slashes in an upwards arc three consecutive times. This attack was taken from ''Smash 64'', but with changes to the hitbox. All hits now have a noticeable arc above him with good range, instead of just the first hit being an arch and two smaller stabs upwards as in ''Smash 64''. Good for racking up damage and setting up for air combos due to below average knockback for an up smash. All three hits can deal up to ≈{{ChargedSmashDmgSSBM|14.92}} when used fresh (though is says 15% when first used in-game). It is also notably the fastest upsmash in the game, which makes it a situational anti-air and out of shield option. | ||
|dsmashname=Sword Sweep ({{ja| | |dsmashname=Sword Sweep ({{ja|前後足もと斬り|Zengo Ashimoto Giri}}, ''Front and Back Underfoot Cutter'') | ||
|dsmashdmg={{ChargedSmashDmgSSBM|13}} (front hit tip), {{ChargedSmashDmgSSBM|11}} (back hit tip), {{ChargedSmashDmgSSBM|16}} (blade & body), {{ChargedSmashDmgSSBM|17}} (hilt) | |dsmashdmg={{ChargedSmashDmgSSBM|13}} (front hit tip), {{ChargedSmashDmgSSBM|11}} (back hit tip), {{ChargedSmashDmgSSBM|16}} (blade & body), {{ChargedSmashDmgSSBM|17}} (hilt) | ||
|dsmashdesc=Sweeps with his sword in front of and then behind him. The first hit comes out fast, though the second hit has some lag. This move has decent range, and since the hitbox is on the floor, it makes this move good for [[spacing]], and has some KO power. It is often used to cover multiple options in tech chases, due to the two hits coming out on different sides. | |dsmashdesc=Sweeps with his sword in front of and then behind him. The first hit comes out fast, though the second hit has some lag. This move has decent range, and since the hitbox is on the floor, it makes this move good for [[spacing]], and has some KO power. It is often used to cover multiple options in tech chases, due to the two hits coming out on different sides. | ||
|nairname=Hylian Kick ({{ja| | |nairname=Hylian Kick ({{ja|リンクキック|Rinku Kikku}}, ''Link Kick'') | ||
|nairdmg=11%/9%/8% (clean foot/back leg/hip) 7% (late) | |nairdmg=11%/9%/8% (clean foot/back leg/hip) 7% (late) | ||
|nairdesc=A generic [[sex kick]]; very fast, with low ending and landing lag, making it a good [[Short hop fast fall L-cancel|SHFFL]] option. Its long duration and moderate knockback also make it one of Link's best edgeguarding tools, especially coupled with his decent air-speed. The late hit is uniquely active for the rest of the animation length, even after Link retracts his legs. | |nairdesc=A generic [[sex kick]]; very fast, with low ending and landing lag, making it a good [[Short hop fast fall L-cancel|SHFFL]] option. Its long duration and moderate knockback also make it one of Link's best edgeguarding tools, especially coupled with his decent air-speed. The late hit is uniquely active for the rest of the animation length, even after Link retracts his legs. | ||
|fairname=Spinning Sword ({{ja| | |fairname=Spinning Sword ({{ja|回転なぎ払い|Kaiten Nagiharai}}, ''Rotating Mow-Down'') | ||
|fairdmg=13% (hit 1), 8% (hit 2) | |fairdmg=13% (hit 1), 8% (hit 2) | ||
|fairdesc=Swings his sword forward twice while spinning 360 degrees. The first hit is usually hard to follow into the second hit. The first hit is relatively safe on shield when well spaced, and done as low as possible in a short hop it is +/-0. Additionally, the first hit has reasonably high knockback that makes it a decent kill option. The second hit comes out very late and as a result is nearly impossible to have come out in a short hop, and has less knockback. Since it is rather laggy, it's rather situational for [[edgeguarding]], but is commonly used after up throw vs fast-fallers as a kill option. | |fairdesc=Swings his sword forward twice while spinning 360 degrees. The first hit is usually hard to follow into the second hit. The first hit is relatively safe on shield when well spaced, and done as low as possible in a short hop it is +/-0. Additionally, the first hit has reasonably high knockback that makes it a decent kill option. The second hit comes out very late and as a result is nearly impossible to have come out in a short hop, and has less knockback. Since it is rather laggy, it's rather situational for [[edgeguarding]], but is commonly used after up throw vs fast-fallers as a kill option. | ||
|bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}}) | |bairname=Double Kick ({{ja|二段蹴り|Nidan Geri}}, ''Two-Stage Kick'') | ||
|bairdmg=7% (hits 1-2) | |bairdmg=7% (hits 1-2) | ||
|bairdesc=Two short-ranged back kicks behind himself. The properties of the first hitbox make it difficult to directly segue into the second. This move, unlike most back aerials, is not always considered Link's best viable choice for edgeguarding due to awkward hitboxes and duration, along with relatively low knockback. | |bairdesc=Two short-ranged back kicks behind himself. The properties of the first hitbox make it difficult to directly segue into the second. This move, unlike most back aerials, is not always considered Link's best viable choice for edgeguarding due to awkward hitboxes and duration, along with relatively low knockback. | ||
|uairname=Stab-Up ({{ja|上突き|Ue Tsuki}}, ''Up | |uairname=Stab-Up ({{ja|上突き|Ue Tsuki}}, ''Up Stab'') | ||
|uairdmg=16% (clean), 12% (late) | |uairdmg=16% (clean), 12% (late) | ||
|uairdesc=Thrusts his sword upwards. Good for juggling, and it acts as a reliable vertical finisher at higher damages ~120%. It can directly combo from his up and down throws in several matchups, but rarely at the percent ranges at which the move is likely to KO. Has some sex kick properties, and extremely fast to come out, although also very laggy. Taken from ''[[Zelda II: The Adventure of Link]]. | |uairdesc=Thrusts his sword upwards. Good for juggling, and it acts as a reliable vertical finisher at higher damages ~120%. It can directly combo from his up and down throws in several matchups, but rarely at the percent ranges at which the move is likely to KO. Has some sex kick properties, and extremely fast to come out, although also very laggy. Taken from ''[[Zelda II: The Adventure of Link]]''. | ||
|dairname=Sword Plant ({{ja|下突き|Shita Tsuki}}, '' | |dairname=Sword Plant ({{ja|下突き|Shita Tsuki}}, ''Down Stab'') | ||
|dairdmg=22%/20% (clean), 19% (late), 6%/8% (after bounce) | |dairdmg=22%/20% (clean), 19% (late), 6%/8% (after bounce) | ||
|dairdesc=His famous aerial from ''Zelda II'' where he takes his sword and thrusts it downward. This move is a move of extremes: huge knockback, huge ending lag, and huge hitbox. It is possible to hit more than once with this move on the same foe. If the move is still in action when Link lands, he must pull it from the ground, with among the highest ending lag in the game; as such, the move can be risky, though [[L-canceling]] substantially reduces its lag, giving it slightly as much cool-down time as an ordinary smash attack. It is one of his primary KO moves, and it can KO reliably starting at 80% to 90%. It is generally not used much outside of a combo from Boomerangs, Bombs, or either up-throw or down-throw. | |dairdesc=His famous aerial from ''Zelda II'' where he takes his sword and thrusts it downward. This move is a move of extremes: huge knockback, huge ending lag, and huge hitbox. It is possible to hit more than once with this move on the same foe. If the move is still in action when Link lands, he must pull it from the ground, with among the highest ending lag in the game; as such, the move can be risky, though [[L-canceling]] substantially reduces its lag, giving it slightly as much cool-down time as an ordinary smash attack. It is one of his primary KO moves, and it can KO reliably starting at 80% to 90%. It is generally not used much outside of a combo from Boomerangs, Bombs, or either up-throw or down-throw. | ||
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|grabname=Hookshot ({{ja|フックショット|Fukkushotto}}) | |grabname=Hookshot ({{ja|フックショット|Fukkushotto}}) | ||
|grabdesc=Uses his Hookshot to grab at foes from afar. It's the second longest grab in the game, behind {{SSBM|Samus}}. The hitbox at the end of the hookshot can not grab aerial opponents, but the hitbox on Link's hand can. | |grabdesc=Uses his Hookshot to grab at foes from afar. It's the second longest grab in the game, behind {{SSBM|Samus}}. The hitbox at the end of the hookshot can not grab aerial opponents, but the hitbox on Link's hand can. | ||
|pummelname=Hilt Strike ({{ja| | |pummelname=Hilt Strike ({{ja|つかみ柄殴り|Tsukami Tsuka Naguri}}, ''Grab Hilt/Grip Punching'') | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Hits opponent with the hilt of his sword. | |pummeldesc=Hits opponent with the hilt of his sword. | ||
|fthrowname=Kick Out ({{ja| | |fthrowname=Kick Out ({{ja|蹴り飛ばし|Keri Tobashi}}, ''Kick Fly-Off'') | ||
|fthrowdmg=3% (hit 1), 3% (throw) | |fthrowdmg=3% (hit 1), 3% (throw) | ||
|fthrowdesc=Kicks foe a short distance in front of him. Low knockback. | |fthrowdesc=Kicks foe a short distance in front of him. Low knockback. | ||
|bthrowname=Reverse Kick Out ({{ja| | |bthrowname=Reverse Kick Out ({{ja|後方蹴り飛ばし|Kōhō Keri Tobashi}}, ''Backward Kick Fly-Off'') | ||
|bthrowdmg=3% (hit 1), 3% (throw) | |bthrowdmg=3% (hit 1), 3% (throw) | ||
|bthrowdesc=Throws the opponent behind him and kicks them away. | |bthrowdesc=Throws the opponent behind him and kicks them away. | ||
|uthrowname=Sword Launch ({{ja| | |uthrowname=Sword Launch ({{ja|投げ捨て斬り|Nagesute Kiri}}, ''Throw-Away Slash'') | ||
|uthrowdmg=4% (hit 1), 2% (throw) | |uthrowdmg=4% (hit 1), 2% (throw) | ||
|uthrowdesc=Raises the opponent above him and slashes upward. Has below-average knockback, allowing it to potentially combo into an up-tilt, up-smash, down-smash, or several different aerials. | |uthrowdesc=Raises the opponent above him and slashes upward. Has below-average knockback, allowing it to potentially combo into an up-tilt, up-smash, down-smash, or several different aerials. | ||
|dthrowname=Flying Elbow ({{ja| | |dthrowname=Flying Elbow ({{ja|ヒジ打ち|Hiji Uchi}}, ''Elbow Strike'') | ||
|dthrowdmg=2% (hit 1), 4% (throw) | |dthrowdmg=2% (hit 1), 4% (throw) | ||
|dthrowdesc=Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo, such as his Spin Attack or u-tilt. Generally Link's best kill confirm at high percents where it can easily combo into Spin Attack. | |dthrowdesc=Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo, such as his Spin Attack or u-tilt. Generally Link's best kill confirm at high percents where it can easily combo into Spin Attack. | ||
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|djump = 20.9 | |djump = 20.9 | ||
|rdjump = 20 | |rdjump = 20 | ||
|ellag = 4 | |||
|rellag = 2-23 | |||
}} | }} | ||
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|djump = 20.9 | |djump = 20.9 | ||
|rdjump = 20 | |rdjump = 20 | ||
|ellag = 4 | |||
|rellag = 2-23 | |||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{ | {| class="wikitable" border="1" cellpadding="4" cellspacing="1" | ||
| | |- | ||
| | !{{{name|}}} | ||
| | !Cheer (International) | ||
| | !Cheer (Japanese) | ||
| | |- | ||
! scope="row"|Cheer | |||
|[[File:Link Cheer International SSBM.ogg|center]]||[[File:Link Cheer Japanese SSBM.ogg|center]] | |||
|- | |||
! scope="row"|Description | |||
|Go - Link! *claps 3 times* || Lin - k! | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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:''See also: [[:Category:Link players (SSBM)]]'' | :''See also: [[:Category:Link players (SSBM)]]'' | ||
*{{Sm|Aklo|USA}} - The best Link player in the post-[[Project Slippi]] era. Although better known as a {{SSBM|Fox}} main, he uses Link as a counterpick, usually for {{SSBM|Marth}}. He was the first Link player to rank globally since Lord HDL in 2014. He notably won {{Trn|Redemption Rumble}} using Link to beat {{Sm|KoDoRiN}} and {{Sm|Swift|p=Maryland}} in his bracket, and used Link to beat {{Sm|Zain}} at {{Trn|Luminosity Makes Moves Miami 2024}} and {{Trn|Don't Park on the Grass 2024}}, marking the best result and wins the character has seen in the post-Slippi era. Following this, he became the first Link player to be ranked top 10, ranking at number 10 on [[SSBMRank 2023]], although his ranking was predominantly due to Fox. | |||
*{{Sm|Aklo|USA}} - The | *{{Sm|Aniki|Japan}} - One of the first notable Link players, and was the best Link in Japan. Placed 17th at {{Trn|Jack Garden Tournament}}, which remains the best supermajor result seen for Link (outside of {{Sm|Skler}}'s 13th place finish at the major/supermajor {{Trn|Viva La Smashtaclysm}}). | ||
*{{Sm|J666|USA}} - One of the best Link players in the world during the early 2010s, once peaking at 13th in SoCal during 2012. His placements of 33rd at {{Trn|EVO 2014}} and 49th at {{Trn|EVO 2016}} are some of the best solo Link results at ''Melee'' supermajors to this day. | *{{Sm|J666|USA}} - One of the best Link players in the world during the early 2010s, once peaking at 13th in SoCal during 2012. His placements of 33rd at {{Trn|EVO 2014}} and 49th at {{Trn|EVO 2016}} are some of the best solo Link results at ''Melee'' supermajors to this day. | ||
*{{Sm|Lord HDL|USA}} - One of the best Link players in the world during the early 2010s. While he commonly used {{SSBM|Marth}} as well and would eventually solo-main him, he used Link to place 17th at {{Trn|EVO East}} and 49th at {{Trn|Apex 2013}}. He became the first Link player to have been ranked on a global ''Melee'' top 100 power ranking list with 87th on the [[SSBMRank 2014]]. | *{{Sm|Lord HDL|USA}} - One of the best Link players in the world during the early 2010s. While he commonly used {{SSBM|Marth}} as well and would eventually solo-main him, he used Link to place 17th at {{Trn|EVO East}} and 49th at {{Trn|Apex 2013}}. He became the first Link player to have been ranked on a global ''Melee'' top 100 power ranking list, with 87th on the [[SSBMRank 2014]]. | ||
*{{Sm|Kuya|USA}} - Co-mains Link with {{SSBM|Mr. Game & Watch}} and is currently considered one of the best Link players in the world. He has shown a strong regional presence, ranking 5th in Central Florida in 2023 and placing 7th at {{Trn|Tampa Never Sleeps 8}}, 13th at {{Trn|CEO 2023}}, and 17th at {{Trn|DreamHack Atlanta 2019}}. | *{{Sm|Kuya|USA}} - Co-mains Link with {{SSBM|Mr. Game & Watch}} and is currently considered one of the best Link players in the world. He has shown a strong regional presence, ranking 5th in Central Florida in 2023 and placing 7th at {{Trn|Tampa Never Sleeps 8}}, 13th at {{Trn|CEO 2023}}, and 17th at {{Trn|DreamHack Atlanta 2019}}. | ||
*{{Sm|Sixx|Germany}} - Considered the best Link player of all time before his hiatus in competitive play. He placed 9th at one of the biggest European tournaments for ''Melee'' with {{Trn|Heir 4}} where he notably beat {{Sm|YungWaff}}. His best win with Link was with {{Sm|Amsah}} at [http://challonge.com/AvalonMVIsingles Avalon M-VI] and has taken sets over other top European players such as {{Sm|nebbii}} | *{{Sm|Savestate|USA}} - A Link player well known for advancing the character's technique, popularising many [[glitch]]es such as [[Ghost Arrow]] and [[Dimensional Arrow]]. Briefly resided in Europe and was the continent's best Link player while active, with some respectable placements of 4th at {{Trn|Midgard 2022}}, 17th at {{Trn|HFLAN 2022: Golden Melee Edition}}, and 25th at {{Trn|Fête}}. Formerly held the speedrun record for Link's [[Break the Targets]] stage. Eventually retired in 2023. | ||
*{{Sm|Sixx|Germany}} - Considered the best Link player of all time before his hiatus in competitive play. He placed 9th at one of the biggest European tournaments for ''Melee'' with {{Trn|Heir 4}}, where he notably beat {{Sm|YungWaff}}. His best win with Link was with {{Sm|Amsah}} at [http://challonge.com/AvalonMVIsingles Avalon M-VI], and he has taken sets over other top European players such as {{Sm|nebbii}}, {{Sm|Nicki}}, {{Sm|Zgetto}}, and {{Sm|Mahie}} . | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Historically, Link has always been regarded as an average to below-average character in the competitive metagame. While Link's spacing ability and his above-average air game have been noted, his poor mobility on the ground is widely seen as the reason for his low-mid tier ranking; even Aniki's impressive performance with Link at the {{Trn|Jack Garden Tournament}} could not move him up in the tier list, and Link's defensive playstyle has not become particularly powerful in the fast-paced metagame of competitive ''Melee''. As such, as the metagame progressed Link's standings began falling: aside from being ranked sixth on the April Fools' tier list, Link's best ranking was thirteenth on the sixth tier list; however, he has since progressively ranked lower on each subsequent list, including ranking below his clone, {{SSBM|Young Link}}, since the eleventh tier list, owing to Young Link's better mobility. Currently, he sits at 18th, having been ranked there since the twelfth tier list. | |||
The post-Slippi era reignited discussions about Link's viability. These conversations initially revolved around Link's presence in doubles, where {{Sm|Sixx}} (alongside {{Sm|Ice}}) had a resounding first place finish at multiple European tournaments shortly after the release of Slippi. In the present metagame, {{Sm|Aklo}} has collected wins over numerous other top-level players using Link, both solo (such as {{Sm|KoDoRiN}}, {{Sm|Swift|p=Maryland}}, {{Sm|TheSWOOPER}}, {{Sm|Jflex}}, and {{Sm|Eddy Mexico}}) and as a mid-set [[counterpick]] (such as {{Sm|lloD}}, {{Sm|Rishi}}, {{Sm|Trif}}, and {{Sm|Raz}}). At {{Trn|Riptide 2024}}, {{Sm|Hunybear}} placed 33rd using only Link, marking the best placement for the character in over a decade, which was followed up by Aklo defeating Zain with Link at both {{Trn|Luminosity Makes Moves Miami 2024}} and {{Trn|Don't Park on the Grass 2024}}. While Link is still considered to be a mid-tier character and still struggles against the majority of the cast, it is more commonly agreed that his strong projectile game and kill confirms off of them give him a competitive edge against many of the higher-tier characters on {{SSBM|Final Destination}}. | |||
==In 1-P Mode== | ==In 1-P Mode== | ||
Line 385: | Line 393: | ||
*'''[[Event 41: En Garde!]]''': As {{SSBM|Marth}}, the player must defeat Link in a two-stock match on Temple stage. | *'''[[Event 41: En Garde!]]''': As {{SSBM|Marth}}, the player must defeat Link in a two-stock match on Temple stage. | ||
===[[Congratulations_screen#Super_Smash_Bros._Melee| | ===[[Congratulations_screen#Super_Smash_Bros._Melee|Congratulations Screens]]=== | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
LinkClassicMode.jpg|Classic Mode | LinkClassicMode.jpg|Classic Mode | ||
LinkAdventureMode.jpg|Adventure Mode | LinkAdventureMode.jpg|Adventure Mode | ||
LinkAllStarMode.jpg|All-Star | LinkAllStarMode.jpg|All-Star Mode | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[Trophies]]== | ==[[Trophies]]== | ||
In addition to the normal trophy about Link as a character, there are two trophies about him as a fighter, unlocked by completing | In addition to the normal trophy about Link as a character unlocked by completing {{SSBM|Classic Mode}} as Link on any difficulty, there are two trophies about him as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Link on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Link: | ||
{{Trophy/Fighter | {{Trophy/Fighter |