Link (SSBU): Difference between revisions

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Although Link's close-combat capabilities are excellent, where he mainly shines is in his project game and special moveset. He sports three projectiles: [[Bow and Arrows|the arrows from his bow]], [[Boomerang]], and [[Remote Bomb]]. Bow and Arrows has Link fire an arrow straight ahead, which can be [[spam]]med to some degree; it can be charged, greatly increasing its damage, knockback, and distance, making it a good [[gimp]]ing and [[pressuring]] tool. Link's neutral special is unique in the fact that his arrows briefly linger on the ground when landing, allowing him to pick them up and fire two arrows simultaneously; Link is able to deal more damage and knockback, aiding neutral special's KO potential. The Boomerang travels decently far and deals good damage, which can be further exploited by smash tapping the move: the boomerang's distance and damage are increased, as a result. The Boomerang vertically launches opponents with high base knockback on its way forward, and launches opponents towards Link on ite way back; the Boomerang can be angled up and down, rendering it a flexible combo starter and approaching option. The Remote Bomb can be thrown as an item, potentially being able to initiate combos by chaining it with other attacks. This is further bolstered by the Remote Bomb's 30-second time limit, which gives it plenty of time to be abused as a projectile. The Bomb's detonation has large range and deals decent damage and knockback, with enough power to KO opponents at 180%. Although Link can be harmed by his own bomb's explosion, he can exploit its vertical knockback offstage as a means of aiding his recovery.
Although Link's close-combat capabilities are excellent, where he mainly shines is in his project game and special moveset. He sports three projectiles: [[Bow and Arrows|the arrows from his bow]], [[Boomerang]], and [[Remote Bomb]]. Bow and Arrows has Link fire an arrow straight ahead, which can be [[spam]]med to some degree; it can be charged, greatly increasing its damage, knockback, and distance, making it a good [[gimp]]ing and [[pressuring]] tool. Link's neutral special is unique in the fact that his arrows briefly linger on the ground when landing, allowing him to pick them up and fire two arrows simultaneously; Link is able to deal more damage and knockback, aiding neutral special's KO potential. The Boomerang travels decently far and deals good damage, which can be further exploited by smash tapping the move: the boomerang's distance and damage are increased, as a result. The Boomerang vertically launches opponents with high base knockback on its way forward, and launches opponents towards Link on ite way back; the Boomerang can be angled up and down, rendering it a flexible combo starter and approaching option. The Remote Bomb can be thrown as an item, potentially being able to initiate combos by chaining it with other attacks. This is further bolstered by the Remote Bomb's 30-second time limit, which gives it plenty of time to be abused as a projectile. The Bomb's detonation has large range and deals decent damage and knockback, with enough power to KO opponents at 180%. Although Link can be harmed by his own bomb's explosion, he can exploit its vertical knockback offstage as a means of aiding his recovery.


Link's primary recovery move and most offensive special attack is his [[Spin Attack]]. The move's grounded deals decent damage and knockback, good range, and is a fast out-of-shield option, giving it decent utility; however, it can be charged, increasing its damage output and knockback, significantly improving its KO ability. Aerial Spin Attack is instead a multi-hitting series of sword slashes that gains respectible vertical distance and has good knockback on its last hit, making it good for KOing near the upper blast line.
Link's primary recovery move and most offensive special attack is his [[Spin Attack]]. The move's grounded deals decent damage and knockback, good range, and is a fast out-of-shield option, giving it decent utility; however, it can be charged, increasing its damage output and knockback, significantly improving its KO ability. Aerial Spin Attack is instead a multi-hitting series of sword slashes that gains respectable vertical distance and has good knockback on its last hit, making it good for KOing near the upper blast line.


Link has potent strengths, but is definitely not without weaknesses. Although it has been improved from ''Smash 4'', Link's mobility is sill inconsistent and somewhat on the poor side. Despite his high walking speed, his dash is only marginally faster, making it very sluggish and unreliable for approaching (foxtrotting is the only way of mitigating this issue). Link's air speed and air acceleration are both notoriously poor, making his air game solely reliant on the traits of his aerial attacks; Link's low jumps and high falling speed, in tandem with his aforementioned poor air speed and air acceleration, place a burden on his recovery. Due to Link no longer sporting the Clawshot in his moveset, he loses a reliable tethering option, further hampering his recovery.
Link has potent strengths, but is definitely not without weaknesses. Although it has been improved from ''Smash 4'', Link's mobility is sill inconsistent and somewhat on the poor side. Despite his high walking speed, his dash is only marginally faster, making it very sluggish and unreliable for approaching (foxtrotting is the only way of mitigating this issue). Link's air speed and air acceleration are both notoriously poor, making his air game solely reliant on the traits of his aerial attacks; Link's low jumps and high falling speed, in tandem with his aforementioned poor air speed and air acceleration, place a burden on his recovery. Due to Link no longer sporting the Clawshot in his moveset, he loses a reliable tethering option, further hampering his recovery.
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