Project M
Project+

Link (PM): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
 
(197 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
 
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Link
|name = Link
|image       = [[Image:Link SSBB.jpg|250px]]
|image = {{tabber|title1=Twilight Princess (PM)|content1=[[File:Link SSBB.jpg|250px]]|title2=Twilight Princess (P+)|content2=[[File:PPlus Link.png|250px]]|title3=Ocarina of Time (PM)|content3=[[File:PMLinkAlt.png|250px]]|title4=Ocarina of Time (P+)|content4=[[File:PPlus Oot Link.png|250px]]|title5=Fierce Deity (P+)|content5=[[File:PPlus Fierce Deity Link.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|altcostume   = [[Link (SSBM)|''Melee'' Link]]
|altcostume = [[Link (SSBM)|''Melee'' Link]]
|moveset1     = Link (SSBM)
|moveset1 = Link (SSBM)
}}
}}
'''Link''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He was remade to be closer to his ''Melee'' version.


'''Link''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]'' and the main protagonist in [[The Legend of Zelda (universe)|''The Legend of Zelda'' series]] of games. He was remade to be closer to his ''Melee'' version. <!--tier position paragraph-->
Link is ranked 30th out of 41 on the [[Project M#Tier list|official]] [[tier list]], near the bottom of the C tier. This is an improvement over his placement in ''Brawl'', where he ranked 35th out of 38, but a slight drop from his ''Melee'' position of 18th out of 26. In the official [[Project +]] tier list, he places slightly higher, ranking 23rd out of 42, now residing near the top of B tier.


==Attributes==
==Attributes==
Link is above all else, a well-[[range]]d fighter. With three [[projectile]]s and long disjointed [[hitbox]]es in his sword attacks, Link has the ability to zone opponents out, heckle them from far away, and start combos from a distance before moving in. Both his [[Bomb (Link)|Bombs]] and [[Boomerang]] can be used to create openings, which allow Link to start a combo or get in a finishing hit. Link's is also packed with a stellar defensive game, as his [[Shield (Link)|Hylian Shield]] can block projectiles when standing still, crouching (which aids his [[crouch cancel]]), and even while walking. and his Spin Attack is one of the most potent [[out of shield]] options. The latter attack is also highly effective for [[edge guarding]] onstage, as it will [[semi-spike]] any opponent who fails to [[edge sweet spot|sweet spot the edge]], sending them away towards the [[blast line]]s. Link also has a good aerial game; his up and down aerials are very powerful and stay active for a long time, serving as combo finishers, and his Bombs can be used efficiently for glide tossing. His other three aerials have low lag and decent range, serving as both combo and approach tools. His tilts are generally fast, especially his forward tilt, which can be quite devastating on those not expecting it; it is also a potent edge-guarding tool. His up tilt can combo into itself, and his down tilt is also good at edge-guarding and can lead into combos at moderate percentages.
Link is, in general, a well-ranged fighter. He is a heavyweight (tied with {{PM|Captain Falcon}} in weight) possessing three [[projectile]]s and long disjointed [[hitbox]]es in his sword attacks, allowing him to zone opponents out, heckle them from far away, and start combos from a distance before moving in. Both his {{b|Bomb|Link}}s and [[Boomerang]] can be used to create openings, which allow Link to start a combo or get in a finishing hit. Link's is also packed with a stellar defensive game, as his [[Shield (Link)|Hylian Shield]] can block projectiles when standing still, crouching (which aids his [[crouch cancel]]), and even while walking. His Spin Attack is also one of the most potent [[out of shield]] options in the game. The latter attack is also highly effective for [[edge guarding]] onstage, as it will [[semi-spike]] any opponent who fails to [[edge sweet spot|sweet spot the edge]], sending them away towards the [[blast line]]s. Link also has a good aerial game; his up and down aerials are very powerful and stay active for a long time, serving as combo finishers, and his Bombs can be used efficiently for glide tossing. His other three aerials have low lag and decent range, serving as both combo and approach tools. His tilts are generally fast, especially his forward tilt, which can be quite devastating on those not expecting it; it is also a potent edge-guarding tool. His up tilt can combo into itself and/or juggle opponents, and his down tilt is also good at edge-guarding and can lead into combos at moderate percentages.


Link's smash attacks are of an above average speed, as well as being of the most powerful. His forward and up smashes are both effective at KOing and pressuring [[shield]]s, with both leading into combos at low percentages to rack up damage quickly. Finally, his down smash is useful to KO any opponent at higher percentages. His up and down smashes both have incredibly fast startup, whilst the latter has somewhat moderate end lag.
Link's smash attacks are of an above average speed, as well as being of the most powerful. His forward and up smashes are both effective at KOing and pressuring [[shield]]s, with both leading into combos at low percentages to rack up damage quickly. Finally, his down smash is useful to KO any opponent at higher percentages. His up and down smashes both have incredibly fast startup, whilst the latter has somewhat moderate end lag.
Line 21: Line 21:
While Link's recovery is difficult to edge guard, it does not give much distance. However, with Link's glide tossing ability, Link's recovery has become one of the best in the game, as he can throw Bombs upward and use Spin Attack on them to receive knockback, allowing him to consistently repeat the process. Link has also an alternate recovery option with his zair, the [[Hookshot]], which can also be used after shifting towards the stage with an [[air dodge]].
While Link's recovery is difficult to edge guard, it does not give much distance. However, with Link's glide tossing ability, Link's recovery has become one of the best in the game, as he can throw Bombs upward and use Spin Attack on them to receive knockback, allowing him to consistently repeat the process. Link has also an alternate recovery option with his zair, the [[Hookshot]], which can also be used after shifting towards the stage with an [[air dodge]].


Link is not a character without weaknesses, however. Link's large size, weight and somewhat high falling speed make him an easy victim for combos, allowing enemies to rack up damage on him with little effort. His aerials, though possessing high KO potential, have overall long ending lag, save his F-air, B-air and N-air, causing Link to become easily countered by opponents that excel at midair combat, such as {{PM|Jigglypuff}} or {{PM|Peach}}. Also, while his recovery is overall difficult to edgeguard, his Spin Attack's hitbox only extends above him, leaving Link vulnerable against edgeguarding attacks with good horizontal reach, such as {{PM|Marth}}'s down tilt or {{PM|Charizard}}'s back aerial. His [[bomb recovery]] also damages him in the process.
Link is not a character without weaknesses, however. Link's large size, heavy weight and somewhat moderately high gravity make him an easy victim for combos, allowing enemies to rack up damage on him with little effort. His aerials, though possessing high KO potential, have overall long ending lag, save his F-air, B-air and N-air, causing Link to become easily countered by opponents that excel at midair combat, such as {{PM|Jigglypuff}} or {{PM|Peach}}. Also, while his recovery is overall difficult to edgeguard, his Spin Attack's hitbox only extends above him, leaving Link vulnerable against edgeguarding attacks with good horizontal reach, such as {{PM|Marth}}'s down tilt or {{PM|Charizard}}'s back aerial. His [[bomb recovery]] also damages him in the process.


=== Changes from ''Melee'' to PM ===
== Changes from ''Melee'' to PM ==
*{{buff|Link's [[dashing]] speed has been sped up a little bit.}}
As with most ''Melee'' veterans, Link was reverted back to his ''Melee'' iteration although he maintains some of the improvements he saw in Brawl and he has some additional new improvements to further aid him. Because of this, Link was heavily buffed in the transition from ''Melee'', with many of his attacks being slightly faster, stronger and having improved range.
 
===Aesthetics===
*{{change|Link's taunts have been adjusted:}}
**{{change|His ''Melee'' [[taunt]] has returned and assigned to his side taunt.
***His ''Brawl'' side taunt is still accessible and assigned as a side Smash Taunt. In addition, the fairy now says "Hey, listen!" during said taunt, referencing Link's partner Navi, with said voice clip taken directly from ''Ocarina of Time''.}}
**{{change|Link now has a down Smash Taunt that involves taking out the Ocarina of Time and standing in place while using it. While idle in this pose, players can press the A button and D-pad to play songs on it, emulating the game's control scheme for playing the ocarina.}}
*{{change|Link's [[on-screen appearance]] has been reverted to his on-screen appearance from the original ''Super Smash Bros.'', which involves teleporting downward from a beam of light akin to the end-of-dungeon teleporters in ''Ocarina of Time''.}}
 
===Attributes===
*{{buff|Link's [[dashing]] speed has increased slightly (1.3 → 1.4).}}
*{{buff|[[Range]] of his sword attacks is reminiscent of ''Brawl''{{'}}s (if not larger), increasing it. As an added benefit, his attacks stick out more.}}
*{{buff|[[Range]] of his sword attacks is reminiscent of ''Brawl''{{'}}s (if not larger), increasing it. As an added benefit, his attacks stick out more.}}
*{{buff|Most of Link's normal attacks have slight speed and power increases. For example, Link's dash attack and down smash both have earlier [[IASA]] frames so that they can be acted out of sooner and are generally safer to use on [[shield]]ing opponents.}}
*{{buff|Despite Link not having any decrease in height and/or size, his hurtbox is somewhat smaller.}}
*{{buff|Link's [[forward tilt]] has been sped up to match {{SSBM|Young Link}}'s version, making it more useful than before; it, alongside his better range, also gives Link even better edge-guarding capabilities.}}
*{{buff|Hits of [[back aerial]] link together better.}}
*{{buff|The [[up smash]] has been sped up as well so that the three slashes can link better each into other.}}
*{{buff|[[Hero's Bow]] has had its charge speed increased by 33%, its knockback increased, and its knockback angle changed to send at a much more horizontal angle. It also retains ''Brawl''{{'}}s trajectory and [[Quickdraw (technique)|Quickdraw]] technique.}}
*{{buff|[[Boomerang]] has more varied angles, making it a more viable projectile, and using the move with the boomerang already thrown additionally produces a weak "slap" hitbox on Link's hand.}}
*{{buff|The aerial version of [[Spin Attack]] grants more horizontal momentum. The grounded version also has a bit more range.}}
*{{buff|As Link is a character who can produce a throwable item, he benefits from the addition of aerial glide tossing. It increases his options for movement and [[combo]]s on stage, and gives him new [[recovery]] options.}}
*{{buff|Link can now [[bomb recovery|bomb jump consistently for recovery]]. By inputting a [[glide toss]] while airborne, Link can toss the bomb up the right distance to Spin Attack into it, allowing him to Spin Attack and repeat the process over again. ''Project M''{{'}}s improved [[tether recovery]] managements also give him a better alternate option in his [[zair]].}}
*{{buff|Standing [[grab]] has less ending lag, and dash grab gives Link more distance forward.}}
*{{buff|Link's walking animation has changed to resemble his ''Smash 64's'' animation. Link also has the added benefit of being able to shield projectiles while walking, aiding his defense.}}
*{{buff|Link's walking animation has changed to resemble his ''Smash 64's'' animation. Link also has the added benefit of being able to shield projectiles while walking, aiding his defense.}}
*{{buff|Link's hurtbox is somewhat smaller.}}
 
*{{nerf|Can no longer perform [[Boomerang superjump]] nor [[Bomb dash]].}}
===Ground Attacks===
*{{change|Link's [[air speed]] is faster, while his [[falling speed]] is slower.}}
*{{buff|Most of Link's normal attacks have slight speed and power increases and are generally safer to use on [[shield]]ing opponents.}}
*{{change|Boomerang designed with a light-blue trail to feel like its ''Smash 64'' incarnation.}}
*{{buff|Link's [[forward tilt]] is now faster, like {{SSBM|Young Link}}'s version, making it more useful than before, now because of his extend range, it also gives Link even better edge-guarding capabilities.}}
*{{change|Side [[taunt]] changed to his ''Melee'' taunt.}}
*{{buff|Link's [[up smash]]'s later hits have less startup lag with a longer duration (frames 26-28 (hit 2), frame 41-43 (hit 3) → 23-27/36-41), and all three slashes can link better into other. He can also [[DACUS]] improving up smash's approach potential (although his DACUS covers less distance than in ''Brawl'').}}
*{{change|[[On-screen appearance]] changed to coming down from a teleporting light, akin to ''Smash 64'' and inspired by the end-of-dungeon teleporters in ''Ocarina of Time'' and other recent ''Zelda'' games.}}
*{{nerf|Up smash has more ending lag (frame 52 → 58).}}
 
===Aerial Attacks===
*{{buff|All aerials except [[down aerial]] auto-cancel earlier (frame 32 → 31 (neutral), frame 51 → 48 (neutral), frame 29 → 25 (back), frame 56 → 49 (up)). Much like in ''Brawl'', Link can now auto-cancel neutral aerial in a short hop and he can auto-cancel forward and up aerials in a full hop.}}
*{{nerf|[[Neutral aerial]] has a shorter duration (frames 4-39 → 4-31).}}
*{{buff|[[Forward aerial]]'s first hit deals more damage (13% → 14%) and the second hit has less startup lag (frame 30 → 28), deals more damage (8% → 10%) and now launches opponents vertically granting it combo potential. It also has less ending lag (frame 56 → 51).}}
*{{buff|The first hit of [[back aerial]] now has set knockback similar to it's ''Brawl'' incarnation making it connect better with the second hit. The second hit also has less startup lag (frame 18 → 16) and back aerial has less ending lag (frame 30 → 28).}}
*{{buff|[[Up aerial]] has less ending lag (frame 60 → 57) and landing lag (30 frames → 28).}}
*{{buff|Down aerial has less landing lag (50 frames → 40).}}
*{{nerf|Down aerial auto-cancels later (frame 65 → 79).}}
*{{buff|[[Grab aerial]] is now based on its ''Brawl'' incarnation having two separate hits. It has less startup lag (frame 11 → 10), deals more damage overall (6% → 4% (hit 1), 9% (hit 2)) and the second hit launches opponents vertically granting it combo potential. It also has less landing lag (30 frames → 15).}}
*{{nerf|Grab aerial is now a [[tether]] hindering its use as a recovery option.}}
 
===Grabs and Throws===
*{{buff|Standing [[grab]] has a longer duration (frames 11-17 → 11-19) and has less ending lag (frame 86 → 76), and dash grab also has a longer duration (frames 12-17 → 13-20) and gives Link more distance.}}
*{{nerf|Dash grab has more startup lag (frame 12 → 13).}}
*{{buff|Up throw deals much more knockback.}}
 
===Special Moves===
*{{buff|[[Hero's Bow]] charge speed has increased slightly, has more knockback, and its knockback angle changed to send opponents at a more horizontal angle. It also retains ''Brawl''{{'}}s trajectory and {{b|Quickdraw|technique}} technique.}}
*{{buff|[[Boomerang]] has more varied angles, making it a more reliable projectile, and using the move with the boomerang throw already, additionally produces a weak "slap" hitbox on Link's hand.}}
*{{change|Boomerang designed with a light-blue trail to resemble its ''Smash 64'' incarnation.}}
*{{change|[[Spin Attack]]'s color trail resembles the ''Smash 64'' version, in both his grounded and aerial versions, and also uses the soundbyte from this game.}}
*{{change|[[Spin Attack]]'s color trail resembles the ''Smash 64'' version, in both his grounded and aerial versions, and also uses the soundbyte from this game.}}
*{{change|Link now has a side [[Smash Taunt]]: Navi flies around him, similar to in his side taunt from ''Brawl'', but Navi additionally says "Hey, listen!", taken directly from ''Ocarina of Time''.}}
*{{buff|Using the [[Spin Attack]] in the air grants more horizontal momentum. The grounded Spin Attack's range has increased slightly.}}
*{{buff|Link can perform the aerial glide toss. This techique increases his options for movement and [[combo]]s on stage, and gives him new [[recovery]] options.}}
*{{buff|Link can now [[bomb recovery|bomb jump consistently for recovery]]. By inputting a [[glide toss]] while airborne, Link can toss the bomb up the right distance to Spin Attack into it, allowing him to Spin Attack and repeat the process over again. ''Project M''{{'}}s improved [[tether recovery]] managements also give him a better alternate option in his [[zair]].}}
*{{bugfix|Can no longer perform [[Boomerang superjump]] nor [[Bomb dash]].}}


===Past Link===
==Changes from PM to P+==
[[File:PMLinkAlt.png|250px|thumbnail|default|Link's alternate costume in Project M.]]
===v2.0===
Link now has an alternate costume that is based off of his appearance in earlier titles, such as ''Melee'' and ''Ocarina of Time''. When using this costume, Link's Master Sword design is altered to instead match its ''Skyward Sword'' appearance and he additionally regains the boomerang design from ''Melee''. His shield also seems to have increased in size compared to his ''Brawl'' costume.
Aesthetics
*{{change|Link's ''Ocarina of Time'' costumes aesthetically replaces Clawshot and Hero's Bow with the Hookshot and Fairy Bow, respectively.}}
 
Attributes
*{{change|Ground Friction: 0.09 → 0.08}}
*{{buff|Jump Startup Time: 5 → 4}}
*{{change|Wall Jump Horizontal Velocity 1.3 → 1.0}}
Ground Attacks
 
Up Smash
*{{change|Second Hit Tip Angle 95 → 93}}
*{{change|Second Hit other hitbox angles 98 → 90}}
*{{buff|SDI Multipliers on first two hits 1.0x → 0.5x}}
*{{nerf|End lag increased slightly 16 → 20}}
Aerial Attacks
*{{buff|Back Air can now be interrupted as soon as frame 28 → 27}}
Grabs and Throws
 
Grab:
*{{change|All grabs have their active frames reverted to v3.5}}
*{{change|Dash/Pivot tether grab box changed from having 1 hit grab box to having 2 smaller grab boxes next to each other}}
{{change|Up Throw now always causes tumble}}
 
Down Throw:
*{{change|KBG 50 → 40: BKB 60 → 85, Angle 90 → 85}}
*{{nerf|Animation length increased slightly 50 → 51}}
{{change|Back Throw BKB 35 → 40}}
 
Special Moves
Neutral Special (Arrow):
*{{buff|Hitbox Size 1 → 1.75 (fixes issues involving Z-axis)}}
*{{change|Release point modified to better match visual.}}
Side Special (Boomerang):
*{{buff|Startup 27 → 25}}
*{{change|Release point modified to better match visual.}}
Other
*{{buff|<100% Ledge getup attack active frames 27-29 → 26-29}}
*{{change|Up Taunt - Sword Glow remains throughout instead of ending abruptly.}}
*{{change|Dash now rumbles on frame 1.}}
*{{change|Restricted to pulling two bombs at a time in order to prevent game breaking bugs.}}
*{{change|Dash-Attack-Cancelled-Up-Smash distance normalized between first and second frame.}}
 
===v2.0 - v2.28===
No changes.


==Revisions==
==Revisions==
===2.1===
===v2.1===
*{{buff|Link's up smash has fixed timers.}}
*{{buff|Link's up smash has fixed timers.}}
*{{buff|Link's [[Shield (Link)|Hylian shield]] now works properly when [[Idle pose|standing]], [[walking]], and [[crouch]]ing.}}
*{{buff|Link's [[Shield (Link)|Hylian shield]] now works properly when [[Idle pose|standing]], [[walking]], and [[crouch]]ing.}}
*{{buff|Link's pummel now connects properly against opponents grabbed on slopes.}}
*{{buff|Link's pummel now connects properly against opponents grabbed on slopes.}}
*{{change|Link's forward [[roll]] no longer falls off edges.}}
*{{buff|Link's forward [[roll]] no longer falls off edges.}}


===2.5b===
===v2.5b===
*{{buff|Link's down throw's knockback growth has been increased.}}
*{{buff|Link's down throw's knockback growth has been increased.}}
*{{buff|Link's down throw hitbox reworked so that it now connects properly on any character.}}
*{{buff|Link's down throw hitbox reworked so that it now connects properly on any character.}}
Line 66: Line 134:
*{{change|Link's Arrow hitbox size matched to ''Melee''.}}
*{{change|Link's Arrow hitbox size matched to ''Melee''.}}
*{{change|Link's Boomerang knockback and angles adjusted more towards those of ''Smash 64'' and ''Melee'' on the way out, rather than straight up, and uses a knockback strength similar to that of ''Smash 64'' on the return hitbox.}}
*{{change|Link's Boomerang knockback and angles adjusted more towards those of ''Smash 64'' and ''Melee'' on the way out, rather than straight up, and uses a knockback strength similar to that of ''Smash 64'' on the return hitbox.}}
*{{change|Link can pull up to 3 Bombs.}}<!--can anyone verify whether this is an increase or decrease-->
*{{buff|Link can pull up to 3 Bombs.}}<!--can anyone verify whether this is an increase or decrease-->


===2.6b===
===v2.6b===
*{{buff|Dash and run speed slightly increased.}}
*{{buff|Dash speed slightly increased.}}
*{{buff|Down tilt is slightly faster, and knockback is slightly increased.}}
*{{buff|Down tilt is slightly faster, and knockback is slightly increased.}}
*{{buff|Forward and back throws end sooner.}}
*{{buff|Forward and back throws end sooner.}}
*{{buff|Up throw's damage was increased, its launch point and knockback were adjusted to have more utility, its animation was improved, and is [[interruptible]] sooner.}}
*{{buff|Up throw's damage was increased, its launch point and knockback were adjusted to have more utility, its animation was improved, and is [[interruptibility|interruptible]] sooner.}}
*{{buff|Aerial Clawshot has a flub hitbox that links into the sweetspot, similar to the ''Brawl'' version.}}
*{{buff|Aerial Clawshot has a flub hitbox that links into the sweetspot, similar to the ''Brawl'' version.}}
*{{buff|Using Boomerang produces a very weak "slap" hitbox on Link's hand when done with the Boomerang already out.}}
*{{buff|Using Boomerang produces a very weak "slap" hitbox on Link's hand when done with the Boomerang already out.}}
Line 81: Line 149:
*{{change|Hitboxes on up tilt, second hit of forward smash and last hit of up smash and were matched better matched to their respective animations.}}
*{{change|Hitboxes on up tilt, second hit of forward smash and last hit of up smash and were matched better matched to their respective animations.}}
*{{change|Neutral aerial's duration matched to the animation.}}
*{{change|Neutral aerial's duration matched to the animation.}}
*{{change|Aerial Clawshot sweetspot now sends opponents up and slightly towards Link.}}
*{{buff|Aerial Clawshot sweetspot now sends opponents up and slightly towards Link.}}
*{{change|Boomerang was adjusted to have a shorter distance but be thrown faster. The Boomerang also got a new model.}}
*{{change|Boomerang was adjusted to have a shorter distance but be thrown faster. The Boomerang also got a new model.}}
*{{change|Boomerang catch animation only occurs when Link is in his waiting animation.}}
*{{buff|Boomerang catch animation only occurs when Link is in his waiting animation.}}


===3.0===
===v3.0===
*{{buff|All sword attacks are now correctly clankable.}}
*{{buff|All sword attacks are now correctly clankable.}}
*{{buff|Up smash's last swing inner hit does 1% more damage (10% instead of 9%).}}
*{{buff|Up smash's last swing inner hit does 1% more damage (10% instead of 9%).}}
Line 100: Line 168:
*{{change|Back aerial second kick's angle slightly lowered.}}
*{{change|Back aerial second kick's angle slightly lowered.}}
*{{change|Down aerial's hitboxes moved to better match ''Melee'' and cover Link's sword.}}
*{{change|Down aerial's hitboxes moved to better match ''Melee'' and cover Link's sword.}}
===v3.5===
*{{nerf|Sweetspoted neutral aerial does less damage if hitbox connects on the hip or back leg. (9% hip, 8% back leg)}}
*{{nerf|First hit of forward aerial does 14% damage.}}
*{{nerf|Sweetspot for boomerang now does 11% damage and does 3% damage when returning.}}
*{{change|Link now has a second smash taunt, by tapping Down Taunt link will pull out his ocarina and players can play it by using the attack and directional function and quit using the B button}}
*{{change|Link now has Melee sword swing sounds}}
===v3.6===
*{{buff|Forward tilt base knockback increased. Deals 1% less.}}
*{{buff|Forward smash damage increased by 1%.}}
*{{buff|Neutral air sweetspot deals 1% more.}}
*{{buff|Back air hitboxes are two frames faster, new knockback method.}}
*{{buff|Link's friction reduced by .01, giving him a better wavedash.}}
*{{buff|Link's run speed has been increased to 1.4, from 1.35.}}
*{{buff|Up throw has increased base knockback.}}
*{{nerf|Up throw endlag increased.}}
*{{nerf|Boomerang now releases on frame 27 from 23, IASA frames increased to 43, from 36.}}
*{{nerf|Upsmash SDI multipliers normalized to 1.0.}}
*{{nerf|In an attempt to fix pausing when grabbing foes at maximum range, Link now has an overall shorter grab range.}}
*{{change|Several animations smoothed out/improved.}}


==Moveset==
==Moveset==
Up to date as of 3.0.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan=2| !!Name!!Damage!!Description
|-
! colspan=2 rowspan=4 | Neutral attack
| rowspan=4 | || 5% || rowspan=4 | Link performs a diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. The second hit can cancel out and lead into other attacks, giving Link more options for combos or finishers. The infinite links together much better than ''Melee'', but has some [[Ending lag]].
|-
|-
!Neutral attack
|3%
| Jab Combo ||5%, 3% then 6% (for 14% total) or 1% each rapid stab||Link performs two horizontal slashes followed up by either a thrust attack or an infinite combo. The second hit can cancel out and lead into other attacks, giving Link more options for combos or finishers. The infinite links together much better than ''Melee'', but has some end [[lag]].
|-
|-
!Forward tilt
|6%
| Arc Swing ||14%|| Link performs a swing that covers him from above and in front. It is much faster, having little start and end lag, making it more dangerous. The attack can edge-guard against opponents.
|-
|-
!Up tilt
|1-2% (loop)
| Half-Moon Swipe ||9%|| Link attacks above his body in an arc. Low start and end lag, and can juggle opponents at low percentages and it's great for linking together into combos.
|-
|-
!Down tilt
! colspan=2 | Forward tilt
| Sword Sweep ||11%|| Link swipes the sword low. The attack can lead into combos, and has low start and end lag. It can also meteor smash opponents (however, range is inconclusive), making it a viable edge-guard tool.
| || 14% (blade), 13% (tip & arm), 12% (body) || Link performs an overhead sword swipe. This attack can edge-guard against opponents. It also has strong KO potential.
|-
|-
!Dash attack
! colspan=2| Up tilt
| Running Slash ||12%|| Link dashes and attacks the opponent. Low start and moderate end lag, is much faster, and sends opponents at a more vertical angle, making the attack good for combos and dash dancing. It has earlier IASA frames, making it even more dangerous if done correctly, and can be safer to use on shielding opponents.
| || 9% || Link swings his sword in an arc above himself. The move comes out quick and has low ending lag, mostly being used to [[juggle]] opponents at low percentages. It also has good KO potential at high percentages.
|-
|-
!Forward smash
! colspan=2| Down tilt
| Double Crescent Slash ||{{ChargedSmashDmgSSBM|14}} first, {{ChargedSmashDmgSSBM|18}} second|| A double crescent attack. Low start lag with moderate end lag, and almost nonexistent between-attack lag. The first attack has moderate knockback, sending opponents at more horizontal angles, but the second attack has great knockback, which can KO at somewhat lower percentages and has more vertical knockback; the second can lead into combos at lower percentages.
| || 11% || Link swipes his sword across the ground. This attack can lead into combos and has low startup and ending lag. It can also [[meteor smash]] opponents who come in contact with Link's body and the base of his sword, making it a viable [[edgeguarding]] tool.
|-
|-
!Up smash
! colspan=2| Dash attack
| Triple Arc Swing ||{{ChargedSmashDmgSSBM|4}}, {{ChargedSmashDmgSSBM|3}} then {{ChargedSmashDmgSSBM|7}} ({{ChargedSmashDmgSSBM|14}} total)|| A triple swing that arcs above Link. The attack has somewhat low start lag and moderate end lag. It is much faster and can link together better, making the attack more viable for combos. Can be dash cancelled, making it a great DACUS move.
| || 12% (blade), 10% (tip), 13% (arm), 14% (body) || Link dashes and attacks the opponent. Low start and moderate end lag, is much faster, and sends opponents at a more vertical angle, making the attack good for combos and dash dancing. It has earlier IASA frames, making it even more dangerous if done correctly, and can be safer to use on shielding opponents.
|-
|-
!Down smash
! colspan=2 rowspan=2 | Forward smash
| Grass Cutter ||{{ChargedSmashDmgSSBM|13}} front, {{ChargedSmashDmgSSBM|11}} back|| Two powerful low swipes that go to both sides of Link. Has low start lag but somewhat high end lag, however, it does have earlier IASA frames so Link can end it earlier. It is also powerful, so it can link up to combos at low percentages and KO as low as 50%-90% damage depending on the character.
| rowspan=2 | Sword Slice || {{ChargedSmashDmgSSBM|15}} (tip), {{ChargedSmashDmgSSBM|16}} (body) || rowspan=2 | Link swings his sword downwards for good knockback, and if the [[A button]] is pressed again, he will do a much more powerful horizontal slash to follow. The second hit deals more vertical knockback than the first hit, but it's impossible for the second hit will land at damages above 30% due to the knockback growth of the first hit.
|-
|-
!Neutral aerial
|{{ChargedSmashDmgSSBM|18}} (tip), {{ChargedSmashDmgSSBM|20}} (body)  
| Dropping Kick ||11%|| A piston kick (or [[sex kick]]) that has low start lag and low landing lag.
|-
|-
!Forward aerial
! colspan=2| Up smash
| Spinning Sword ||15% hit 1, 10% hit 2|| An aerial swing that spins around in 180 degrees. Low start lag, high end lag, and low landing lag. There are two different hitboxes, one initial and one later, both giving decent knockback.
| || {{ChargedSmashDmgSSBM|4}} (hit 1), {{ChargedSmashDmgSSBM|3}} (hit 2), {{ChargedSmashDmgSSBM|9}} (hit 3 body), {{ChargedSmashDmgSSBM|10}} (hit 3 blade) || Link swings sword in an upwards arc three times. The attack has somewhat low start-up and moderate ending lag. The move can also be dash cancelled, making it a great [[DACUS]] move.
|-
|-
!Back aerial
! colspan=2| Down smash
| Double Reverse Kick ||7% both hits (14% total)|| Two backward piston kicks. Low start lag, with moderate end lag and low landing lag. The first one is a weaker attack which links to the second, more powerful attack. Has considerable knockback.
| || Front: {{ChargedSmashDmgSSBM|13}}/{{ChargedSmashDmgSSBM|16}}/{{ChargedSmashDmgSSBM|17}}<br/>Back: {{ChargedSmashDmgSSBM|11}}/{{ChargedSmashDmgSSBM|16}}/{{ChargedSmashDmgSSBM|17}} || Link swipes his sword from front to back, having very quick start-up but moderately long ending lag. At low percentages, it can KO as low as 50-90% damage depending on the character.
|-
|-
!Up aerial
! colspan=2| Neutral aerial
| Ceiling Stab ||16% clean, 12% late || An upward sword thrust, which is based off of the attack in ''Zelda 2: The Adventure of Link''. Moderate start lag, with high end and landing lag. Its initial hitbox is quite powerful, and can KO at lower percentages.
| || 12%/10%/9% (clean), 7% (late) || Link thrusts his leg out for an extended time. Has [[sex kick]] properties.
|-
|-
!Down aerial
! colspan=2| Forward aerial
| Floor Thrust ||22% clean, 19% late, 8% after bounce|| A downward sword thrust, which is based off of the attack in ''Zelda 2'', but acts like it does in ''Twilight Princess''. Has somewhat high start lag, with high end lag and very high landing lag. It is quite powerful, capable of KOs as low as 60%-75%, depending on weight.
| || 14% (hit 1), 10% (hit 2) || Swings his sword twice while spinning 360 degrees. The first hit is usually hard to follow into the second hit at higher percentages. Each hit has decent knockback.
|-
|-
!Grab aerial
! colspan=2| Back aerial
| Clawshot ||4% then 9% (13% total)|| Fires his Clawshot forward, scoring two hits. Second hit has a weak vertical knockback. Has a low landing lag. Can be used after an air dodge or as a tether recovery. Very useful for spacing and stopping approaches against taller characters. It is also useful for setting up combos or chain into itself at low percentage and a KO move at high percentage against fast fallers. Link's zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover with a Bomb.  
| || 7% (both hits) || Two short-ranged back kicks behind himself. Low start-up with moderate ending lag and low landing lag. The first hit is a weaker attack which links to the second, more powerful hit. Has considerable knockback.
|-
! colspan=2| Up aerial
| || 16% (clean), 12% (late) || An upward sword thrust, which is based off of the attack in ''Zelda 2: The Adventure of Link''. Moderate start-up, with high ending and landing lag. Its initial hitbox is quite powerful, and can KO at lower percentages.
|-
! colspan=2| Down aerial
| || 20% (clean blade), 22% (clean tip), 19% (late), 8% (after bounce) || A downward sword thrust, which is based off of the attack in ''Zelda 2'', but acts like it does in ''Twilight Princess''. Has somewhat high start-up, with high ending lag and very high landing lag. It is quite powerful, capable of KOs as low as 60-75%, depending on weight.
|-
! colspan=2| Grab aerial
| || 4% (hit 1), 9% (hit 2) || Fires his Clawshot forward, scoring two hits. Second hit has a weak vertical knockback. Has low landing lag. Can be used after an [[air dodge]] or as a [[tether recovery]]. Very useful for [[spacing]] and stopping approaches against taller characters. It is also useful for setting up combos or chain into itself at low percentage and a KO move at high percentage against fast fallers. Link's zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover with a Bomb.  
<!--Glide attack-->
<!--Glide attack-->
|-
|-
!Grab
! colspan=2| Grab
| Clawshot || || Link grabs the opponent to lead up into throws. Its start-up and ending lag have been sped up; the dashing version is also much faster than his normal grab.
| || &mdash; || Link fires his Clawshot forward to grab foes from afar.
|-
|-
!Pummel
! colspan=2| Pummel
| Hilt Strike ||3%|| Link pummels the opponent with the hilt of the Master Sword.
| || 3% || Link pummels the opponent with the hilt of the Master Sword.
|-
|-
!Forward throw
! colspan=2| Forward throw
| High Kick ||7%|| Link kicks high to send the opponent flying. Very low knockback at lower percentages.
| || 3% (hit 1), 4% (throw) || Link kicks high to send the opponent flying. Very low knockback at lower percentages.
|-
|-
!Back throw
! colspan=2| Back throw
| Reverse High Kick ||7%|| Link kicks moderately high backwards to send opponents away. Low knockback at lower percentages.
| || 3% (hit 1), 4% (throw) || Link kicks moderately high backwards to send opponents away. Low knockback at lower percentages.
|-
|-
!Up throw
! colspan=2| Up throw
| Sword Launch ||12%|| Link throws the opponent upwards and then slashes them upwards. Great for starting up combos.
| || 4% (hit 1), 8% (throw) || Link throws the opponent upwards and then slashes them upwards.
|-
|-
!Down throw
! colspan=2| Down throw
| Body Slam ||6%|| Link slams the opponent down and slams his elbow down on them.
| || 2% (hit 1), 4% (throw) || Link slams the opponent down and slams his elbow down on them. Combos well into up tilt and up smash.
|-
|-
!Floor attack (front)
! colspan=2| Floor attack (front)
| Quick Swing || ||
| || 6% || Does two slashes front and back.
|-
|-
!Floor attack (back)
! colspan=2| Floor attack (back)
| Standing Swipe || ||
| || 6% || Does another two slashes front and back.
|-
|-
!Floor attack (trip)
! colspan=2| Floor attack (trip)
| Standing Swing ||5%|| Does 2 slashes back and front.
| || 5% || Essentially the same as his other two floor attacks.
|-
|-
!Edge attack (fast)
! colspan=2| Edge attack (fast)
| Flip Swipe ||8%|| Link performs a climbing somersault with his shield hand and attacks in an arc. Very low start and end lag, with low moderate knockback.
| || 8% || Pulls himself up into a front flip and slices downward.
|-
|-
!Edge attack (slow)
! colspan=2| Edge attack (slow)
| Slow Stab ||10%|| Link climbs up weakly and stabs the opponent before getting back up. High start up lag with moderate end lag, but the invincibility frames make up for this. The knockback is very low.
| || 10% || Slowly climbs up and stabs in front of himself.
|-
|-
!Neutral special
! colspan=2| Neutral special
| [[Hero's Bow]] ||5% to 15%|| Link charges up the Hero's Bow. The longer the special button is held, the faster and farther the arrow travels. The charge speed is quite fast, as well as the arrow speed. Has moderate knockback, leaning more towards a horizontal angle.
| [[Hero's Bow]] || 5-15% || Link fires an arrow at an opponent. The longer it is charged, the farther it will fly and the stronger it will be. At full charge, the arrow will fly straight.
|-
|-
!Side special
! colspan=2| Side special
| [[Boomerang]] ||14% close, 6% during flight, 5% upon return|| Link throws his trademark Boomerang, covered with a celestial light. Has decent power with some knockback, but is best used when Link is close to the opponent. The boomerang has a wide trajectory, but doesn't go far. When used again while the Boomerang is out, it produces a very weak slapping hitbox.
| [[Boomerang]] || 11% (close), 6% (far), 3% (return), 4% (slap) || Link throws his trademark Boomerang, covered with a celestial light. Has decent power with some knockback, but is best used when Link is close to the opponent. The boomerang has a wide trajectory, but doesn't go far. When used again while the Boomerang is out, it produces a very weak slapping hitbox.
|-
|-
!Up special
! colspan=2| Up special
| [[Spin Attack]] ||Ground: 15% clean. Air: 4%, 2%, 2%, 2% then 6% (16% total).|| Link spins in place with a shout, slashing with his sword. Has low start lag, with high end lag. It has a powerful initial/close hitbox which is great for sending opponents flying, acting as one of the best [[out of shield]] options. It can also semi-spike at the tip of Link's sword, alongside better length, making it an even better edge-guard move. In air, it uses multiple attacks and finishes with a powerful ending blow. As a recovery, it has high vertical and horizontal momentum, needing little momentum for Link to recover. He can link the recovery move with his bombs, making for a consistent, amazing recovery.
| [[Spin Attack]] || Ground: 15% (clean), 5% (late)<br/>Air: 4% (hit 1), 2% (hits 2-4), 6% (hit 5) || Link spins in place with a shout, slashing with his sword. Has low start lag, with high end lag. It has a powerful initial/close hitbox which is great for sending opponents flying, acting as one of the best [[out of shield]] options. It can also [[semi-spike]] at the tip of Link's sword, alongside better length, making it an even better edgeguarding move. In air, it uses multiple attacks and finishes with a powerful ending blow. As a recovery, it has high vertical and horizontal momentum, needing little momentum for Link to recover. He can link the recovery move with his bombs, making for a consistent, amazing recovery.
|-
|-
!Down special
! colspan=2| Down special
| [[Bomb (Link)|Bomb]] ||9 (regular throw), 10% (smash throw)|| Link pulls out a bomb. He can throw it at the opponent, but they may have a chance to grab it. Has decent power, but little knockback. The explosion can hurt Link, inflicting half the damage to him, which when combined with Spin Attack can be exploited for a great recovery.
| [[Bomb (Link)|Bomb]] || 6-12% (explosion) || Link pulls out a bomb. He can throw it at the opponent, but they may have a chance to grab it. Has decent power, but little knockback. The explosion can hurt Link, inflicting damage to him, which when combined with Spin Attack can be exploited for a great recovery.
|-
|-
!Final Smash
! colspan=2| Final Smash
| [[Triforce Slash]] ||5% trapping, 4% per slice (1-15 hits), 18% final slash (83% total)|| A Triforce protrudes out of Link's hand and traps the opponent. He then consistently attacks the opponent leading up to a powerful finisher. Has great power and knockback, and can KO at almost any percentage.
| [[Triforce Slash]] || 5% (trapping), 4% (hits 1-15), 18% (hit 16) || A Triforce protrudes out of Link's hand and traps the opponent. He then consistently attacks the opponent leading up to a powerful finisher. Has great power and knockback, and can KO at almost any percentage.
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
*{{sm|Hertz|USA}}
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{sm|Hylian|USA}}
*{{Sm|Blue|USA}} - Best Link in the world. Ranked #12 on [[PMRank 2022]], won {{Trn|Smash Camp 2022}}.
*{{sm|InternetExplorer|USA}}
*{{Sm|El Shroomo|USA}} - Ranked 3rd in SoCal.
*{{sm|Jbandrew|USA}}
*{{Sm|Magi|USA}} - Top melee Falco player with strong placements in PM.
*{{sm|Nick Riddle|USA}}
*{{Sm|Titanium|Canada}} - Ranked 5th on the [[Southern Ontario Power Rankings]] for ''[[Project M]]''. Placed 13th at [[EVO 2017]].
*{{sm|Wolf|USA}}
 
*{{sm|HarryTheChin|USA}}
==Alternate costumes==
===Project M===
Beginning with 3.0, Link received an alternate costume based on his appearance in ''The Legend of Zelda: Ocarina of Time'', which was the basis for his default costume in ''Smash 64'' and ''Melee''.
 
It received recolors that were present in ''Melee''. Additionally, the Master Sword and Hylian shield were also changed to resemble how they appeared in ''Ocarina of Time''. Link has the Triforce symbol in his right hand after getting a Final Smash with his Ocarina of Time costume.
 
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=8|[[File:Link Palette (PM).png|frame|center|Link's alternate costumes in PM]]
|-
|[[File:LinkHeadSSBB.png]]
|[[File:LinkHeadRedSSBB.png]]
|[[File:LinkHeadBlueSSBB.png]]
|[[File:LinkHeadLavenderSSBB.png]]
|[[File:LinkHeadYellowSSBB.png]]
|[[File:LinkHeadBlackSSBB.png]]
|-
|
|[[File:LinkHeadPM.png]]
|[[File:LinkHeadRedPM.png]]
|[[File:LinkHeadBluePM.png]]
|[[File:LinkHeadBlackPM.png]]
|
|}
 
===Project+===
In ''[[Project+]]'', Link receives additional purple and pink color, as well as a new recolor that resembles his original design in ''The Legend of Zelda'' for the NES. Each of these function as extra team colors.
 
His ''Ocarina of Time'' outfit was revamped with a more modernized appearance. His white costume from ''Melee'' returns, itself based on his sprite while wearing the Blue Ring in ''{{s|zeldawiki|The Legend of Zelda}}.'' It also includes a new purple recolor that references {{s|zeldawiki|Ravio}} from ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}''. Lastly, it includes an alternate costume based on Link's transformation into [[zeldawiki:Fierce Deity's Mask|the Fierce Deity]] in ''{{s|zeldawiki|The Legend of Zelda: Majora's Mask}}'', included with armor, face painting, and weapons from ''Majora's Mask''; a unique aesthetic detail when wearing this costume is when using Triforce Slash, Link will instead wield the Fierce Deity's [[zeldawiki:Fierce Deity Sword|signature sword]].
 
[[File:Link Palette (P+).png|1152px|thumb|center|Link's alternate costumes in P+]]
 
'''Secret costumes:'''
 
[[File:Link Z P+.png|160px]] [[File:Link R_P+.png|160px]]
 
'''Z-Secret Costume:''' NES Link: Based on Link's original appearance in official artwork for ''The Legend of Zelda'' and ''Zelda II: The Adventure of Link''. Extra details include the cross-emblazoned [[zeldawiki:Magical Shield|Magical Shield]], a yellow rim on his hat, a brown undershirt, a sword resembling a hybrid of the [[zeldawiki:Magical Sword|Magical Sword]] and the [[zeldawiki:Crissword|Crissword]] from the ''Legend of Zelda'' cartoon from 1989, and dirty blonde hair resembling how it looked in artwork and sprites for the NES titles.


==Palate swaps==
'''R-Secret Costume:''' Hyrule Warriors Link: Based on Link's appearance in ''Hyrule Warriors'' equipped with the [[zeldawiki:Knight's Sword|Knight's Sword]] and its corresponding shield.
[[Image:Link Palette (PM).png|frame|center|Link's palette swaps in PM]]


==External Links==
==External links==
*[http://projectmgame.com/en/characters/link Project M character page]
*[https://pmunofficial.com/en/characters/link/ Link's page at the Project M website]
*[https://www.reddit.com/r/SSBPM/comments/e5gim7/labbing_discord_results_link/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Link]]
[[Category:Link]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

Latest revision as of 22:21, August 16, 2024

Link
in Project M and Project+
Link SSBB.jpg
PPlus Link.png
PMLinkAlt.png
PPlus Oot Link.png
PPlus Fierce Deity Link.png

ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Moveset inspiration Link (SSBM)
Alternate costume Melee Link
Link (SSBB)

Link is a playable character in the Brawl mod Project M. He was remade to be closer to his Melee version.

Link is ranked 30th out of 41 on the official tier list, near the bottom of the C tier. This is an improvement over his placement in Brawl, where he ranked 35th out of 38, but a slight drop from his Melee position of 18th out of 26. In the official Project + tier list, he places slightly higher, ranking 23rd out of 42, now residing near the top of B tier.

Attributes[edit]

Link is, in general, a well-ranged fighter. He is a heavyweight (tied with Captain Falcon in weight) possessing three projectiles and long disjointed hitboxes in his sword attacks, allowing him to zone opponents out, heckle them from far away, and start combos from a distance before moving in. Both his Bombs and Boomerang can be used to create openings, which allow Link to start a combo or get in a finishing hit. Link's is also packed with a stellar defensive game, as his Hylian Shield can block projectiles when standing still, crouching (which aids his crouch cancel), and even while walking. His Spin Attack is also one of the most potent out of shield options in the game. The latter attack is also highly effective for edge guarding onstage, as it will semi-spike any opponent who fails to sweet spot the edge, sending them away towards the blast lines. Link also has a good aerial game; his up and down aerials are very powerful and stay active for a long time, serving as combo finishers, and his Bombs can be used efficiently for glide tossing. His other three aerials have low lag and decent range, serving as both combo and approach tools. His tilts are generally fast, especially his forward tilt, which can be quite devastating on those not expecting it; it is also a potent edge-guarding tool. His up tilt can combo into itself and/or juggle opponents, and his down tilt is also good at edge-guarding and can lead into combos at moderate percentages.

Link's smash attacks are of an above average speed, as well as being of the most powerful. His forward and up smashes are both effective at KOing and pressuring shields, with both leading into combos at low percentages to rack up damage quickly. Finally, his down smash is useful to KO any opponent at higher percentages. His up and down smashes both have incredibly fast startup, whilst the latter has somewhat moderate end lag.

Link's throws are of decent usage, as he is capable of using them rather quickly. His up and down throws can be utilized as combo starters, whilst the prior has immense knockback that could send the opponent into a possible KO at medium-high percentages. His forward and back throws, while sub-par to most, still have decent range at moderate to high percentages. When counting his now-fast grab, his throws are more dangerous than ever.

While Link's recovery is difficult to edge guard, it does not give much distance. However, with Link's glide tossing ability, Link's recovery has become one of the best in the game, as he can throw Bombs upward and use Spin Attack on them to receive knockback, allowing him to consistently repeat the process. Link has also an alternate recovery option with his zair, the Hookshot, which can also be used after shifting towards the stage with an air dodge.

Link is not a character without weaknesses, however. Link's large size, heavy weight and somewhat moderately high gravity make him an easy victim for combos, allowing enemies to rack up damage on him with little effort. His aerials, though possessing high KO potential, have overall long ending lag, save his F-air, B-air and N-air, causing Link to become easily countered by opponents that excel at midair combat, such as Jigglypuff or Peach. Also, while his recovery is overall difficult to edgeguard, his Spin Attack's hitbox only extends above him, leaving Link vulnerable against edgeguarding attacks with good horizontal reach, such as Marth's down tilt or Charizard's back aerial. His bomb recovery also damages him in the process.

Changes from Melee to PM[edit]

As with most Melee veterans, Link was reverted back to his Melee iteration although he maintains some of the improvements he saw in Brawl and he has some additional new improvements to further aid him. Because of this, Link was heavily buffed in the transition from Melee, with many of his attacks being slightly faster, stronger and having improved range.

Aesthetics[edit]

  • Change Link's taunts have been adjusted:
    • Change His Melee taunt has returned and assigned to his side taunt.
      • His Brawl side taunt is still accessible and assigned as a side Smash Taunt. In addition, the fairy now says "Hey, listen!" during said taunt, referencing Link's partner Navi, with said voice clip taken directly from Ocarina of Time.
    • Change Link now has a down Smash Taunt that involves taking out the Ocarina of Time and standing in place while using it. While idle in this pose, players can press the A button and D-pad to play songs on it, emulating the game's control scheme for playing the ocarina.
  • Change Link's on-screen appearance has been reverted to his on-screen appearance from the original Super Smash Bros., which involves teleporting downward from a beam of light akin to the end-of-dungeon teleporters in Ocarina of Time.

Attributes[edit]

  • Buff Link's dashing speed has increased slightly (1.3 → 1.4).
  • Buff Range of his sword attacks is reminiscent of Brawl's (if not larger), increasing it. As an added benefit, his attacks stick out more.
  • Buff Despite Link not having any decrease in height and/or size, his hurtbox is somewhat smaller.
  • Buff Link's walking animation has changed to resemble his Smash 64's animation. Link also has the added benefit of being able to shield projectiles while walking, aiding his defense.

Ground Attacks[edit]

  • Buff Most of Link's normal attacks have slight speed and power increases and are generally safer to use on shielding opponents.
  • Buff Link's forward tilt is now faster, like Young Link's version, making it more useful than before, now because of his extend range, it also gives Link even better edge-guarding capabilities.
  • Buff Link's up smash's later hits have less startup lag with a longer duration (frames 26-28 (hit 2), frame 41-43 (hit 3) → 23-27/36-41), and all three slashes can link better into other. He can also DACUS improving up smash's approach potential (although his DACUS covers less distance than in Brawl).
  • Nerf Up smash has more ending lag (frame 52 → 58).

Aerial Attacks[edit]

  • Buff All aerials except down aerial auto-cancel earlier (frame 32 → 31 (neutral), frame 51 → 48 (neutral), frame 29 → 25 (back), frame 56 → 49 (up)). Much like in Brawl, Link can now auto-cancel neutral aerial in a short hop and he can auto-cancel forward and up aerials in a full hop.
  • Nerf Neutral aerial has a shorter duration (frames 4-39 → 4-31).
  • Buff Forward aerial's first hit deals more damage (13% → 14%) and the second hit has less startup lag (frame 30 → 28), deals more damage (8% → 10%) and now launches opponents vertically granting it combo potential. It also has less ending lag (frame 56 → 51).
  • Buff The first hit of back aerial now has set knockback similar to it's Brawl incarnation making it connect better with the second hit. The second hit also has less startup lag (frame 18 → 16) and back aerial has less ending lag (frame 30 → 28).
  • Buff Up aerial has less ending lag (frame 60 → 57) and landing lag (30 frames → 28).
  • Buff Down aerial has less landing lag (50 frames → 40).
  • Nerf Down aerial auto-cancels later (frame 65 → 79).
  • Buff Grab aerial is now based on its Brawl incarnation having two separate hits. It has less startup lag (frame 11 → 10), deals more damage overall (6% → 4% (hit 1), 9% (hit 2)) and the second hit launches opponents vertically granting it combo potential. It also has less landing lag (30 frames → 15).
  • Nerf Grab aerial is now a tether hindering its use as a recovery option.

Grabs and Throws[edit]

  • Buff Standing grab has a longer duration (frames 11-17 → 11-19) and has less ending lag (frame 86 → 76), and dash grab also has a longer duration (frames 12-17 → 13-20) and gives Link more distance.
  • Nerf Dash grab has more startup lag (frame 12 → 13).
  • Buff Up throw deals much more knockback.

Special Moves[edit]

  • Buff Hero's Bow charge speed has increased slightly, has more knockback, and its knockback angle changed to send opponents at a more horizontal angle. It also retains Brawl's trajectory and Quickdraw technique.
  • Buff Boomerang has more varied angles, making it a more reliable projectile, and using the move with the boomerang throw already, additionally produces a weak "slap" hitbox on Link's hand.
  • Change Boomerang designed with a light-blue trail to resemble its Smash 64 incarnation.
  • Change Spin Attack's color trail resembles the Smash 64 version, in both his grounded and aerial versions, and also uses the soundbyte from this game.
  • Buff Using the Spin Attack in the air grants more horizontal momentum. The grounded Spin Attack's range has increased slightly.
  • Buff Link can perform the aerial glide toss. This techique increases his options for movement and combos on stage, and gives him new recovery options.
  • Buff Link can now bomb jump consistently for recovery. By inputting a glide toss while airborne, Link can toss the bomb up the right distance to Spin Attack into it, allowing him to Spin Attack and repeat the process over again. Project M's improved tether recovery managements also give him a better alternate option in his zair.
  • Bug fix Can no longer perform Boomerang superjump nor Bomb dash.

Changes from PM to P+[edit]

v2.0[edit]

Aesthetics

  • Change Link's Ocarina of Time costumes aesthetically replaces Clawshot and Hero's Bow with the Hookshot and Fairy Bow, respectively.

Attributes

  • Change Ground Friction: 0.09 → 0.08
  • Buff Jump Startup Time: 5 → 4
  • Change Wall Jump Horizontal Velocity 1.3 → 1.0

Ground Attacks

Up Smash

  • Change Second Hit Tip Angle 95 → 93
  • Change Second Hit other hitbox angles 98 → 90
  • Buff SDI Multipliers on first two hits 1.0x → 0.5x
  • Nerf End lag increased slightly 16 → 20

Aerial Attacks

  • Buff Back Air can now be interrupted as soon as frame 28 → 27

Grabs and Throws

Grab:

  • Change All grabs have their active frames reverted to v3.5
  • Change Dash/Pivot tether grab box changed from having 1 hit grab box to having 2 smaller grab boxes next to each other

Change Up Throw now always causes tumble

Down Throw:

  • Change KBG 50 → 40: BKB 60 → 85, Angle 90 → 85
  • Nerf Animation length increased slightly 50 → 51

Change Back Throw BKB 35 → 40

Special Moves Neutral Special (Arrow):

  • Buff Hitbox Size 1 → 1.75 (fixes issues involving Z-axis)
  • Change Release point modified to better match visual.

Side Special (Boomerang):

  • Buff Startup 27 → 25
  • Change Release point modified to better match visual.

Other

  • Buff <100% Ledge getup attack active frames 27-29 → 26-29
  • Change Up Taunt - Sword Glow remains throughout instead of ending abruptly.
  • Change Dash now rumbles on frame 1.
  • Change Restricted to pulling two bombs at a time in order to prevent game breaking bugs.
  • Change Dash-Attack-Cancelled-Up-Smash distance normalized between first and second frame.

v2.0 - v2.28[edit]

No changes.

Revisions[edit]

v2.1[edit]

  • Buff Link's up smash has fixed timers.
  • Buff Link's Hylian shield now works properly when standing, walking, and crouching.
  • Buff Link's pummel now connects properly against opponents grabbed on slopes.
  • Buff Link's forward roll no longer falls off edges.

v2.5b[edit]

  • Buff Link's down throw's knockback growth has been increased.
  • Buff Link's down throw hitbox reworked so that it now connects properly on any character.
  • Buff Link's Boomerang close range strong hit duration lasts slightly longer.
  • Buff Link's Spin Attack can properly grab edges at the peak and off of platforms.
  • Change Link's up tilt animation has been adjusted to better match Melee's.
  • Change Link's grab-box in his hand is larger like a normal grab's, but ends when the Clawshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab.
  • Change Link's Arrow hitbox size matched to Melee.
  • Change Link's Boomerang knockback and angles adjusted more towards those of Smash 64 and Melee on the way out, rather than straight up, and uses a knockback strength similar to that of Smash 64 on the return hitbox.
  • Buff Link can pull up to 3 Bombs.

v2.6b[edit]

  • Buff Dash speed slightly increased.
  • Buff Down tilt is slightly faster, and knockback is slightly increased.
  • Buff Forward and back throws end sooner.
  • Buff Up throw's damage was increased, its launch point and knockback were adjusted to have more utility, its animation was improved, and is interruptible sooner.
  • Buff Aerial Clawshot has a flub hitbox that links into the sweetspot, similar to the Brawl version.
  • Buff Using Boomerang produces a very weak "slap" hitbox on Link's hand when done with the Boomerang already out.
  • Nerf Dash attack's interruptibility occurs slightly slower.
  • Nerf Down throw has more ending lag.
  • Nerf Spin Attack's horizontal momentum very slightly lowered.
  • Change Dash attack animation remade, now much more similar to Melee's.
  • Change Hitboxes on up tilt, second hit of forward smash and last hit of up smash and were matched better matched to their respective animations.
  • Change Neutral aerial's duration matched to the animation.
  • Buff Aerial Clawshot sweetspot now sends opponents up and slightly towards Link.
  • Change Boomerang was adjusted to have a shorter distance but be thrown faster. The Boomerang also got a new model.
  • Buff Boomerang catch animation only occurs when Link is in his waiting animation.

v3.0[edit]

  • Buff All sword attacks are now correctly clankable.
  • Buff Up smash's last swing inner hit does 1% more damage (10% instead of 9%).
  • Buff Back aerial's IASA frames come two frames earlier.
  • Buff Link can now correctly angle his Boomerang downward on the ground.
  • Nerf Up tilt's base knockback slightly lowered on all hitboxes.
  • Nerf Up smash's IASA frames come slightly later.
  • Nerf Down smash's first hit outer hitboxes dropped from 17% to 16% damage (sweetspot is now on elbow).
  • Nerf Shrank hitbox size on Boomerang's "flub slap".
  • Change Forward tilt does slightly more damage at the base of the sword, and slightly less on Link's shoulder.
  • Change Up tilt's knockback growth changes slightly based on where one hits on the sword as per Melee/Brawl.
  • Change Dash attack's hitbox is active one additional frame, but gets IASA frames slightly later. On the closest hitboxes, the damage increases while the angle becomes lower.
  • Change Down smash's second hit has a 17% damage sweetspot added to the inside hitbox, but slightly dropped knockback growth on all others.
  • Change Back aerial second kick's angle slightly lowered.
  • Change Down aerial's hitboxes moved to better match Melee and cover Link's sword.

v3.5[edit]

  • Nerf Sweetspoted neutral aerial does less damage if hitbox connects on the hip or back leg. (9% hip, 8% back leg)
  • Nerf First hit of forward aerial does 14% damage.
  • Nerf Sweetspot for boomerang now does 11% damage and does 3% damage when returning.
  • Change Link now has a second smash taunt, by tapping Down Taunt link will pull out his ocarina and players can play it by using the attack and directional function and quit using the B button
  • Change Link now has Melee sword swing sounds

v3.6[edit]

  • Buff Forward tilt base knockback increased. Deals 1% less.
  • Buff Forward smash damage increased by 1%.
  • Buff Neutral air sweetspot deals 1% more.
  • Buff Back air hitboxes are two frames faster, new knockback method.
  • Buff Link's friction reduced by .01, giving him a better wavedash.
  • Buff Link's run speed has been increased to 1.4, from 1.35.
  • Buff Up throw has increased base knockback.
  • Nerf Up throw endlag increased.
  • Nerf Boomerang now releases on frame 27 from 23, IASA frames increased to 43, from 36.
  • Nerf Upsmash SDI multipliers normalized to 1.0.
  • Nerf In an attempt to fix pausing when grabbing foes at maximum range, Link now has an overall shorter grab range.
  • Change Several animations smoothed out/improved.

Moveset[edit]

Up to date as of version 3.6.

Name Damage Description
Neutral attack 5% Link performs a diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. The second hit can cancel out and lead into other attacks, giving Link more options for combos or finishers. The infinite links together much better than Melee, but has some Ending lag.
3%
6%
1-2% (loop)
Forward tilt 14% (blade), 13% (tip & arm), 12% (body) Link performs an overhead sword swipe. This attack can edge-guard against opponents. It also has strong KO potential.
Up tilt 9% Link swings his sword in an arc above himself. The move comes out quick and has low ending lag, mostly being used to juggle opponents at low percentages. It also has good KO potential at high percentages.
Down tilt 11% Link swipes his sword across the ground. This attack can lead into combos and has low startup and ending lag. It can also meteor smash opponents who come in contact with Link's body and the base of his sword, making it a viable edgeguarding tool.
Dash attack 12% (blade), 10% (tip), 13% (arm), 14% (body) Link dashes and attacks the opponent. Low start and moderate end lag, is much faster, and sends opponents at a more vertical angle, making the attack good for combos and dash dancing. It has earlier IASA frames, making it even more dangerous if done correctly, and can be safer to use on shielding opponents.
Forward smash Sword Slice 15% (tip), 16% (body) Link swings his sword downwards for good knockback, and if the A button is pressed again, he will do a much more powerful horizontal slash to follow. The second hit deals more vertical knockback than the first hit, but it's impossible for the second hit will land at damages above 30% due to the knockback growth of the first hit.
18% (tip), 20% (body)
Up smash 4% (hit 1), 3% (hit 2), 9% (hit 3 body), 10% (hit 3 blade) Link swings sword in an upwards arc three times. The attack has somewhat low start-up and moderate ending lag. The move can also be dash cancelled, making it a great DACUS move.
Down smash Front: 13%/16%/17%
Back: 11%/16%/17%
Link swipes his sword from front to back, having very quick start-up but moderately long ending lag. At low percentages, it can KO as low as 50-90% damage depending on the character.
Neutral aerial 12%/10%/9% (clean), 7% (late) Link thrusts his leg out for an extended time. Has sex kick properties.
Forward aerial 14% (hit 1), 10% (hit 2) Swings his sword twice while spinning 360 degrees. The first hit is usually hard to follow into the second hit at higher percentages. Each hit has decent knockback.
Back aerial 7% (both hits) Two short-ranged back kicks behind himself. Low start-up with moderate ending lag and low landing lag. The first hit is a weaker attack which links to the second, more powerful hit. Has considerable knockback.
Up aerial 16% (clean), 12% (late) An upward sword thrust, which is based off of the attack in Zelda 2: The Adventure of Link. Moderate start-up, with high ending and landing lag. Its initial hitbox is quite powerful, and can KO at lower percentages.
Down aerial 20% (clean blade), 22% (clean tip), 19% (late), 8% (after bounce) A downward sword thrust, which is based off of the attack in Zelda 2, but acts like it does in Twilight Princess. Has somewhat high start-up, with high ending lag and very high landing lag. It is quite powerful, capable of KOs as low as 60-75%, depending on weight.
Grab aerial 4% (hit 1), 9% (hit 2) Fires his Clawshot forward, scoring two hits. Second hit has a weak vertical knockback. Has low landing lag. Can be used after an air dodge or as a tether recovery. Very useful for spacing and stopping approaches against taller characters. It is also useful for setting up combos or chain into itself at low percentage and a KO move at high percentage against fast fallers. Link's zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover with a Bomb.
Grab Link fires his Clawshot forward to grab foes from afar.
Pummel 3% Link pummels the opponent with the hilt of the Master Sword.
Forward throw 3% (hit 1), 4% (throw) Link kicks high to send the opponent flying. Very low knockback at lower percentages.
Back throw 3% (hit 1), 4% (throw) Link kicks moderately high backwards to send opponents away. Low knockback at lower percentages.
Up throw 4% (hit 1), 8% (throw) Link throws the opponent upwards and then slashes them upwards.
Down throw 2% (hit 1), 4% (throw) Link slams the opponent down and slams his elbow down on them. Combos well into up tilt and up smash.
Floor attack (front) 6% Does two slashes front and back.
Floor attack (back) 6% Does another two slashes front and back.
Floor attack (trip) 5% Essentially the same as his other two floor attacks.
Edge attack (fast) 8% Pulls himself up into a front flip and slices downward.
Edge attack (slow) 10% Slowly climbs up and stabs in front of himself.
Neutral special Hero's Bow 5-15% Link fires an arrow at an opponent. The longer it is charged, the farther it will fly and the stronger it will be. At full charge, the arrow will fly straight.
Side special Boomerang 11% (close), 6% (far), 3% (return), 4% (slap) Link throws his trademark Boomerang, covered with a celestial light. Has decent power with some knockback, but is best used when Link is close to the opponent. The boomerang has a wide trajectory, but doesn't go far. When used again while the Boomerang is out, it produces a very weak slapping hitbox.
Up special Spin Attack Ground: 15% (clean), 5% (late)
Air: 4% (hit 1), 2% (hits 2-4), 6% (hit 5)
Link spins in place with a shout, slashing with his sword. Has low start lag, with high end lag. It has a powerful initial/close hitbox which is great for sending opponents flying, acting as one of the best out of shield options. It can also semi-spike at the tip of Link's sword, alongside better length, making it an even better edgeguarding move. In air, it uses multiple attacks and finishes with a powerful ending blow. As a recovery, it has high vertical and horizontal momentum, needing little momentum for Link to recover. He can link the recovery move with his bombs, making for a consistent, amazing recovery.
Down special Bomb 6-12% (explosion) Link pulls out a bomb. He can throw it at the opponent, but they may have a chance to grab it. Has decent power, but little knockback. The explosion can hurt Link, inflicting damage to him, which when combined with Spin Attack can be exploited for a great recovery.
Final Smash Triforce Slash 5% (trapping), 4% (hits 1-15), 18% (hit 16) A Triforce protrudes out of Link's hand and traps the opponent. He then consistently attacks the opponent leading up to a powerful finisher. Has great power and knockback, and can KO at almost any percentage.

In competitive play[edit]

Notable players[edit]

An icon for use on pages that need cleanup. This article or section may require a cleanup.
The editor who added this tag believes this page should be cleaned up for the following reason: Needs to be updated to fit these guidelines
You can discuss this issue on the talk page or edit this page to improve it.

Alternate costumes[edit]

Project M[edit]

Beginning with 3.0, Link received an alternate costume based on his appearance in The Legend of Zelda: Ocarina of Time, which was the basis for his default costume in Smash 64 and Melee.

It received recolors that were present in Melee. Additionally, the Master Sword and Hylian shield were also changed to resemble how they appeared in Ocarina of Time. Link has the Triforce symbol in his right hand after getting a Final Smash with his Ocarina of Time costume.

Link's alternate costumes in PM
LinkHeadSSBB.png LinkHeadRedSSBB.png LinkHeadBlueSSBB.png LinkHeadLavenderSSBB.png LinkHeadYellowSSBB.png LinkHeadBlackSSBB.png
LinkHeadPM.png LinkHeadRedPM.png LinkHeadBluePM.png LinkHeadBlackPM.png

Project+[edit]

In Project+, Link receives additional purple and pink color, as well as a new recolor that resembles his original design in The Legend of Zelda for the NES. Each of these function as extra team colors.

His Ocarina of Time outfit was revamped with a more modernized appearance. His white costume from Melee returns, itself based on his sprite while wearing the Blue Ring in The Legend of Zelda. It also includes a new purple recolor that references Ravio from The Legend of Zelda: A Link Between Worlds. Lastly, it includes an alternate costume based on Link's transformation into the Fierce Deity in The Legend of Zelda: Majora's Mask, included with armor, face painting, and weapons from Majora's Mask; a unique aesthetic detail when wearing this costume is when using Triforce Slash, Link will instead wield the Fierce Deity's signature sword.

Link's alternate costumes in P+

Secret costumes:

Link Z P+.png Link R P+.png

Z-Secret Costume: NES Link: Based on Link's original appearance in official artwork for The Legend of Zelda and Zelda II: The Adventure of Link. Extra details include the cross-emblazoned Magical Shield, a yellow rim on his hat, a brown undershirt, a sword resembling a hybrid of the Magical Sword and the Crissword from the Legend of Zelda cartoon from 1989, and dirty blonde hair resembling how it looked in artwork and sprites for the NES titles.

R-Secret Costume: Hyrule Warriors Link: Based on Link's appearance in Hyrule Warriors equipped with the Knight's Sword and its corresponding shield.

External links[edit]