Super Smash Bros. Brawl

Link (SSBB): Difference between revisions

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(I'm not a calculus teacher, but I'd say Smash 64 was his worst placement. Not sure, though. Anyone who's better at math than I am and has a definitive answer please put it on the page. :D)
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Akira Sasanuma, who previously voiced Link in ''The Legend of Zelda: Twilight Princess'', reprises his role as the character in ''Brawl'', with recycled voice clips from the game, replacing Nobuyuki Hiyama in ''64'' & ''Melee''.
Akira Sasanuma, who previously voiced Link in ''The Legend of Zelda: Twilight Princess'', reprises his role as the character in ''Brawl'', with recycled voice clips from the game, replacing Nobuyuki Hiyama in ''64'' & ''Melee''.


Link is currently ranked 35th on the tier list, placing him in the middle of the F tier, a vast drop from his position of 18th in ''Melee'', and his second worst placement in the series. He is the lowest ranked of the original eight.  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, however, is his recovery, that has been heavily [[nerf]]ed from ''Melee'' to being arguably the worst recovery 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 on the tier list, placing him in the middle of the F tier, a vast drop from his position of 18th in ''Melee'', and his second worst placement in the series. He is the lowest ranked of the original eight.  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 multiple projectiles, all of which are effective for [[spacing]]. 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. In addition, Link's [[out of shield]] options are almost nonexistent, he has one of the worst [[aerial]] games, and poor frame data throughout his moveset (his fastest ground attack, jab, has a startup lag of 7 frames, and fastest aerial, [[back aerial]], is 6 frames,) giving him a very unremarkable neutral game. The most crippling flaw of Link, however, is his recovery, that has been heavily [[nerf]]ed from ''Melee'' to being arguably the worst recovery in ''Brawl'', and often prevents him from fulfilling his amazing onstage endurance potential; [[Spin Attack]] doesn't grant him much horizontal distance (and barely any without prior momentum), his bombs are less effective for [[bomb recovery]] , and his hookshot can no longer [[wall grapple]] (instead targeting the edge, which causes it to be easily edgehogged.) This has resulted in terrible match-ups against most characters, and terrible tournament results.


==Attributes==
==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]].
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}} onstage, though he arguably has the worst recovery in the game and sometimes his fast fall can also give him problems recovering. His heavy weight 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, making it respectable for [[edgeguarding]]. 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 [[natural 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 attack]]. However, it is predictable making it easy to read 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 a high ammount of startup lag (12 frames) 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 quick 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 as an [[item]] and throw it, which can be used for [[mindgames]], but his own bombs can be caught during the throw and used against him. His [[side special move]], [[Gale Boomerang]] has fairly good range and can gimp some opponent's recoveries. Inputting the command like a smash attack will cause the boomerang to reach farther. Link's shield, which he holds to his front while standing, 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, being arguably the worst recovery in the game, on par with {{SSBB|Ganondorf}}'s [[Dark Dive]]; this makes 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.
Link's critical problem is his abysmal recovery, being arguably the worst recovery in the game, on par with {{SSBB|Ganondorf}}'s [[Dark Dive]]; this makes 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.

Revision as of 13:15, February 27, 2020

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 SSBB.jpg
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in SSB
in Melee
in SSB4
in Ultimate
Availability Starter
Final Smash Triforce Slash
Tier F (35)
Link (SSBB)
A warrior from distant Hyrule. His sword and projectiles make him a versatile fighter.
Brawl manual description

Link (リンク, Link) returns as a playable character in Super Smash Bros. Brawl at E3 2006. He was one of the original 4 members to be confirmed as returning playable character at E3 2006, with the other three being Mario, Kirby, and Pikachu.

Akira Sasanuma, who previously voiced Link in The Legend of Zelda: Twilight Princess, reprises his role as the character in Brawl, with recycled voice clips from the game, replacing Nobuyuki Hiyama in 64 & Melee.

Link is currently ranked 35th on the tier list, placing him in the middle of the F tier, a vast drop from his position of 18th in Melee, and his second worst placement in the series. He is the lowest ranked of the original eight. 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 multiple projectiles, all of which are effective for spacing. 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. In addition, Link's out of shield options are almost nonexistent, he has one of the worst aerial games, and poor frame data throughout his moveset (his fastest ground attack, jab, has a startup lag of 7 frames, and fastest aerial, back aerial, is 6 frames,) giving him a very unremarkable neutral game. The most crippling flaw of Link, however, is his recovery, that has been heavily nerfed from Melee to being arguably the worst recovery in Brawl, and often prevents him from fulfilling his amazing onstage endurance potential; Spin Attack doesn't grant him much horizontal distance (and barely any without prior momentum), his bombs are less effective for bomb recovery , and his hookshot can no longer wall grapple (instead targeting the edge, which causes it to be easily edgehogged.) 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 onstage, though he arguably has the worst recovery in the game and sometimes his fast fall can also give him problems recovering. His heavy weight 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, making it respectable for edgeguarding. 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 natural 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 attack. However, it is predictable making it easy to read 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 a high ammount of startup lag (12 frames) 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 quick 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 as an item and throw it, which can be used for mindgames, but his own bombs can be caught during the throw and used against him. His side special move, Gale Boomerang has fairly good range and can gimp some opponent's recoveries. Inputting the command like a smash attack will cause the boomerang to reach farther. Link's shield, which he holds to his front while standing, 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, being arguably the worst recovery in the game, on par with Ganondorf's Dark Dive; this makes 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. Many of his attacks have had an increase in power resulting in him having access to a lot more kill moves with his overall KO potential and damage output being better relative to the cast. His grab aerial is a lot more useful as an attack as it no longer suffers from a lot of landing lag giving him a new spacing tool which could be used to flow into other attacks. Additionally, the introduction of DACUS gives him a new much needed approach option although his DACUS is poor as while it covers a large distance, his up smash remains a fairly poor move especially with its higher ending lag.

However, he has received some significant nerfs in other more important areas, that have made him an even slower and less mobile character. His already poor out of shield game was made even worse as all of his out of shield options (including Spin Attack, grab and neutral aerial) are all slower than they were before and his lower traction only increases this issue. His aerial game is also worse. His air speed is much slower hindering both his aerial approach and recovery. Up aerial is much slower and is non viable for combos and the removal of L-canceling drastically harmed both his up and down aerials. Lastly and most significantly, his recovery has been drastically nerfed, almost close to being as bad as it was in Smash 64. His grab aerial can only be used as a tether recovery significantly reducing its utility and his Spin Attack covers less horizontal distance and is more reliant on prior momentum which is especially poor considering his worse air speed and acceleration. Link can also no longer destroy Bombs with Spin Attack which also hinders his recovery.

This overall makes him a worse character in Brawl than he was in Melee where he was already a non viable character.

Aesthetics

  • Change Link's design is now based off of Twilight Princess, rather than being based of his Ocarina of Time design he had in Melee and SSB. His design has also received a significant boost in graphics quality, most notably seen on his tunic and hat, which have much more detail and textures.
  • Change His forward helpless state is now the animation of when he finishes his double jump (from both Melee and Brawl), but his back and neutral helpless states are the same.
  • Change Link's dark costume is now based on Dark Link and he has a new yellow costume.
  • Change Link's taunt from Melee has been removed. His new down taunt is similar to his Smash 64 taunt.

Attributes

  • Buff Link dashes slightly faster (1.3 → 1.328).
  • Nerf Link's air speed is drastically slower (1 → 0.8084), going from 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 Link is one of the few returning veterans whose air acceleration is lower (0.02 → 0.01 (base), 0.06 → 0.05 (max)) going from the 5th best out of 26 characters to the 4th worst out of 39 characters.
  • Nerf As with the returning veterans, Link's falling speed was decreased (2.13 → 1.6). Compared to the returning veterans, however, Link falls faster. 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.
  • Buff Link's fast fall speed was decreased (3 → 2.666) although relative to the cast, Link now has the 2nd highest fast fall speed and he now has the largest speed increase from his normal fall speed to his fast fall (40.8% increase → 66.625% increase). When coupled with the introduction of momentum canceling, this significantly improves his vertical endurance with his vertical endurance being the third best with momentum canceling despite only having the 9th highest vertical endurance without momentum canceling.
  • Change Link's gravity is lower (0.11 → 0.089).
  • Nerf Link's traction is significantly lower (0.1 → 0.064), especially when comparing with the returning veterans, now going from the best in Melee to the 10th highest. This makes it harder for him to punish out of shield and due to the removal of wavedashing, its benefits do not make up for it.
  • Nerf Jumpsquat is longer (6 frames → 7).
  • Buff Spot dodge has a longer duration (frames 2-15 → 2-20).

Ground attacks

  • Neutral attack:
    • Buff The second and third hits of neutral attack have less startup lag (frame 7 → 6) and the third hit has altered knockback (10 (base), 100 (scaling) → 70/50) improving its spacing potential. Additionally, the first hit can now be used to jab lock opponents.
    • Nerf Neutral attack no longer has a neutral infinite and will always deal three hits, decreasing it's overall damage potential.
      • Nerf The first and third hits deals less damage (5% (first)/6% (third) → 4%/5%). Additionally, the first hit has more startup lag (frame 6 → 7) and the second and third hits also have more end lag (frame 18 (second)/frame 33 (third) → 21/37).
  • Forward tilt:
    • Buff Forward tilt has less startup lag (frame 16 → 15) and deals more knockback (5/2 (base), 90 (scaling) → 20/96).
    • Nerf Forward tilt deals consistent damage (13%/14%/15% → 13%).
  • Up tilt:
    • Buff Up tilt has less startup lag (frame 9 → 8) and the universally decreased falling speeds improve its KO potential.
    • Nerf Up tilt has a shorter duration (frames 9-15 → 8-12) and more ending lag (frame 30 → 36). This combined with universally decreased fall speeds and the introduction of hitstun canceling hinders its juggling potential.
  • Down tilt:
    • Buff Down tilt deals more damage (11% → 12%) and has increased base knockback (80 → 90). This combined with the changes to meteor canceling *significantly improves its edgeguarding potential.
    • Nerf Down tilt's meteor smash hitbox is significantly smaller and the hitbox placement is worse (now being a small hitbox on Link's body), now making it nearly impossible to land due to its impractical placement. One of its hitboxes is also no longer a meteor smash.
  • Dash attack:
    • Buff Dash attack's tipper hitbox deals more damage (9% → 10%) and all hitboxes have altered knockback (10 (base), 100 (scaling) → 30/80) improving its safety.
    • Nerf Dash attack has more startup lag and a shorter duration (frames 7-12 → 8-11). The introduction of hitstun cancelling also hinders its combo potential.
  • Forward smash:
    • Buff Second slash of forward smash is now affected by smash charging and launches opponents at a lower angle (65° → 48°). The first hit also deals more damage (13%/14% → 14%/15%) has increased knockback (30 (base), 83/85 (scaling) → 25/90), has slightly decreased ending lag (frame 50 → 49) and can now trip opponents.
    • Change The second hit of forward smash now has three hitboxes dealing a different amount of damage (18%/20% → 17%/19%/20%).
    • Nerf Both hits of forward smash have a shorter duration (frames 15-18 → 15-17 (hit 1), frames 10-13 → 12-14 (hit 2). The second hit also has more startup lag (frame 10 → 12) and deals less knockback (30 (base), 100 (scaling) → (20/25/30)/90) making it weaker when uncharged despite its more favourable angle.
  • Up smash:
    • Buff Up smash inflicts 2% more damage when all hits connect due to changes in stale-move negation (15% → 17%). Up smash also has less startup lag (frame 11 → 10) and all hits have a longer duration (frames 11-15 → 10-15 (hit 1), frames 26-28 → 26-29 (hit 2), frames 41-43 → 41-45 (hit 3).
    • Buff Link was given a lengthy sliding DACUS, whose inputs can also be used for super glide tossing his Bombs or other items significantly improving his grounded approach.
    • Nerf Up smash has more ending lag (frame 52 → 70) significantly hindering its followup potential despite the final hits lower base knockback (90 → 70).
  • Down smash:
    • Buff Down smash's weak hit deals more damage (11% → 14% (front), 16% (back)), the front hit has higher base knockback (20 → 26) and the back hit has less startup lag (frame 21 → 20).
    • Nerf Down smash has more ending lag (frame 42 → 50).

Aerial attacks

  • Nerf Link is arguably the character second most adversely affected by the loss of L-cancelling after Ganondorf, as his high landing lag up and down 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 Neutral, forward and back aerials have less landing lag (15 frames → 9 (neutral), 10 (forward/back) although their landing lag was not fully compensated for the loss of L-cancelling.
  • Neutral aerial:
    • Buff Neutral aerial auto-cancels earlier as its hitbox is now shorter than its auto-cancel window (frame 40 → 32) allowing it to auto-cancel in a short hop. Neutral aerial also no longer has sourspots which deal less damage (9%/8% → 10%).
    • Nerf Neutral aerial's clean sweetspot and late hit deal less damage (11% → 10% (clean), 7% → 6% (late)) although their base knockback was compensated (15 → 22 (clean), 10 → 15 (late)). Neutral aerial also has more startup lag, a shorter duration (frames 4-39 → 7-27) and more ending lag (frame 36 → 40).
  • Forward aerial:
    • Nerf First hit of forward aerial was significantly weakened, dealing less damage (13% → 9%) with no compensation on its knockback, no longer reliably KOing. However, even with the power nerf, it does not connect with the second hit for much longer. Both hits also have a shorter duration (frames 14-16 → 14-15 (hit 1), frames 30-33 → 26-27 (hit 2)).
    • Buff The second hit of forward aerial deals more damage (8% → 12%) and knockback (0 (base), 90 (scaling) → 20/110) being stronger than the first hit in Melee. The second hit also has less startup lag (frame 30 → 26) and is much easier to use out of a short hop. Forward aerial also has less ending lag (frame 56 → 51) and it can now auto-cancel out of a full hop.
  • Back aerial:
    • Buff Back aerial's first hit now has set knockback (0 (base) → 40 (set)) making it connect with the second hit much more reliably. The second hit deals more knockback (15 (base), 100 (scaling) → 70/70) improving its edgeguarding potential
    • Nerf Back aerial's first hit deals less damage (7% → 4%) and back aerial has slightly higher ending lag (frame 30 → 31).
  • Up aerial:
    • Buff Up aerial auto-cancels earlier (frames 1-4/56 → 1-10/47) enabling it to auto-cancel out of a full hop. The late hit also deals more damage (12% → 13%) although its base knockback was compensated (25 → 18).
    • Nerf Up aerial has much more startup lag with a shorter duration (frames 5-49 → 11-41) and the clean hit deals less damage (16% → 15%) and has less base knockback (25 → 18).
  • Down aerial:
    • Buff Down aerial's clean hit's sourspot deals more damage (20% → 22%) and launches opponents at a higher angle (65° → 90°) improving its KO potential despite its lower base knockback (40 → 30) and making it among the strongest aerials in the game. The universally decreased fall speeds also improves its KO potential. The bounce hit also deals consistent damage (6%/8% → 8%).
    • Change If Link fast falls while using his down aerial, he will not bounce after hitting with it, plummeting straight through to the ground.
    • Nerf Down aerial has more startup lag and a shorter duration (frames 13-64 → 14-64) and its early auto-cancel window is shorter (frames 1-12 → 1-9). It's previous clean hit's sweetspot deals less base knockback (50 → 40) and the late hit deals less damage (19% → 18%).
  • Grab aerial:
    • Buff Grab aerial is significantly more useful for non-recovery purposes; the move now auto-cancels on landing instead of having an immense 30 frames of landing lag, and its altered angle (361° → 45°) and knockback (30 (base), 40 (scaling) → 60/30) makes it useful for setting up additional blows, giving the move significant utility on stage and making it an effective spacer. It also no longer renders Link helpless after using it. It now also has a second hit increasing its maximum damage output (6% → 10%).
    • Nerf Grab aerial's first hit deals less damage (6% → 4%) and has a shorter duration (frames 11-18 → 11-16).
    • Nerf Grab aerial is now a tether recovery instead of a wall grapple meaning that Link can only use it to grab the ledge and it can now be edgehogged. This makes grab aerial significantly worse for recovering. It also has less range.

Throws/other attacks

  • Grabs
    • Nerf Grabs have more startup lag (frame 11 → 12 (standing), frame 12 → 14 (dash).
    • Buff Grabs have a longer duration (frames 11-17 → 12-19 (standing), frames 12-17 → 14-21 (dash) Link also now possesses a pivot grab with a very long duration (frames 15-35).
  • Pummel:
    • Buff Pummel has less end lag (frame 26 → 16).
    • Nerf Pummel deals less damage (3% → 2%).
    • Buff All throws deal more damage (6% → 7%).
    • Buff Forward (25 (base), 110 (scaling) → 50/120) and back throw (24 (base) → 50) deal more knockback.
    • Nerf The introduction of hitstun canceling heavily limits up and down throw's follow up potential beyond very low percents.
  • Down throw:
    • Buff Down throw no longer put opponents into tumble at extremely low percents allowing for potential follow ups despite the introduction of hitstun canceling.
    • Nerf Down throw no longer connects properly on Jigglypuff making it deal less damage against Jigglypuff (6% → 4%). It also has increased knockback scaling (50 → 90) hindering its follow up potential beyond extremely low percents.

Special moves

  • Hero's Bow:
    • Buff Hero's Bow charges faster, and the arrows it fires travel faster and farther. He also now has access to Quickdrawing, improving Hero's Bow's utility.
      • Nerf As a drawback of both the faster charge and the increased minimum range, it is harder to hit opponents below Link.
    • Buff Link can bow B-reverse with Hero's Bow.
    • Bug fix Ghost Arrow glitch has been removed.
  • Gale Boomerang:
    • Nerf Link has a new side special: Gale Boomerang. It is 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 and cannot be controlled.
    • Buff Gale Boomerang deals more knockback, has larger hitboxes, and is much more effective for gimping. Its new Windbox can allow for new follow ups in some situations. Link can now edge momentum shift Gale Boomerang aiding its edeguarding potential.
    • Buff Link can B-reverse with Gale Boomerang.
    • Bug fix Boomerang superjump glitch removed.
  • Spin Attack:
    • Buff Link can now charge grounded Spin Attack, with its fully charged variant dealing more damage (15% → 19%) and knockback. Its uncharged late hit also deals more damage (5% → 9%/7%/5%), and the aerial version deals more damage due to changes to stale move negation (12% → 14%).
    • Nerf Grounded Spin Attack is significantly weaker unless it is charged, making the move less effective for KOing. Its non-charged variant deals less damage (15% → 12%/9%), and its knockback was not fully compensated (15 (base) 100 (scaling) → 68/72 (clean), 60/100 → (55/20)/80 (late)). The semi-spike of its later hitboxes was also removed as in the PAL version of Melee (0° → 361°). It also has sourspots and it now has a clean hit, a mid hit and a very weak late hit. Furthermore, 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 and the final hit has less base knockback (40 → 30). Both versions of Spin Attack have more startup lag (frame 8 → 11).
  • Bomb:
    • Buff The introduction of super glide tossing gives Link an extra movement option while holding Bombs.
    • Nerf Link can no longer hit his own Bombs with aerial Spin Attack, preventing Link from utilizing the most usable 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. Bomb's maximum damage output is also lower (10% → 9%).
  • Final Smash:
    • Change Link now has a Final Smash called Triforce Slash. He emits a beam of light with the Triforce of Courage and traps a nearby opponent into it when he then proceeds to constantly slash at them with his sword. It is one of the most powerful Final Smashes in the game, dealing a total of 83%.

Moveset

For a more detailed information regarding Link's moveset and attack hitboxes, see this page.

  Name Damage Description
Neutral attack   4% A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. Loosely based on Link's final blow to Ganon in 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.
3%
5%
Forward tilt   13% An overhead swipe. An efficient KO move at higher percentages.
Up tilt   9% Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages.
Down tilt   12% Swipes sword across ground. Meteor smashes aerial opponents in contact with Link's body and the hilt of the sword. 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).
Dash attack   12% (blade), 10% (tip), 11% (arm & body) Swings sword from head to toe. Good combo starter.
Forward smash Sword Slice 15% (blade), 14% (body) Link lunges forward with a wide sword swing in front of him, dealing good damage and knockback when tipped. The base of his sword has extremely little knockback, designed to link onto an optional second hit: a sword swing with greater KO power.
17% (blade), 20% (arm), 19% (body)
Up smash   4% (hit 1), 3% (hit 2), 10% (hit 3 blade), 9% (hit 3 arm), 8% (hit 3 body) 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.
Down smash   Hit 1: 16% (blade & body), 14% (tip), 17% (arm)
Hit 2: 16% (blade & body), 17% (arm)
Swipes sword from front to back, having very quick start-up but moderately long ending lag. 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.
Neutral aerial   10% (clean), 6% (late) Link thrusts his leg out in front of him for an extended time. Has sex kick properties.
Forward aerial   9% (hit 1), 12% (hit 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.
Back aerial   4% (hit 1), 7% (hit 2) Does a two kick combo behind himself. Has very little landing lag and low damage.
Up aerial   15% (clean), 13% (late) 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.
Down aerial   22% (clean), 18% (late), 8% (after bounce) Holds his sword downward, this time based on his "Downthrust" from Zelda II: The Adventure of Link. Bounces when the attack lands, possibly scoring an additional hit, but goes through opponents if Link is fast falling. 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).
Grab aerial   4% (hit 1), 6% (hit 2) Link 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.
Grab    
Pummel   2% Hits opponent with the hilt of the Master Sword. A fairly fast pummel.
Forward throw   3% (hit 1), 4% (throw) Link releases the opponent then kicks them, football punt style.
Back throw   3% (hit 1), 4% (throw) Link throws the opponent behind him and kicks them away.
Up throw   5% (hit 1), 2% (throw) Link raises the opponent above him and slashes upward.
Down throw   3% (hit 1), 4% (throw) Link takes the opponent onto the ground and elbow drops them.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Does two slashes front and back.
Floor attack (back)
Floor getups (back)
  6% Does another two slashes front and back.
Floor attack (trip)
Floor getups (trip)
  5% Essentially the same as his other two floor attacks.
Edge attack (fast)
Edge getups (fast)
  8% Pulls himself up into a front flip and slices downward.
Edge attack (slow)
Edge getups (slow)
  10% Slowly climbs up and stabs in front of himself.
Neutral special Hero's Bow 4-12% Link equips his bow, with the arrows serving as projectiles. Charging increases the speed, distance and damage dealt by an arrow.
Side special Gale Boomerang 7% (release), 5% (flight) Throws the Gale Boomerang, which damages at it flies away and then pulls enemies towards Link as it returns. Can be angled up or down. A "smash throw" (similar to performing a smash attack) increases the distance the boomerang can travel.
Up special Spin Attack 12%/9%/7%/5% (ground), 4% (air hit 1), 2% (air hits 2-4), 4% (air hit 5) This move functions differently when grounded and airborne; an aerial Spin Attack is used as recovery which grants Link vertical distance. A grounded Spin Attack is akin to most Zelda games, and functions similarly to a smash attack with great knockback.
Down special Bomb 5% (explosion), 7% (throw), 8% (smash throw), 5-9% (dropped) Link pulls out a bomb, based off its design from Twilight Princess. On contact with a surface, it detonates, dealing damage to opponents and can also hurt Link as well. The explosion can grant him an extra Spin Attack if used skillfully.
Final Smash Triforce Slash 5% (traping), 4% (hits 1-15), 18% (hit 16) Link locks onto an opponent and proceeds to slash them repeatedly with his Master Sword. A luminous image of the Triforce appears around the opponent as Link slashes them. The final strike launches the opponent.

On-screen appearance

  • Small whirlwinds appear on the battlefield, from which Link appears. Link then proceeds to equip the Master Sword and Hylian Shield.
LinkOnScreenAppearanceSSBB.gif

Taunts

  • Up taunt: 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.
  • Side taunt: 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.
  • Down taunt: Link's taunt that had 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.
Up taunt Side taunt Down taunt
LinkUpTauntBrawl.gif LinkSideTauntBrawl.gif LinkDownTauntBrawl.gif

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.
Link Idle Pose 1 Brawl.png Link Idle Pose 2 Brawl.png

Crowd cheer

English Japanese
Cheer File:Link Cheer NTSC Brawl.ogg File:Link Cheer JP Brawl.ogg
Description Go Link! *clap x3* Li-n-k
Pitch Group chant Group chant

Wii Remote selection sound

  • Link yells, similar to his up smash.
Link's selection sound

Victory poses

This flourish is a cover of the music that played whenever Link obtained a Triforce Piece in The Legend of Zelda.
  • Up: Horizontal swipe with his sword, then holds it up, giving off a battle cry.
  • Left: Three swipes with his sword, turns to his right. (His "character chosen" animation in Super Smash Bros.)
  • Right: Gives two swipes of his sword, then sheaths it (his victory taunt from The Legend of Zelda: Twilight Princess).)
Up Left Right
Link-VictoryUp-SSBB.gif Link-VictoryLeft-SSBB.gif Link-VictoryRight-SSBB.gif

In competitive play

Matchups

Link has among the worst matchup spreads in Brawl. He soft counters two characters, Ganondorf and Zelda, and is even with three, but is soft countered by seven, countered by 20, and hard countered by four. He suffers against characters who can outspeed him such as Sonic and Sheik, characters who can outcamp him such as Falco, or characters that can chaingrab him to death such as Ice Climbers and King Dedede. Overall, Link has very few advantageous matchups, and his positive matchups are rarely seen in competitive play.

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 usable 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 his 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 is not usually thought of as a candidate for worst character, it is extremely unlikely Link will ever rise beyond the bottom tier, as he has a minuscule player base and Brawl's metagame has become mostly stagnant.

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 Shadow Bug 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 Shadow Bugs 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 of Mario, 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

In Event Matches

Solo Events

Co-op Events

Trophies

Link's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Link.

Link
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
Triforce Slash (Link)
Link with a Smash Ball, releasing his ultimate attack. Light flares from the Triforce symbol on the back of his hand and rushes out to meet the enemy he faces. The enemy gets trapped within the glittering Triforce, is quickly cut to shreds, and is launched by the last strike. The attack works on one enemy at a time, so it's best to go after the character in first place.
Wii: Super Smash Bros. Brawl

Alternate costumes

Link Palette (SSBB).png
Link (SSBB) Link (SSBB) Link (SSBB) Link (SSBB) Link (SSBB) Link (SSBB)

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.
  • Link, Ganondorf, Bowser and Mario, are the only returning characters in Brawl to have one completely different special move. In Link's case, his side special has been changed.

External links