Super Smash Bros. Brawl

Link (SSBB): Difference between revisions

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Link is currently ranked 35th in Bottom Tier. Link is equipped with a useful [[DACUS]] that helps his mobility, as well as some camping ability, some of the best overall [[reach]] in his attacks, great [[momentum cancelling]] and the third best potential vertical endurance, and many KO moves. Like his ''Melee'' incarnation, he still has plenty of projectiles, all of which can be useful at different times. Despite his [[projectile]]s and large number of advanced techniques, however, Link in general has poor mobility due to poor [[Dashing|dashing speed]], [[air speed]], and [[jump]]ing ability, poor [[out of shield]] options, one of the worst [[aerial]] games, and sluggish moves in general (his fastest ground attack, jab, has a startup lag of 7 frames, and fastest aerial, [[back aerial]], is 6 frames). The most crippling flaw of Link is his recovery, that has been heavily [[nerf]]ed from ''Melee'' to one of the worst recoveries in ''Brawl'', and often prevents him from fulfilling his amazing endurance potential; [[Spin Attack]] doesn't give him much horizontal distance (and barely any without prior momentum), his bombs are less effective for recovery, and his hookshot can no longer [[wall grapple]]. This has resulted in terrible match-ups against most characters, and terrible tournament results.
Link is currently ranked 35th in Bottom Tier. Link is equipped with a useful [[DACUS]] that helps his mobility, as well as some camping ability, some of the best overall [[reach]] in his attacks, great [[momentum cancelling]] and the third best potential vertical endurance, and many KO moves. Like his ''Melee'' incarnation, he still has plenty of projectiles, all of which can be useful at different times. Despite his [[projectile]]s and large number of advanced techniques, however, Link in general has poor mobility due to poor [[Dashing|dashing speed]], [[air speed]], and [[jump]]ing ability, poor [[out of shield]] options, one of the worst [[aerial]] games, and sluggish moves in general (his fastest ground attack, jab, has a startup lag of 7 frames, and fastest aerial, [[back aerial]], is 6 frames). The most crippling flaw of Link is his recovery, that has been heavily [[nerf]]ed from ''Melee'' to one of the worst recoveries in ''Brawl'', and often prevents him from fulfilling his amazing endurance potential; [[Spin Attack]] doesn't give him much horizontal distance (and barely any without prior momentum), his bombs are less effective for recovery, and his hookshot can no longer [[wall grapple]]. This has resulted in terrible match-ups against most characters, and terrible tournament results.


Blah blah blah King Dedede is better blah
==Attributes==
Link may be a character of poor speed, but he makes up for that with power. His sliding [[DACUS]] also helps his slow mobility and his BDACUS is very effective due to his fast sidestep. Link is moderately [[weight|heavy]], having the same weight as {{SSBB|Captain Falcon}}. Link is also one of the heavyweight characters that has good [[directional influence]] and [[momentum canceling]], especially vertically, which along his extremely quick [[fast fall]] allows him to survive almost as long as {{SSBB|Snake}}, though he arguably has the worst recovery in the game and sometimes his fast fall can also give him problems recovering. His heavyweight backfires, however, by making him extremely vulnerable to chain grabs that force him offstage. Link's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also [[meteor smash]] at the tip of the sword or hitting behind Link. His up tilt is fast and good for juggling, and his forward tilt can easily KO at high percentages. Link's forward smash can become a two hit combo at low percentages, it is also a great KO move, depending from where the sword connects. His down smash is an easy KO move at fairly high percentages, and is Link's quickest smash. However, it is predictable making it easy to watch out at higher percentages, and has some ending lag. Link's up smash doesn't KO easily, but it racks up decent damage. Link's aerial attacks are also good, as both his neutral aerial and [[grab aerial]] (zair), combined with a short hop and fast falling, is a great option for approach. Link's back aerial is good for spacing when needed. Link's forward aerial is fairly fast, is a good set-up move and its second hit is powerful, but this KOing move is hard to land, since the first hit only set ups the second hit at very low percentages and the first hit lacks KO power. Link's up and down aerials are some of his best KO moves, having high duration and high [[knockback]], but have high ending and landing lag. Even though his aerial attacks are effective, his slow aerial speed, fast falling speed, and small jumps give Link a very weak aerial game. His grab, like all tether grabs, has good range but has 12 frames start-up and is laggy if missed. Specials for Link are also good for keeping distance, racking up damage, and great for survival. On the ground, Link can charge his [[up special]]. It is a good edge guarding tool, but is predictable. Spin attack can also deflect projectiles if used in the air. His [[neutral special]] is a bow that charges and shoots high-speed projectiles. If activated in the air, just before hitting the ground, an uncharged arrow will shoot instantly, making it a fast attack that will often hit unsuspecting enemies. Link's [[down special]] allows him to pull out a bomb and throw it, which can be used for mind games, but his own bombs can be used against him. His [[side special move]], [[Gale Boomerang]] has fairly good range and can gimp some opponent's recovery. Smashing the side special will cause the boomerang to reach farther. Link's shield can act as a shield on its own: when Link doesn't move, many projectiles coming from the opposite direction he's facing can't hit him. Crouching can also block most attacks as well, but leaves his upper hitbox open. He also has a great [[spot dodge]].


yguygugefyfeegfsh7eh U ARE ALL SKRUBS GET REKT
Link's critical problem is his abysmal recovery, making him easy to KO despite being a heavyweight with great momentum canceling. Although his projectiles, particularly Gale Boomerang help it somewhat, his poor jumping, quick fall speed, slow air speed, and poor distance on the Spin Attack make his recovery arguably the shortest in the game both horizontally and vertically and also very predictable, so it's suggested that all Link mains have good directional influence. Link's spin attack is also a slow recovery move, with predictable trajectory, making it fairly easy to edgeguard, mostly with moves that out prioritizes his projectiles, and due to the poor distance of his recovery he can get KO'd offstage with a fairly low amount of hits and not being able to recover, especially when he loses his 2nd jump, and due his poor vertical distance that also means meteor smashes are devastating for his recovery. Link's most effective mode of recovery is to first throw the Gale Boomerang to disrupt the opponent, then use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using [[Spin Attack]] immediately after being hit while recovering makes it give no horizontal distance at all. His [[Clawshot]] is also useful, being the second longest tether grab in the game, but, like all [[Tether Recovery|tether recoveries]], it is easily [[edgehog|edgehogged]]. Another method of recovery is where Link pulls out a bomb, uses his Spin Attack, and his bomb blows up on him for little damage but gives Link another Spin Attack. At higher percentages the knockback from the bomb can be used for additional height. Although, Link has a large [[Sweet spot (ledge)|ledge sweetspot]], but due to his poor recovery, Link heavily relies on edge grabbing, leaving him vulnerable to edgehogging (though, this can be prevented with his projectiles). If Link is lucky, the Gale Boomerang can carry the opponent out far enough so they can't recover, but this happens rarely, making it very unreliable.
 
===Changes from ''Melee'' to ''Brawl''===
Link has received some significant power buffs and is overall a much more powerful character in ''Brawl''. However, he has received some significant nerfs in other more important areas, that have made him an even slower and less mobile character, and most significantly, has drastically nerfed his recovery back to ''Smash 64'' levels. This overall makes him a worse character in ''Brawl'' than he was in ''Melee''.
 
*{{buff|Link dashes slightly faster.}}
*{{buff|All tilts deal stronger knockback, with his forward and up tilts now being reliable finishers under 150%.}}
*{{buff|All smash attacks deal stronger knockback, especially the first hit of his forward smash, which can now reliably KO under 150%.}}
*{{buff|Second slash of forward smash is now affected by smash charging.}}
*{{buff|Up smash inflicts 2% more damage when all hits connect, for 17% total.}}
*{{buff|Down aerial is more powerful.}}
*{{buff|Zair is significantly more useful for non-recovery purposes; the move now has nearly no landing lag, and its altered knockback makes it useful for setting up additional blows, giving the move significant utility and making it an effective spacer.}}
*{{buff|Throws are slightly better, with up and back throw dealing 2% more damage, and down throw dealing 1% more damage (all for 7% total). Up throw also deals much stronger knockback, now being capable of KOing when the opponent approaches 200%.}}
*{{buff|Hero's Bow charges faster, and the arrows it fires travel faster and farther.}}
*{{buff|Link was given a beneficial DACUS.}}
*{{nerf|Link's air speed was drastically nerfed, going from being tied for 6th best out of 26 characters, to 6th worst out of 39 characters. This significantly reduced Link's already poor mobility, as well as significantly hindered Link's recovery and made approaching more difficult.}}
*{{nerf|Relative to the cast, Link's falling speed was increased (going from tied for 7th fastest out of 26 characters, to 9th fastest out of 39 characters). In comparison to the rest of the cast, this makes Link more vulnerable to combos and chain throws, and makes his recovery worse, while with his terrible mobility and laggy attacks, he gets no real benefit from it outside the vertical endurance boost.}}
*{{nerf|The rapid hitting part of Link's jab was removed.}}
*{{nerf|Down tilt's meteor smash hitbox was given significantly smaller and worse hitbox placement (now being a small hitbox on Link's body), now making it nearly impossible to land due to its impractical placement.}}
*{{nerf|Neutral aerial's initial hitbox is slightly weaker and deals 1% less damage for 10% total.}}
*{{nerf|First hit of forward aerial was significantly weakened, with it dealing 4% less damage and no longer reliably KOing. However, even with the power nerf, it's still too strong and hits opponents away from the second hit outside low damages. Despite the second hit of forward aerial is more powerful, and deals 5% more damage, the attack is worse overall as timing to land only the second hit is now mandated to KO with the move.}}
*{{nerf|New Boomerang mechanics in Gale Boomerang are considered less effective; Gale Boomerang deals significantly less damage in its initial hitboxes and has no damaging hitboxes at all in its later flight and on its return, while the opponent can still fully react when being pushed/pulled by the wind hitboxes, which makes it difficult for Link to use the move to setup additional blows. Gale Boomerang also travels more slowly.}}
*{{nerf|Grounded Spin Attack is significantly weaker unless it is charged, making the move less effective for KOing. The semi-spike of its later hitboxes was also removed as in the PAL version of ''Melee''.}}
*{{nerf|Aerial Spin Attack covers significantly less horizontal distance, and has a greater reliance on prior momentum, to where if Link uses the move without momentum toward the direction he was going, it'll gain almost no horizontal distance at all.}}
*{{nerf|Link can no longer hit his own bombs with aerial Spin Attack, preventing Link from utilising the most useable form of his bomb jump, thus Link can no longer use a bomb jump to extend his recovery unless he had a bomb in his hand before going offstage and it explodes in time.}}
*{{nerf|New tether recovery that replaced wall grappling is less effective, as Link can now only grab unoccupied ledges with his clawshot, instead of being able to latch onto anywhere on the stage's wall.}}
*{{nerf|Link is arguably the character second most adversely affected by the loss of L-cancelling after {{SSBB|Ganondorf}}, as his high landing lag aerials were especially reliant on it, with his up aerial completely losing its comboing abilities while his down aerial is now dangerously unsafe if he misses it.}}
*{{change|Up aerial's initial hitbox is slightly weaker and deals 1% less damage (for 15%), but its later hitbox is slightly stronger and deals 1% more damage (for 13%).}}
*{{change|If Link fast falls while using his down aerial, he will not bounce after hitting with it, plummeting straight through to the ground.}}
 
Link has also had several cosmetic changes from ''Melee'' to ''Brawl''. His design and voice actor are now from ''The Legend of Zelda: Twilight Princess''. He also has two new costumes; Dark Link (which replaces his previous black tunic) and a "gold" costume. His forward [[helpless]] state is now the animation of Link when he finishes his double jump (from both ''Melee'' and ''Brawl''), but his back and neutral helpless states are the same. Link's taunt from ''Melee'' has been replaced by his one from ''Smash 64''. Also, Link has a new standing idle animation.
 
===''Brawl'' manual description===
A warrior from distant Hyrule. His sword and projectiles make him a versatile fighter.
 
==Moveset==
{|class="wikitable" align="center" style="text-align:center;background:#bfdfbf;border:solid #bf7f7f 2px;"
|-style="background:#7fbf7f;border-bottom:solid #bf7f7f 2px;"
| 
|'''Move'''
|'''Description'''
|colspan="2"|'''Segment'''
|'''Damage'''
|<span class="explain" title="90=straight up, 180=behind">'''Angle'''</span>
|colspan="2"|'''Hit Frames'''
|<span class="explain" title="Base knockback">'''BKB'''</span>
|<span class="explain" title="Knockback growth">'''KBG'''</span>
|<span class="explain" title="Weight-based knockback">'''WBKB'''</span>
|colspan="2"|<span class="explain" title="For applying stickers">'''Type'''</span>
|-
|rowspan="6"|[[Neutral attack]]||rowspan="6"|Triple Swing||rowspan="6"|Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in ''The Legend of Zelda: Ocarina of Time''. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't [[SDI]] out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages.||colspan="2"|Hit 1||4%||*||7||8||16||37||rowspan="6"|0||rowspan="6"|{{AttackType|type=Sword|effect=Slash|t=6}}
|-
|rowspan="4"|Hit 2||Tip||rowspan="4"|3%||100||rowspan="4"|14||rowspan="4"|15||rowspan="4"|40||rowspan="4"|20
|-
|Blade||78
|-
|Arm||60
|-
|Body||50
|-
|colspan="2"|Hit 3||5%||30||27||31||70||50
|-
|[[Forward tilt]]||Overhand Swipe||colspan="3"|An overhead swipe. An efficient KO move at higher percentages.||13%||*||15||18||20||96||0||{{AttackType|type=Sword|effect=Slash|t=1}}
|-
|rowspan="4"|[[Up tilt]]||rowspan="4"|Vertical Swing||rowspan="4"|Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages.||colspan="2"|Tip||rowspan="4"|9%||95||rowspan="4"|8||rowspan="4"|12||rowspan="4"|30||122||rowspan="4"|0||rowspan="4"|{{AttackType|type=Sword|effect=Slash|t=4}}
|-
|colspan="2"|Blade||rowspan="3"|85||130
|-
|colspan="2"|Arm||124
|-
|colspan="2"|Body||123
|-
|rowspan="2"|[[Down tilt]]||rowspan="2"|Ground Swipe||rowspan="2"|Swipes sword across ground. [[Meteor smash]]es aerial opponents in contact with Link's body, and opponents hanging on a ledge. This is more difficult to use as a meteor smash than other down tilts, because the sweetspot is significantly smaller, ranging only from his head to his body (while crouching). There is, however, a second sweetspot on his sword that can be found by playing on {{SSBB|Final Destination}} and examining the vertical lines that range across its surface. This move will meteor smash a character hanging on a ledge if the tip of Link's toes are touching the very last line on either side of the stage. The same place on Link's sword will also be the sweetspot for meteor smashing aerial opponents, although usually opponents will not be meteor smashed due to the low chance of this sweetspot connecting. Aside from meteor smashing, the move has a 40% chance of [[trip]]ping.||colspan="2"|Tip, Arm||rowspan="2"|12%||80||rowspan="2"|13||rowspan="2"|14||rowspan="2"|90||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Sword|effect=Slash|t=2}}
|-
|colspan="2"|Blade, Body||280
|-
|rowspan="4"|[[Dash attack]]||rowspan="4"|Running Slash||rowspan="4"|Swings sword from head to toe. Good combo starter.||colspan="2"|Tip||10%||90||rowspan="4"|8||rowspan="4"|11||rowspan="4"|30||rowspan="4"|80||rowspan="4"|0||rowspan="4"|{{AttackType|type=Sword|effect=Slash|t=4}}
|-
|colspan="2"|Blade||12%||80
|-
|colspan="2"|Arm||rowspan="2"|11%||70
|-
|colspan="2"|Body||60
|-
|rowspan="11"|[[Up smash]]||rowspan="11"|Triple Slash||rowspan="11"|Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit.||rowspan="3"|Hit 1||Tip||rowspan="3"|{{ChargedSmashDmgSSBB|4}}||95||rowspan="3"|10||rowspan="3"|15||rowspan="7"|0||rowspan="7"|100||40||rowspan="11"|{{AttackType|type=Sword|effect=Slash|t=11}}
|-
|Blade||rowspan="2"|98||48
|-
|Arm, Body||40
|-
|rowspan="4"|Hit 2||Tip||rowspan="4"|{{ChargedSmashDmgSSBB|3}}||93||rowspan="4"|26||rowspan="4"|29||30
|-
|Blade||rowspan="3"|90||33
|-
|Arm||37
|-
|Body||40
|-
|rowspan="4"|Hit 3||Tip||rowspan="2"|{{ChargedSmashDmgSSBB|10}}||80||rowspan="4"|41||rowspan="4"|45||rowspan="4"|70||rowspan="4"|80||rowspan="4"|0
|-
|Blade||rowspan="3"|90
|-
|Arm||{{ChargedSmashDmgSSBB|9}}
|-
|Body||{{ChargedSmashDmgSSBB|8}}
|-
|rowspan="5"|[[Down smash]]||rowspan="5"|Grass Cutter||rowspan="5"|Swipes sword from front to back, very quick start-up but moderately long ending lag; like his down tilt but with more force and it hits behind. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link; however, good timing is required. When sweetspotted and fully charged, it can KO at 77%.||rowspan="3"|Hit 1||Tip||{{ChargedSmashDmgSSBB|14}}||rowspan="5"|75||rowspan="3"|9||rowspan="3"|11||rowspan="3"|26||rowspan="5"|90||rowspan="5"|0||rowspan="5"|{{AttackType|type=Sword|effect=Slash|t=5}}
|-
|Blade, Body||{{ChargedSmashDmgSSBB|16}}
|-
|Arm||{{ChargedSmashDmgSSBB|17}}
|-
|rowspan="2"|Hit 2||Tip, Blade, Body||{{ChargedSmashDmgSSBB|16}}||rowspan="2"|20||rowspan="2"|22||rowspan="2"|20
|-
|Arm||{{ChargedSmashDmgSSBB|17}}
|-
|rowspan="5"|[[Forward smash]]||rowspan="5"|Two-Handed Swing||rowspan="5"|Swings sword forward. If the attack button is pressed again, he swings a second time with more force. Both hits can be used to rack up damage quickly at very low percentages. First hit is stronger in the tip, while the second hit is stronger if hit from close. Can be used to perform Bomb Smashing. Although the first hit has a somewhat long startup, it has almost no animation until the hit, making it difficult to react to. The 2nd hit, when sweetspotted and fully charged, can KO at 69%.||rowspan="2"|Hit 1||Sword||{{ChargedSmashDmgSSBB|15}}||rowspan="2"|*||rowspan="2"|15||rowspan="2"|17||rowspan="2"|25||rowspan="5"|90||rowspan="5"|0||rowspan="5"|{{AttackType|type=Sword|effect=Slash|t=5}}
|-
|Non-sword||{{ChargedSmashDmgSSBB|14}}
|-
|rowspan="3"|Hit 2||Sword||{{ChargedSmashDmgSSBB|17}}||rowspan="3"|48||rowspan="3"|32||rowspan="3"|34||20
|-
|Arm||{{ChargedSmashDmgSSBB|20}}||25
|-
|Body||{{ChargedSmashDmgSSBB|19}}||30
|-
|rowspan="2"|[[Neutral aerial]]||rowspan="2"|Drop Kick||rowspan="2"|Does a flying jump-kick. Is a "[[sex kick]]". Has almost no landing lag at all, being great to use to land safely from juggles.||colspan="2"|Clean||10%||rowspan="2"|*||7||8||22||rowspan="2"|100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Foot|effect=Normal|t=2}}
|-
|colspan="2"|Late||6%||9||27||15
|-
|rowspan="2"|[[Forward aerial]]||rowspan="2"|Double Swing||rowspan="2"|Swings his sword twice while spinning 360 degrees. Second hit has great knockback, though the first hit only sets up the second hit at very low percentages, making it hard to use as a KOing move. Takes some time to startup  but has surprisingly little landing lag. Great with ledge dropped, double jumped, forward aerial to try to get-up from the ledge safely, and has invincibility during first hit if used early enough after grabbing the ledge normally or with tether.||colspan="2"|Hit 1||9%||rowspan="2"|*||14||15||5||100||rowspan="2"|0||rowspan="2"|{{AttackType|type=Sword|effect=Slash|t=2}}
|-
|colspan="2"|Hit 2||12%||26||27||20||110
|-
|rowspan="3"|[[Back aerial]]||rowspan="3"|Rear Kicks||rowspan="3"|Does a two kick combo. Has almost no landing lag, 1st hit is a true combo into his up tilt.||rowspan="2"|Hit 1||Foot||rowspan="2"|4%||72||rowspan="2"|6||rowspan="2"|9||rowspan="2"|0||rowspan="2"|100||rowspan="2"|40||rowspan="3"|{{AttackType|type=Foot|effect=Normal|t=3}}
|-
|Leg||68
|-
|colspan="2"|Hit 2||7%||*||18||23||70||70||0
|-
|rowspan="2"|[[Up aerial]]||rowspan="2"|Ceiling Stab||rowspan="2"|Thrusts his sword upward, just like the upward thrust attack in ''Zelda II: The Adventure of Link''. Long duration and can star KO at higher damages, though it has a slow startup, little horizontal range, and significantly high ending lag (30 frames, or half a second).||colspan="2"|Clean||15%||rowspan="2"|80||11||13||rowspan="2"|18||rowspan="2"|85||rowspan="2"|0||rowspan="2"|{{AttackType|type=Sword|effect=Slash|t=2}}
|-
|colspan="2"|Late||13%||14||40
|-
|rowspan="6"|[[Down aerial]]||rowspan="6"|Ground Stab||rowspan="6"|Holds his sword downward, this time based on the downward thrust from [[zeldawiki:Zelda II: The Adventure of Link|''Zelda II'']]. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial.||rowspan="2"|Clean||Hilt||rowspan="2"|22%||65||rowspan="2" colspan="2"|14||40||rowspan="6"|80||rowspan="6"|0||rowspan="6"|{{AttackType|type=Sword|effect=Slash|t=6}}
|-
|Tip||90||30
|-
|rowspan="2"|Late||Hilt||rowspan="2"|18%||rowspan="4"|65||rowspan="4"|15||rowspan="4"|64||40
|-
|Tip||50
|-
|rowspan="2"|After Bounce||Hilt||rowspan="2"|8%||40
|-
|Tip||50
|-
|rowspan="2"|[[Tether recovery#Grab Air|Grab aerial]] (zair)||rowspan="2"|Clawshot||rowspan="2"|Fires his Clawshot forward, scoring two hits. Has no landing lag at all. Can be used as a tether recovery. Very useful for spacing and stopping approaches against taller characters. This tether recovery can be used to save Link from a KO at extremely high damages ranging up to even higher than 300%. This can be done by simply air dodging and then immediately using the clawshot (or pressing Z twice or more) after getting hit by an attack that can semi-spike, such as Fox's, Jigglypuff's, or Zelda's down smashes. 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. Link has the 2nd longest zair in Brawl, only slightly shorter than Samus'.||colspan="2"|Hit 1||4%||rowspan="2"|45||11||16||rowspan="2"|60||rowspan="2"|30||rowspan="2"|0||{{AttackType|type=Typeless|effect=Normal|t=1}}
|-
|colspan="2"|Hit 2||6%||23||24||{{AttackType|type=Typeless|effect=Slash|t=1}}
|-
|[[Pummel]]||Hilt Hit||colspan="3"|Hits opponent with the hilt of the Master Sword. A fairly fast pummel.||2%||*||colspan="2"|9||0||100||0||{{AttackType|type=Sword|effect=Normal|t=1}}
|-
|rowspan="2"|[[Forward throw]]||rowspan="2"|Punt||rowspan="2"|Lets go of foe then kicks them, football punt style.||colspan="2"|Hit 1||3%||*||12||13||0||0||120||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|colspan="2"|Throw||4%||55||colspan="2"|13||50||120||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|rowspan="2"|[[Back throw]]||rowspan="2"|Rear Punt||rowspan="2"|Throws foe back then back kicks.||colspan="2"|Hit 1||3%||*||colspan="2"|12||0||0||120||{{AttackType|type=Foot|effect=Normal|t=1}}
|-
|colspan="2"|Throw||4%||<span class="explain" title="technically 130 in the non-reversed direction">50</span>||colspan="2"|13||50||110||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|rowspan="3"|[[Up throw]]||rowspan="3"|Lob Slice||rowspan="3"|Throws foe a very short distance above him, then slashes. Can KO at high percentages. Can be comboed with Spin Attack.||rowspan="2"|Hit 1||Tip||5%||rowspan="2"|20||rowspan="2"|26||rowspan="2"|29||rowspan="2"|50||rowspan="2"|100||rowspan="3"|0||rowspan="2"|{{AttackType|type=Sword|effect=Slash|t=2}}
|-
|Blade||4%
|-
|colspan="2"|Throw||2%||90||colspan="2"|28||24||230||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|rowspan="2"|[[Down throw]]||rowspan="2"|Elbow Slam||rowspan="2"|Throws foe down then elbow drops them. The first hit cannot hit {{SSBB|Jigglypuff}}. It is believed that this is because Jigglypuff's very low weight causes the animation to occur too quickly, the hitbox appearing and vanishing before it is checked for.||colspan="2"|Hit 1||3%||*||colspan="2"|22||0||0||120||{{AttackType|type=Elbow|effect=Normal|t=1}}
|-
|colspan="2"|Throw||4%||110||colspan="2"|23||60||90||0||{{AttackType|type=Throwing|effect=Normal|t=1}}
|-
|rowspan="2"|Floor (back)||rowspan="2"|Standing Swipe||rowspan="2"|Does two slashes front and back.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||21||22||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Sword|effect=Slash|t=2}}
|-
|colspan="2"|Hit 2||28||29
|-
|rowspan="2"|Floor (front)||rowspan="2"|Quick Swing||rowspan="2"|Does another two slashes front and back.||colspan="2"|Hit 1||rowspan="2"|6%||rowspan="2"|*||15||16||rowspan="2"|80||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Sword|effect=Slash|t=2}}
|-
|colspan="2"|Hit 2||25||27
|-
|rowspan="2"|Floor (trip)||rowspan="2"|Standing Swing||rowspan="2"|Essentially the same as his other two floor attacks.||colspan="2"|Hit 1||rowspan="2"|5%||rowspan="2"|*||19||20||rowspan="2"|60||rowspan="2"|50||rowspan="2"|0||rowspan="2"|{{AttackType|type=Sword|effect=Slash|t=2}}
|-
|colspan="2"|Hit 2||28||29
|-
|Edge (<100%)||Flip Swipe||colspan="3"|Pulls himself up into a front flip and slices downward.||8%||*||27||29||0||100||110||{{AttackType|type=Sword|effect=Slash|t=1}}
|-
|Edge (100%+)||Slow Stab||colspan="3"|Slowly climbs up and stabs in front of him.||10%||*||51||54||0||100||110||{{AttackType|type=Sword|effect=Slash|t=1}}
|-
|[[Neutral special move]]||[[Hero's Bow]]||colspan="3"|Fires an arrow that can be charged.||5%||*||colspan="2"|&nbsp;||7||50||0||{{AttackType|type=Weapon|effect=Slash|t=1}}
|-
|rowspan="4"|[[Side Special]]||rowspan="4"|[[Gale Boomerang]]||rowspan="4"|Throws the Gale Boomerang, which damages at it flies away and then pulls as it makes its way back.||colspan="2"|Release||7%||70||1||4||80||rowspan="2"|40||rowspan="2"|0||rowspan="2"|{{AttackType|type=Weapon|effect=Slash|t=2}}
|-
|colspan="2"|Flight||5%||65||5||28||60
|-
|colspan="2"|Slowdown||rowspan="2"|0%||60||29||&nbsp;||rowspan="2"|0||100||60||rowspan="2"|{{AttackType|type=Weapon|effect=Normal|t=2}}
|-
|colspan="2"|Return||40||colspan="2"|&nbsp;||100||70
|-
|rowspan="23"|[[Up special move]]||rowspan="23"|[[Spin Attack]]||rowspan="23"|Attacks on both sides with a spinning slash that can be charged and is easy to [[punish]].||rowspan="2"|Hit 1 (ground)||Blade||12%||rowspan="6"|*||rowspan="2"|12||rowspan="2"|16||rowspan="2"|68||rowspan="2"|72||rowspan="6"|0||rowspan="23"|{{AttackType|type=Sword|effect=Slash|t=23}}
|-
|Tip||rowspan="2"|9%
|-
|rowspan="2"|Hit 2 (ground)||Blade||rowspan="2"|17||rowspan="2"|28||rowspan="2"|55||rowspan="4"|80
|-
|Tip||rowspan="2"|7%
|-
|rowspan="2"|Hit 3 (ground)||Blade||rowspan="2"|29||rowspan="2"|36||rowspan="2"|20
|-
|Tip||5%
|-
|rowspan="4"|Hit 1 (air)||Part A||rowspan="4"|4%||92||rowspan="4"|8||rowspan="4"|10||rowspan="16"|0||rowspan="16"|100||90
|-
|Part B||75||100
|-
|Part C||38||50
|-
|Part D||70||78
|-
|rowspan="4"|Hit 2 (air)||Part A||rowspan="12"|2%||92||rowspan="4"|16||rowspan="4"|18||88
|-
|Part B||75||100
|-
|Part C||38||50
|-
|Part D||70||78
|-
|rowspan="4"|Hit 3 (air)||Part A||92||rowspan="4"|22||rowspan="4"|24||77
|-
|Part B||75||90
|-
|Part C||40||40
|-
|Part D||70||55
|-
|rowspan="4"|Hit 4 (air)||Part A||92||rowspan="4"|31||rowspan="4"|33||60
|-
|Part B||75||70
|-
|Part C||40||40
|-
|Part D||70||43
|-
|colspan="2"|Hit 5 (air)||4%||*||47||51||30||160||0
|-
|[[Down special move]]||[[Bomb]]||colspan="3"|Produces a bomb to throw. Can cause self-damage.||5%||70||colspan="2"|&nbsp;||40||90||0||{{AttackType|type=Explosive|effect=Flame|t=1}}
|-
|rowspan="8"|[[Final Smash]]||rowspan="8"|[[Triforce Slash]]||rowspan="8"|Traps the opponent and lays down a series of quick sword strikes before an impressive final blow.||colspan="2"|Snag||5%||22||13||14||0||100||30||{{AttackType|type=Typeless|effect=Paralyze|t=1}}
|-
|rowspan="5"|Hits 1-14||Part A||rowspan="5"|4%||90||rowspan="5" colspan="2"|5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149||rowspan="5"|0||rowspan="5"|100||rowspan="5"|50||rowspan="8"|{{AttackType|type=Sword|effect=Slash|t=8}}
|-
|Part B||70
|-
|Part C||110
|-
|Part D||0
|-
|Part E||180
|-
|colspan="2"|Hit 15||4%||rowspan="3"|*||colspan="2"|159||60||200||rowspan="3"|0
|-
|colspan="2"|Hit 16||18%||255||256||45||100
|}
 
===[[Taunt]]s===
*'''Up''': Swings his sword twice and twirls the sword before sheathing it. Similar to his ''Twilight Princess'' victory pose, which he performs after defeating a boss, learning a hidden sword technique, or sheathing his sword upon the defeat of harder-to-defeat enemies.
*'''Down''': Link's mysterious taunt that [[Link (SSB)|previously appeared in the original ''Super Smash Bros.'']]. He pulls his knee to his chest and draws his sword back behind his head. Similar to {{SSBB|Lucario}}'s down taunt. May be loosely based on the attacking pose used by the Link from ''Zelda II: The Adventure of Link''.
*'''Side''': Link takes out a fairy that appears similar to Navi from ''Ocarina of Time''. The fairy then proceeds to fly around as Link watches it until it returns to his pocket.
 
===[[Idle pose]]s===
*Link twirls his sword. Similar to the twirling he makes when targeting an enemy in ''Twilight Princess''.
*Link looks at the screen, then looks back afterwards.
 
===[[Cheer]]===
[[File:Link Cheer NTSC Brawl.ogg|thumb|Link's NTSC and PAL cheer]]
Go Link! *clap* *clap* *clap*


==In [[competitive play]]==
==In [[competitive play]]==

Revision as of 16:21, April 16, 2015

This article is about Link's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Link.
Link
in Super Smash Bros. Brawl
Link
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in SSB
in Melee
in SSB4
Availability Starter
Final Smash Triforce Slash
Tier F (35)
Link (SSBB)

Link (リンク, Link) was confirmed for Super Smash Bros. Brawl at E3 2006. His graphics have been completely revamped from his Super Smash Bros. Melee form, since his new look is derived from the game The Legend of Zelda: Twilight Princess, and his special moves have also been changed to fit the style of Twilight Princess.

Link is currently ranked 35th in Bottom Tier. Link is equipped with a useful DACUS that helps his mobility, as well as some camping ability, some of the best overall reach in his attacks, great momentum cancelling and the third best potential vertical endurance, and many KO moves. Like his Melee incarnation, he still has plenty of projectiles, all of which can be useful at different times. Despite his projectiles and large number of advanced techniques, however, Link in general has poor mobility due to poor dashing speed, air speed, and jumping ability, poor out of shield options, one of the worst aerial games, and sluggish moves in general (his fastest ground attack, jab, has a startup lag of 7 frames, and fastest aerial, back aerial, is 6 frames). The most crippling flaw of Link is his recovery, that has been heavily nerfed from Melee to one of the worst recoveries in Brawl, and often prevents him from fulfilling his amazing endurance potential; Spin Attack doesn't give him much horizontal distance (and barely any without prior momentum), his bombs are less effective for recovery, and his hookshot can no longer wall grapple. This has resulted in terrible match-ups against most characters, and terrible tournament results.

Attributes

Link may be a character of poor speed, but he makes up for that with power. His sliding DACUS also helps his slow mobility and his BDACUS is very effective due to his fast sidestep. Link is moderately heavy, having the same weight as Captain Falcon. Link is also one of the heavyweight characters that has good directional influence and momentum canceling, especially vertically, which along his extremely quick fast fall allows him to survive almost as long as Snake, though he arguably has the worst recovery in the game and sometimes his fast fall can also give him problems recovering. His heavyweight backfires, however, by making him extremely vulnerable to chain grabs that force him offstage. Link's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also meteor smash at the tip of the sword or hitting behind Link. His up tilt is fast and good for juggling, and his forward tilt can easily KO at high percentages. Link's forward smash can become a two hit combo at low percentages, it is also a great KO move, depending from where the sword connects. His down smash is an easy KO move at fairly high percentages, and is Link's quickest smash. However, it is predictable making it easy to watch out at higher percentages, and has some ending lag. Link's up smash doesn't KO easily, but it racks up decent damage. Link's aerial attacks are also good, as both his neutral aerial and grab aerial (zair), combined with a short hop and fast falling, is a great option for approach. Link's back aerial is good for spacing when needed. Link's forward aerial is fairly fast, is a good set-up move and its second hit is powerful, but this KOing move is hard to land, since the first hit only set ups the second hit at very low percentages and the first hit lacks KO power. Link's up and down aerials are some of his best KO moves, having high duration and high knockback, but have high ending and landing lag. Even though his aerial attacks are effective, his slow aerial speed, fast falling speed, and small jumps give Link a very weak aerial game. His grab, like all tether grabs, has good range but has 12 frames start-up and is laggy if missed. Specials for Link are also good for keeping distance, racking up damage, and great for survival. On the ground, Link can charge his up special. It is a good edge guarding tool, but is predictable. Spin attack can also deflect projectiles if used in the air. His neutral special is a bow that charges and shoots high-speed projectiles. If activated in the air, just before hitting the ground, an uncharged arrow will shoot instantly, making it a fast attack that will often hit unsuspecting enemies. Link's down special allows him to pull out a bomb and throw it, which can be used for mind games, but his own bombs can be used against him. His side special move, Gale Boomerang has fairly good range and can gimp some opponent's recovery. Smashing the side special will cause the boomerang to reach farther. Link's shield can act as a shield on its own: when Link doesn't move, many projectiles coming from the opposite direction he's facing can't hit him. Crouching can also block most attacks as well, but leaves his upper hitbox open. He also has a great spot dodge.

Link's critical problem is his abysmal recovery, making him easy to KO despite being a heavyweight with great momentum canceling. Although his projectiles, particularly Gale Boomerang help it somewhat, his poor jumping, quick fall speed, slow air speed, and poor distance on the Spin Attack make his recovery arguably the shortest in the game both horizontally and vertically and also very predictable, so it's suggested that all Link mains have good directional influence. Link's spin attack is also a slow recovery move, with predictable trajectory, making it fairly easy to edgeguard, mostly with moves that out prioritizes his projectiles, and due to the poor distance of his recovery he can get KO'd offstage with a fairly low amount of hits and not being able to recover, especially when he loses his 2nd jump, and due his poor vertical distance that also means meteor smashes are devastating for his recovery. Link's most effective mode of recovery is to first throw the Gale Boomerang to disrupt the opponent, then use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using Spin Attack immediately after being hit while recovering makes it give no horizontal distance at all. His Clawshot is also useful, being the second longest tether grab in the game, but, like all tether recoveries, it is easily edgehogged. Another method of recovery is where Link pulls out a bomb, uses his Spin Attack, and his bomb blows up on him for little damage but gives Link another Spin Attack. At higher percentages the knockback from the bomb can be used for additional height. Although, Link has a large ledge sweetspot, but due to his poor recovery, Link heavily relies on edge grabbing, leaving him vulnerable to edgehogging (though, this can be prevented with his projectiles). If Link is lucky, the Gale Boomerang can carry the opponent out far enough so they can't recover, but this happens rarely, making it very unreliable.

Changes from Melee to Brawl

Link has received some significant power buffs and is overall a much more powerful character in Brawl. However, he has received some significant nerfs in other more important areas, that have made him an even slower and less mobile character, and most significantly, has drastically nerfed his recovery back to Smash 64 levels. This overall makes him a worse character in Brawl than he was in Melee.

  • Buff Link dashes slightly faster.
  • Buff All tilts deal stronger knockback, with his forward and up tilts now being reliable finishers under 150%.
  • Buff All smash attacks deal stronger knockback, especially the first hit of his forward smash, which can now reliably KO under 150%.
  • Buff Second slash of forward smash is now affected by smash charging.
  • Buff Up smash inflicts 2% more damage when all hits connect, for 17% total.
  • Buff Down aerial is more powerful.
  • Buff Zair is significantly more useful for non-recovery purposes; the move now has nearly no landing lag, and its altered knockback makes it useful for setting up additional blows, giving the move significant utility and making it an effective spacer.
  • Buff Throws are slightly better, with up and back throw dealing 2% more damage, and down throw dealing 1% more damage (all for 7% total). Up throw also deals much stronger knockback, now being capable of KOing when the opponent approaches 200%.
  • Buff Hero's Bow charges faster, and the arrows it fires travel faster and farther.
  • Buff Link was given a beneficial DACUS.
  • Nerf Link's air speed was drastically nerfed, going from being tied for 6th best out of 26 characters, to 6th worst out of 39 characters. This significantly reduced Link's already poor mobility, as well as significantly hindered Link's recovery and made approaching more difficult.
  • Nerf Relative to the cast, Link's falling speed was increased (going from tied for 7th fastest out of 26 characters, to 9th fastest out of 39 characters). In comparison to the rest of the cast, this makes Link more vulnerable to combos and chain throws, and makes his recovery worse, while with his terrible mobility and laggy attacks, he gets no real benefit from it outside the vertical endurance boost.
  • Nerf The rapid hitting part of Link's jab was removed.
  • Nerf Down tilt's meteor smash hitbox was given significantly smaller and worse hitbox placement (now being a small hitbox on Link's body), now making it nearly impossible to land due to its impractical placement.
  • Nerf Neutral aerial's initial hitbox is slightly weaker and deals 1% less damage for 10% total.
  • Nerf First hit of forward aerial was significantly weakened, with it dealing 4% less damage and no longer reliably KOing. However, even with the power nerf, it's still too strong and hits opponents away from the second hit outside low damages. Despite the second hit of forward aerial is more powerful, and deals 5% more damage, the attack is worse overall as timing to land only the second hit is now mandated to KO with the move.
  • Nerf New Boomerang mechanics in Gale Boomerang are considered less effective; Gale Boomerang deals significantly less damage in its initial hitboxes and has no damaging hitboxes at all in its later flight and on its return, while the opponent can still fully react when being pushed/pulled by the wind hitboxes, which makes it difficult for Link to use the move to setup additional blows. Gale Boomerang also travels more slowly.
  • Nerf Grounded Spin Attack is significantly weaker unless it is charged, making the move less effective for KOing. The semi-spike of its later hitboxes was also removed as in the PAL version of Melee.
  • Nerf Aerial Spin Attack covers significantly less horizontal distance, and has a greater reliance on prior momentum, to where if Link uses the move without momentum toward the direction he was going, it'll gain almost no horizontal distance at all.
  • Nerf Link can no longer hit his own bombs with aerial Spin Attack, preventing Link from utilising the most useable form of his bomb jump, thus Link can no longer use a bomb jump to extend his recovery unless he had a bomb in his hand before going offstage and it explodes in time.
  • Nerf New tether recovery that replaced wall grappling is less effective, as Link can now only grab unoccupied ledges with his clawshot, instead of being able to latch onto anywhere on the stage's wall.
  • Nerf Link is arguably the character second most adversely affected by the loss of L-cancelling after Ganondorf, as his high landing lag aerials were especially reliant on it, with his up aerial completely losing its comboing abilities while his down aerial is now dangerously unsafe if he misses it.
  • Change Up aerial's initial hitbox is slightly weaker and deals 1% less damage (for 15%), but its later hitbox is slightly stronger and deals 1% more damage (for 13%).
  • Change If Link fast falls while using his down aerial, he will not bounce after hitting with it, plummeting straight through to the ground.

Link has also had several cosmetic changes from Melee to Brawl. His design and voice actor are now from The Legend of Zelda: Twilight Princess. He also has two new costumes; Dark Link (which replaces his previous black tunic) and a "gold" costume. His forward helpless state is now the animation of Link when he finishes his double jump (from both Melee and Brawl), but his back and neutral helpless states are the same. Link's taunt from Melee has been replaced by his one from Smash 64. Also, Link has a new standing idle animation.

Brawl manual description

A warrior from distant Hyrule. His sword and projectiles make him a versatile fighter.

Moveset

  Move Description Segment Damage Angle Hit Frames BKB KBG WBKB Type
Neutral attack Triple Swing Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages. Hit 1 4% * 7 8 16 37 0 Sword (type) Slash (effect)
Hit 2 Tip 3% 100 14 15 40 20
Blade 78
Arm 60
Body 50
Hit 3 5% 30 27 31 70 50
Forward tilt Overhand Swipe An overhead swipe. An efficient KO move at higher percentages. 13% * 15 18 20 96 0 Sword (type) Slash (effect)
Up tilt Vertical Swing Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages. Tip 9% 95 8 12 30 122 0 Sword (type) Slash (effect)
Blade 85 130
Arm 124
Body 123
Down tilt Ground Swipe Swipes sword across ground. Meteor smashes aerial opponents in contact with Link's body, and opponents hanging on a ledge. This is more difficult to use as a meteor smash than other down tilts, because the sweetspot is significantly smaller, ranging only from his head to his body (while crouching). There is, however, a second sweetspot on his sword that can be found by playing on Final Destination and examining the vertical lines that range across its surface. This move will meteor smash a character hanging on a ledge if the tip of Link's toes are touching the very last line on either side of the stage. The same place on Link's sword will also be the sweetspot for meteor smashing aerial opponents, although usually opponents will not be meteor smashed due to the low chance of this sweetspot connecting. Aside from meteor smashing, the move has a 40% chance of tripping. Tip, Arm 12% 80 13 14 90 50 0 Sword (type) Slash (effect)
Blade, Body 280
Dash attack Running Slash Swings sword from head to toe. Good combo starter. Tip 10% 90 8 11 30 80 0 Sword (type) Slash (effect)
Blade 12% 80
Arm 11% 70
Body 60
Up smash Triple Slash Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. Hit 1 Tip 4% 95 10 15 0 100 40 Sword (type) Slash (effect)
Blade 98 48
Arm, Body 40
Hit 2 Tip 3% 93 26 29 30
Blade 90 33
Arm 37
Body 40
Hit 3 Tip 10% 80 41 45 70 80 0
Blade 90
Arm 9%
Body 8%
Down smash Grass Cutter Swipes sword from front to back, very quick start-up but moderately long ending lag; like his down tilt but with more force and it hits behind. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link; however, good timing is required. When sweetspotted and fully charged, it can KO at 77%. Hit 1 Tip 14% 75 9 11 26 90 0 Sword (type) Slash (effect)
Blade, Body 16%
Arm 17%
Hit 2 Tip, Blade, Body 16% 20 22 20
Arm 17%
Forward smash Two-Handed Swing Swings sword forward. If the attack button is pressed again, he swings a second time with more force. Both hits can be used to rack up damage quickly at very low percentages. First hit is stronger in the tip, while the second hit is stronger if hit from close. Can be used to perform Bomb Smashing. Although the first hit has a somewhat long startup, it has almost no animation until the hit, making it difficult to react to. The 2nd hit, when sweetspotted and fully charged, can KO at 69%. Hit 1 Sword 15% * 15 17 25 90 0 Sword (type) Slash (effect)
Non-sword 14%
Hit 2 Sword 17% 48 32 34 20
Arm 20% 25
Body 19% 30
Neutral aerial Drop Kick Does a flying jump-kick. Is a "sex kick". Has almost no landing lag at all, being great to use to land safely from juggles. Clean 10% * 7 8 22 100 0 Foot (type) Normal (effect)
Late 6% 9 27 15
Forward aerial Double Swing Swings his sword twice while spinning 360 degrees. Second hit has great knockback, though the first hit only sets up the second hit at very low percentages, making it hard to use as a KOing move. Takes some time to startup but has surprisingly little landing lag. Great with ledge dropped, double jumped, forward aerial to try to get-up from the ledge safely, and has invincibility during first hit if used early enough after grabbing the ledge normally or with tether. Hit 1 9% * 14 15 5 100 0 Sword (type) Slash (effect)
Hit 2 12% 26 27 20 110
Back aerial Rear Kicks Does a two kick combo. Has almost no landing lag, 1st hit is a true combo into his up tilt. Hit 1 Foot 4% 72 6 9 0 100 40 Foot (type) Normal (effect)
Leg 68
Hit 2 7% * 18 23 70 70 0
Up aerial Ceiling Stab Thrusts his sword upward, just like the upward thrust attack in Zelda II: The Adventure of Link. Long duration and can star KO at higher damages, though it has a slow startup, little horizontal range, and significantly high ending lag (30 frames, or half a second). Clean 15% 80 11 13 18 85 0 Sword (type) Slash (effect)
Late 13% 14 40
Down aerial Ground Stab Holds his sword downward, this time based on the downward thrust from Zelda II. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial. Clean Hilt 22% 65 14 40 80 0 Sword (type) Slash (effect)
Tip 90 30
Late Hilt 18% 65 15 64 40
Tip 50
After Bounce Hilt 8% 40
Tip 50
Grab aerial (zair) Clawshot Fires his Clawshot forward, scoring two hits. Has no landing lag at all. Can be used as a tether recovery. Very useful for spacing and stopping approaches against taller characters. This tether recovery can be used to save Link from a KO at extremely high damages ranging up to even higher than 300%. This can be done by simply air dodging and then immediately using the clawshot (or pressing Z twice or more) after getting hit by an attack that can semi-spike, such as Fox's, Jigglypuff's, or Zelda's down smashes. 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. Link has the 2nd longest zair in Brawl, only slightly shorter than Samus'. Hit 1 4% 45 11 16 60 30 0 Typeless (type) Normal (effect)
Hit 2 6% 23 24 Typeless (type) Slash (effect)
Pummel Hilt Hit Hits opponent with the hilt of the Master Sword. A fairly fast pummel. 2% * 9 0 100 0 Sword (type) Normal (effect)
Forward throw Punt Lets go of foe then kicks them, football punt style. Hit 1 3% * 12 13 0 0 120 Foot (type) Normal (effect)
Throw 4% 55 13 50 120 0 Throwing (type) Normal (effect)
Back throw Rear Punt Throws foe back then back kicks. Hit 1 3% * 12 0 0 120 Foot (type) Normal (effect)
Throw 4% 50 13 50 110 0 Throwing (type) Normal (effect)
Up throw Lob Slice Throws foe a very short distance above him, then slashes. Can KO at high percentages. Can be comboed with Spin Attack. Hit 1 Tip 5% 20 26 29 50 100 0 Sword (type) Slash (effect)
Blade 4%
Throw 2% 90 28 24 230 Throwing (type) Normal (effect)
Down throw Elbow Slam Throws foe down then elbow drops them. The first hit cannot hit Jigglypuff. It is believed that this is because Jigglypuff's very low weight causes the animation to occur too quickly, the hitbox appearing and vanishing before it is checked for. Hit 1 3% * 22 0 0 120 Elbow (type) Normal (effect)
Throw 4% 110 23 60 90 0 Throwing (type) Normal (effect)
Floor (back) Standing Swipe Does two slashes front and back. Hit 1 6% * 21 22 80 50 0 Sword (type) Slash (effect)
Hit 2 28 29
Floor (front) Quick Swing Does another two slashes front and back. Hit 1 6% * 15 16 80 50 0 Sword (type) Slash (effect)
Hit 2 25 27
Floor (trip) Standing Swing Essentially the same as his other two floor attacks. Hit 1 5% * 19 20 60 50 0 Sword (type) Slash (effect)
Hit 2 28 29
Edge (<100%) Flip Swipe Pulls himself up into a front flip and slices downward. 8% * 27 29 0 100 110 Sword (type) Slash (effect)
Edge (100%+) Slow Stab Slowly climbs up and stabs in front of him. 10% * 51 54 0 100 110 Sword (type) Slash (effect)
Neutral special move Hero's Bow Fires an arrow that can be charged. 5% *   7 50 0 Weapon (type) Slash (effect)
Side Special Gale Boomerang Throws the Gale Boomerang, which damages at it flies away and then pulls as it makes its way back. Release 7% 70 1 4 80 40 0 Weapon (type) Slash (effect)
Flight 5% 65 5 28 60
Slowdown 0% 60 29   0 100 60 Weapon (type) Normal (effect)
Return 40   100 70
Up special move Spin Attack Attacks on both sides with a spinning slash that can be charged and is easy to punish. Hit 1 (ground) Blade 12% * 12 16 68 72 0 Sword (type) Slash (effect)
Tip 9%
Hit 2 (ground) Blade 17 28 55 80
Tip 7%
Hit 3 (ground) Blade 29 36 20
Tip 5%
Hit 1 (air) Part A 4% 92 8 10 0 100 90
Part B 75 100
Part C 38 50
Part D 70 78
Hit 2 (air) Part A 2% 92 16 18 88
Part B 75 100
Part C 38 50
Part D 70 78
Hit 3 (air) Part A 92 22 24 77
Part B 75 90
Part C 40 40
Part D 70 55
Hit 4 (air) Part A 92 31 33 60
Part B 75 70
Part C 40 40
Part D 70 43
Hit 5 (air) 4% * 47 51 30 160 0
Down special move Bomb Produces a bomb to throw. Can cause self-damage. 5% 70   40 90 0 Explosive (type) Flame (effect)
Final Smash Triforce Slash Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. Snag 5% 22 13 14 0 100 30 Typeless (type) Paralyze (effect)
Hits 1-14 Part A 4% 90 5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149 0 100 50 Sword (type) Slash (effect)
Part B 70
Part C 110
Part D 0
Part E 180
Hit 15 4% * 159 60 200 0
Hit 16 18% 255 256 45 100

Taunts

  • Up: Swings his sword twice and twirls the sword before sheathing it. Similar to his Twilight Princess victory pose, which he performs after defeating a boss, learning a hidden sword technique, or sheathing his sword upon the defeat of harder-to-defeat enemies.
  • Down: Link's mysterious taunt that previously appeared in the original Super Smash Bros.. He pulls his knee to his chest and draws his sword back behind his head. Similar to Lucario's down taunt. May be loosely based on the attacking pose used by the Link from Zelda II: The Adventure of Link.
  • Side: Link takes out a fairy that appears similar to Navi from Ocarina of Time. The fairy then proceeds to fly around as Link watches it until it returns to his pocket.

Idle poses

  • Link twirls his sword. Similar to the twirling he makes when targeting an enemy in Twilight Princess.
  • Link looks at the screen, then looks back afterwards.

Cheer

Link's NTSC and PAL cheer

Go Link! *clap* *clap* *clap*

In competitive play

Matchups

Notable players

See also: Category:Link professionals (SSBB)

Tier placement and history

Despite the considerable power buffs he received in Brawl, his amazing momentum cancelling, and being given a useable DACUS, Link has perpetually hovered among Brawl's bottom four characters since the first tier list. Link's terrible and extremely gimpable recovery has always significantly limited Link's survivability even in the early inexperienced Brawl metagame, and his very sluggish attacks and terrible mobility significantly inhibited Link's ability to effectively compete since day one. Link has had some renowned players, such as KirinBlaze and Legan in the United States, Izaw in Europe, and Scabe in Australia, but none of these players have ever achieved much beyond the local level, and they have all since dropped Link for a better character (such as Izaw dropping Link for Sheik), or stopped playing Brawl competitively altogether. As such, Link's competitive prospects have never gotten any better over the years, and while he isn't usually thought of as a candidate for worst character, it's extremely unlikely Link will ever rise beyond the bottom tier, as he perpetually competes with Jigglypuff for the 35th spot on the tier list.

In event matches

Role in The Subspace Emissary

Link's role begins with him walking through a forest with his fairy companion, Navi. Upon reaching the Master Sword's resting place, Link pulls the sword from its pedestal, wielding it once more. In a clearing of the forest is a napping Yoshi, who Link at first pays no mind to. However, the Halberd soon flies over the clearing, dropping Shadow Bugs which soon form into Primids. At this point, Link and Yoshi form a team and battle through the enemies while in pursuit of the Halberd, only to lose their aforementioned target as it flies far off into the distance, though they quickly continue their pursuit.

Link in the SSE

Link's next appearance plays out depending on which princess is saved earlier on in the story. If Peach was saved, Link and Yoshi do battle with a Shadowbug clone of Peach (who had recently been turned into a trophy by Bowser) after she attempted to turn an unsuspecting Mario and Pit into trophies until Link prevented the attack by slicing the Dark Cannon in half. Upon defeating the clone of Peach, Link is attacked by Mario, who witnessed the defeat of Peach's copy as it reverts into Shadowbugs and drifts away, apparently mistaking it for the real Peach. Then Link and Yoshi fight him and Pit. If Zelda is saved earlier on, then it is she who is cloned, and Mario and Pit fight the clone of her, and must then fend off an attack by Link and Yoshi, whom Link thinks Mario killed the real Zelda. After the defeat (and subsequent trophification) of Mario and Pit/Link and Yoshi, King Dedede arrives in a cargo, and snatches the trophies of the fallen duo with an arm attached to it. Fortunately, Kirby (who had accompanied Peach/Zelda earlier) appears and frees the two trophies, and revives them as well. Upon revival, Pit/Link fires an arrow at the incoming cargo, slowing it down a little. The five characters then form an alliance and pursue Dedede.

During their pursuit, they find Dedede's cargo (now empty) parked outside of a cave, and decide to enter it. After getting out of the cave, they find Dedede's trashed hideout, and, upon finding a hole in the wall, they decide to enter it. After they get out of the hole, they find Bowser, who Mario tries to attack until Bowser raises Peach/Zelda's trophy as a shield, forcing him to miss. Pit then fires an arrow at Bowser, which he barely dodges, before escaping in his Koopa Clown Car.

They then pursue the Ancient Minister in a desert, trying to stop him from detonating another Subspace Bomb. Mario and Link begin to approach the Minister while dodging the lasers he fires at them. Despite their best efforts, the Subspace Bomb still explodes while the heroes barely escape the blast.

Link later appears after the team makes its way to the desert, where they aid another group (consisting of Marth, Ike, the Ice Climbers, Lucas, and the Pokémon Trainer) in fighting off the Subspace Army. Later, Link and Zelda are both present when meeting Tabuu, but they are defeated by Tabuu's Offwaves. If Link and Zelda's trophy forms are retrieved after the initial attack by Tabuu, they will both be shown agreeing to revive Ganondorf (who was turned into a trophy earlier on when he tried to attack Tabuu on his own), at which point they show him where their common target is. Link helps the other heroes throughout the rest of the story.

Playable appearances

Exclusive stickers

These stickers can only be used by Link, or a select few including him:

  • Boomerang: [Weapon] Attack +4
  • Colin: [Specials: Direct] Attack +4
  • Daphnes Nohansen Hyrule: [Electric] Attack +31
  • Darknut: [Slash] Attack +13
  • Epona & Link: [Arm, Leg] Attack +9
  • Fierce Deity Link: [Slash] Attack +21
  • Happy Mask Salesman: [Leg] Attack +9
  • Hylian Shield (The Legend of Zelda: Twilight Princess): [Slash] Resistance +10
  • Lantern: [Flame] Resistance +7
  • Legend of Outset: [Arm] Attack +26
  • Linebeck: [Throwing] Attack +20
  • Link (The Legend of Zelda: A Link to the Past): [Electric] Resistance +31
  • Link (The Legend of Zelda: Twilight Princess): [Slash] Resistance +27
  • Link (The Legend of Zelda: The Wind Waker): [Flame] Attack +31
  • Link with Goron Mask: [Slash] Attack +17
  • Link's Grandma: [Arm, Leg] Attack +2
  • Lon Lon Milk: Launch Power +18
  • Midna & Wolf Link: [Leg] Attack +26
  • Moblin: [Slash] Attack +15
  • Octorok: [Leg] Attack +4
  • Piece of Heart: Heart Container Effect +50
  • Salvatore: [Electric] Attack +9
  • Sheik: [Body, Spin] Attack +17
  • Tingle (The Legend of Zelda: The Wind Waker): [Flame] Resistance +24
  • Young Zelda (The Legend of Zelda: The Minish Cap): [Normal] Resistance +16
  • Zant: [Weapon] Attack +7
  • Zelda (The Legend of Zelda: Ocarina of Time): [Flame] Resistance +18

Alternate costumes

Link's alternate costumes in Brawl

Origin

Even though he is the Link from Twilight Princess, he has received a few tweaks to his design for Brawl. The first is that he has blond hair in Brawl, while it appears to be dirty blond or light brown in Twilight Princess. His face is also slightly more slender and sharper, with smaller eyes and a fiercer expression, possibly hinting that this is a slightly older version of the Link in Twilight Princess. This is also supported by the fact that the Master Sword is a lot smaller compared to him than it was in Twilight Princess, although it could also be simply be that the sword has been scaled down like his bombs. One curious addition is that a fairy appears alongside Link as he pulls the Master Sword from its pedestal when he is introduced in the Subspace Emissary. It also appears in his side taunt, in which Link takes it out of his pocket and lets it fly round him once before putting it back. This fairy could be Navi, the fairy from Ocarina of Time who aided the Link of that game by giving him hints while flying around him. Although Navi never appeared in Twilight Princess, a fairy is used as the pointer in the Wii version of the game when the Wii Remote is pointed at the screen. Theories regarding Link's design mention that it is either the result of a merging of several Links, or that he is a general Link that represents the Zelda universe in Brawl.

Trophy

Link's trophy is obtained by clearing Classic Mode with Link.

Link's trophy in Brawl

Description

A young man who emerged to rescue Hyrule from peril. He's the bearer of the Triforce of Courage who fights to keep Ganondorf from conquering the world. His green outfit is a constant throughout the series. He's a skilled swordsman, horseman, and archer. He's also proficient with bombs and boomerangs.

NES: The Legend of Zelda
Wii: The Legend of Zelda: Twilight Princess

Trivia

  • Link, Pit, Ice Climbers, and Toon Link are the only characters in Super Smash Bros. Brawl who are left-handed.
  • Link uses battering items such as the Beam Sword and Lip's Stick with his right hand in order to wield his sword with his left. This prevents him from using his shield when holding items.

External links