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Super Smash Bros. Ultimate

Link (SSBU)

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This article is about Link's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Link.
Link
in Super Smash Bros. Ultimate
{{{content1}}}

ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Ancient Bow and Arrow
Link (SSBU)
Link has been redesigned to match his appearance in The Legend of Zelda: Breath of the Wild. He can now pick up arrows he's fired, and his bombs have been upgraded to remote bombs, so you can set them off when the timing is just right!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Link (リンク, Link) is a playable character in Super Smash Bros. Ultimate. He was suggested to appear in the then unnamed Ultimate in its first teaser trailer at the end of the March 8th, 2018 Nintendo Direct, and officially announced in Ultimate's E3 2018 trailer on June 12th. Link is classified as fighter #03.

Kengo Takanashi, Link's voice actor from The Legend of Zelda: Breath of the Wild, reprises his role in Ultimate with newly recorded voice clips, replacing Akira Sasanuma's portrayal from Brawl, SSB4 and The Legend of Zelda: Twilight Princess.

Attributes

Link is a medium-heavyweight swordsman that sports powerful attacks and long range via the Master Sword. Link sports an above-average walking speed, the 15th slowest dashing speed, above-average initial dash, is tied with Diddy Kong for the 10th slowest air speed, the 4th slowest air acceleration, above-average gravity and falling speed, the 6th highest fast falling speed, and above-average traction. Lastly, Link has among the lowest jump heights in the game. Overall, these stats render Link's mobility generally poor.

Like his alternate timeline counterparts and Hero, Link possesses two shields instead of just one. In Link's case, he wields the Hylian Shield, which blocks opposing projectiles if he is standing still, walking, or crouching. Like Toon Link, Link also wields his respective version of the Master Sword, which had its range enhanced compared to the last installment.

Link's grounded moveset comes with its merits, long-range set aside: neutral attack deals above-average damage and has a reliable semi-spike in its third hit; forward tilt boasts both above-average damage and knockback, which in tandem with its good range and low ending lag, makes for a great spacing option; up tilt also deals above-average damage which, in tandem with its low ending lag and large range, makes it a great juggling option; down tilt possesses very low ending lag, satisfactory damage, and high vertical knock back, rendering it a great combo starter for devastating chains of aerial attacks. Dash attack possesses high damage, knock back, range, and traveling distance, making it very useful for KOs at around 110%.

Link's KO potential shines strongly in his smash attacks, all of which deal high damage and knock back. Forward smash has large range and a tipper on the first hit. His forward smash is a natural combo without activating the tip. When Link is at 0% or when he has full stamina in a stamina battle, the first swing of his forward smash releases a sword beam that can be charged to improve damage and distance. His up smash hits three times, has wide range, and average startup; these attributes, in tandem with up smash's high damage and knock back, makes it very reliable for both damage-racking and KOing. His down smash deals the lowest damage out of Link's smash attacks, but its decent speed and vertical trajectory make it a very useful edge guarding option; down smash's edge guarding capabilities are further bolstered through its second hit's strongest hit box, which is a reliable semi-spike.

Link's aerial attacks are useful in their own rights. His neutral aerial is a sex kick with low all-around lag and good damage output overall, and is able to lock and combo with other aerial and ground attacks; forward aerial sports long-range, low landing lag, and high damage, making it one of Link's most reliable KOing options; back aerial is Link's fastest aerial in terms of start-up lag, being able to combo into itself at low percents and other attacks at higher percents; up aerial deals high damage, a long-lasting hit box, and great range, making it reliable for both KOs and juggles; down aerial is similar to up aerial in some regards, but its clean hit instead functions as a reliable meteor smash that KOs at alarmingly early percents (its grounded hit KOs at 125%). Down aerial can be used to bounce off of opponents, which can actually aid Link's recovery.

Although Link's close-combat capabilities are excellent, where he mainly shines is in his projectile game and special moveset. He sports three projectiles: the arrows from his bow, Boomerang, and Remote Bomb. Bow and Arrows has Link fire an arrow straight ahead, which can be spammed to some degree; it can be charged, greatly increasing its damage, knockback, and distance, making it a good gimping 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 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 still 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.

The loss of Clawshot changes Link's grab game entirely: due to grabbing opponents with his bare hands, his grab speed is significantly quicker; in exchange, his grab has much less range. Thus, Link's grab game is much more aggressive and up-close. Link's overall grab game is half-functional. While his fast pummel helps him easily rack up on damage, his up throw is his strongest throw and can semi-spike bystanders, and his down throw has good combo potential into moves like up tilt, up smash, and neutral aerial, his forward and back throws are both extremely weak and lack reliable set-up potential.

Overall, Link is a flexible zoner character; while his long-distance projectiles and disjointed hitboxes make him play somewhat defensively for much of the match, his excellent out-of-shield options and KO power allow him to close in on his opponents with the right timing and deal large amounts of damage very quickly. However, Link players must be cautious to not play recklessly due to his below-average frame data and mobility, as many other characters can make it difficult for him to utilize his options with their superior speed. Throughout Ultimate's lifespan, Link has garnered great results from many different players, although his results did go down slightly after the first few months of the game's release.

Changes from Super Smash Bros. 4

Link has received arguably the most noticeable changes of any returning veteran in Ultimate. His design is now based on Breath of the Wild, incorporating multiple elements from the game into his move set, such as the Remote Bomb, the Ancient Bow & Ancient Arrow, and the Sword Beam. This has led to a much larger overhaul in his move set than other returning veterans, as several of his attacks either have altered or completely new animations. As a result, Link has gained a large mix of buffs and nerfs in his transition to Ultimate; however, he was considerably buffed overall.

Compared to his previous iterations in Smash, Link has better close combat and spacing capabilities thanks to his faster movement speed, the return of the Boomerang (which improves his combo ability) and the longer range on his Master Sword, now having range on par with other sword-based fighters such as Ike or Marth. Particularly, the latter change has either improved or outright granted his attacks' more utility: forward tilt is now much more effective as a ledge-trapping option due to its wider arc, down tilt's reduced damage output allows the move to combo for much longer (even serving as a potential KO confirm at higher percents), up smash serves as a more threatening anti-air option, forward aerial is more effective as a spacing option while the first hit can now be used to start combos, up aerial catches airborne opponents from a farther distance, and Spin Attack has increased reliability as an out of shield option and KOing tool due to its faster start-up and larger sweetspot.

Furthermore, Link benefits from some of the universal gameplay mechanics, all of which have improved his previously below average close combat game. His grab game has slightly improved due to him now possessing a more standard grab; while the Hookshot and Clawshot in previous games granted Link a long-ranged grab, they were unsafe to use due to their startup and ending lag. The ability to perform any attack out of a run and his faster movement speed helps Link close in on opponents more easily (which is further helped by his sword attacks' longer range and his above average traction), and his much faster jumpsquat significantly improves his combo potential into aerials. The universal landing lag reduction has especially strengthened Link's combo ability and addressed his landing weakness to a degree, with neutral aerial's weak hit allowing him to set-up for a grab at low percents, forward aerial's first hit comboing into other moves until very high percentages, back aerial's first hit now serving as a KO setup at high percents, and his aerials' damage outputs making them safer on shield despite the reduced shieldstun for aerial attacks.

Link has gained a new down special in place of Bomb, known as the Remote Bomb; with it, Link pulls out a Remote Bomb rune which he can then throw and later detonate with the Sheikah Slate, making it function more like Snake's C4 bombs. Compared to his old Bombs, Remote Bombs have a much larger blast radius and greater KO power; this changes his set-up and combo routes with the bomb, as it can now be detonated or Z-dropped into one of Link's own attacks. They also significantly improve Link's pressuring, edgeguarding and ledge trapping abilities, since the bomb can be thrown while only being detonated at command. Lastly, the move possesses potential as a strong, albeit tough recovery option, as it can also be Z-dropped and detonated to launch Link a considerable distance forward.

However, Link is not without his fair share of nerfs. As a result of the several changes and alterations his moveset received, he has inadvertently lost several key strengths that his previous incarnation possessed. While Link has a much faster grab than his precious incarnation, the loss of his Hookshot has not only significantly worsened his overall grab range, but also effectively removed one of his more potent recovery and spacing options. The replacement of his old Bombs has also hindered Link in a variety of ways. Link can no longer pull out bombs as a way to potentially break out of combos, making him slightly more vulnerable to them. Since Remote Bombs no longer explode on impact, KO set-ups with them have effectively become harder to perform. Compared to his old bombs, Link can only have one Remote Bomb out a time, resulting in them becoming a worse zoning option overall. Link has also received hitbox reductions to several of his sword-based attacks, now mapping them strictly to the Master Sword itself. While this does not necessarily affect the reach of his attacks that involve swinging his sword from above (i.e. forward tilt, up tilt, forward smash), it has reduced the vertical reach of his attacks that are swung in front of him (i.e. down tilt), while also hindering the horizontal range of his thrusting sword attacks (i.e. up aerial, down aerial), making them slightly harder to land overall.

Finally, despite improvements to his landing lag and Spin Attack, his already sluggish frame data has been further worsened (especially on the ground): a considerable number of his attacks have either increased endlag (such as forward tilt or down tilt) or increased start-up lag (such as neutral attack, forward smash, down smash, and forward aerial), making it even harder for him to defend himself up close against opponents with superior frame data, such as Fox or Mario. This requires Link to be more wary when fighting opponents with such strong boxing capabilities and use the longer range of his Master Sword to his advantage, as his weaker frame data can put him at a greater risk of being thrown into a disadvantage state easier.

Overall, the changes to Link have somewhat repurposed his playstyle from that of a hard-hitting zoner with long-ranged melee attacks, to one that also incorporates more stage control and trapping tactics with his Remote Bomb rune in a similar manner to Snake. Because of this, Link has noticeably deviated from his counterparts in terms of his overall gameplan and how he enacts it. Compared to his previous iterations, Link has amassed an increasingly robust set of results in Ultimate's early competitive metagame, which are arguably the strongest out of any of his previous incarnations overall, this in part due to players such as Izaw, Otakuni, VinS, and especially T. However, his results have been somewhat inconsistent over time as Ultimate's metagame has progressed, as Salem has since then dropped Link in favor of Snake, which has led to a slight slowdown of noteworthy results. Regardless, Link is agreed to fare better competitively than in SSB4 and has had a more positive reception since the beginning, as he is usually seen as either a lower high tier character or an upper mid-tier character.

Aesthetics

  • Change Link's design is explicitly based on his appearance in The Legend of Zelda: Breath of the Wild. His hair is now a dirty blonde color, instead of a lighter blonde; his default outfit is the blue Champion's Tunic and the Hylian Trousers, with the more traditional green Hero of the Wild set as an alternate costume.
  • Change Link holds his sword in his right hand and his shield in his left hand. Due to this, Link's entire moveset has been horizontally flipped, with many of his animations changed to coincide with this.
    • Change Link has a new idle pose which is somewhat similar to his battle stance when holding a broadsword and shield in Breath of the Wild; his legs are positioned farther apart, his sword and shield are held up at all times, and he does not bounce in place. He also faces towards the screen more often as a result.
    • Change Due to having a new idle animation, many of his basic animations (standard attacks, landing, etc.) were reworked in order to better transition into it.
    • Change Link has a new on-screen appearance that involves him gliding onto the stage using the Paraglider.
    • Change Link has a new side taunt where he holds the Master Sword in front of him with both hands while it glows, similar to one of Ike's taunts. This replaces his Fairy taunt from previous games, which has been given to Young Link.
    • Change Link's up taunt and down taunt are much faster; for the former taunt, he no longer twirls the Master Sword before sheathing it.
    • Change Link's victory animation where he swings his sword then sheathes it shows him swinging it back, no longer twirling his sword before sheathing it. He also faces away from the camera while doing it.
  • Change Link is slightly more vocal overall.
    • Change Link now gasps upon waking up from sleep status when not suffering from any knockback, similar to few other characters such as Palutena and Cloud. He shares this trait with Zelda, Ganondorf and Wolf.

Attributes

  • Buff Like all characters, Link's jumpsquat animation takes 3 frames to complete (down from 7).
  • Buff Link walks faster (1.188 → 1.247).
  • Buff Link runs faster (1.3944 → 1.534).
  • Buff Link's traction is much higher (0.064 → 0.113).
  • Buff Link's initial dash is significantly faster (1.3 → 1.98).
  • Buff Link has increased air speed (0.88 → 0.924).
  • Nerf Forward roll grants less intangibility (frames 4-17 → 4-15).
  • Nerf Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
  • Buff Spot dodge has less ending lag (FAF 28 → 27).
  • Nerf Spot dodge grants less intangibility (frames 3-18 → 3-17).
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 50).
  • Buff Link's head hurtbox has been reduced and he sports a slightly thinner hurtbox overall; compounded with his longer Master Sword, this gives him a more favorable disjoint.

Ground attacks

  • Neutral attack:
    • Buff The third hit has higher knockback scaling (50 → 70), allowing it to set up edgeguards more effectively.
    • Nerf The first hit has smaller hitboxes (3.8u/4.5u/3u/2.5u → 1.8u), noticeably decreasing its range.
    • Nerf All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to SDI each hit and DI the last hit.
    • Change The first and second hits have altered angles (95°/80°/361°/361° (hit 1), 90°/78°/60°/50° (hit 2) → 361°/361°/180°/361°) and knockback (35/30 base/37 scaling (hit 1), 38/10 (hit 2) → 25/20 base/25/15 scaling) to keep opponents close to Link, akin to other neutral attacks. This allows them to connect better and jab lock, but hinders their previously guaranteed jab cancel setups.
    • Change Neutral attack's speed has been modified overall.
      • Buff The second hit has less startup (frame 6 → 5) and transitions into the third faster (frame 11 → 8).
      • Buff The first and third hits have less ending lag (FAF 28 → 24 (hit 1), 37 → 35 (hit 3)).
      • Nerf The second hit has more ending lag (FAF 21 → 26), removing its jab cancel setups.
      • Nerf The third hit has a shorter hitbox duration (frames 6-10 → 6-7).
    • Change Neutral attack's damage has been redistributed, with the first two hits dealing more damage (2.5% → 3%) and the third hit dealing less (5% → 4%).
    • Change The third hit involves Link swiping vertically instead of thrusting his sword.
  • Forward tilt:
    • Buff The clean hit's hitbox has been placed farther from Link (X offset: 6.2 → 7.8), improving the move's range despite its smaller hitboxes (4.3u/2.8u/2.1u → 4u/2.8u/2.1u (early), 5.2u → 3.5u (clean)).
    • Nerf Forward tilt has more ending lag (FAF 38 → 40).
    • Change It always sends opponents in the direction Link is facing, even if hit from behind.
    • Change It causes the screen to shake when the sword hits the ground.
  • Up tilt:
    • Buff Up tilt's sword hitboxes have been placed farther from Link (X offset: 5/0 → 8.4/2), considerably improving its range despite its reduced hitboxes (3.6u/4.32u/2.88u/2.16u → 3.4u/4.3u/2.7u/2.16u).
    • Buff Up tilt deals more damage (9% → 11%), with its knockback scaling compensated (122/130/124/123 → 103/111/105/104).
    • Change It has a new animation, starting from behind Link rather than from his front.
      • Nerf The sword no longer reaches the ground in front of Link before its hitboxes cease, making it more difficult (or sometimes impossible) to hit short or crouching opponents.
    • Change It has a lower hitlag multiplier (1× → 0.9×).
  • Down tilt:
    • Buff Down tilt has less startup (frame 11 → 10).
    • Buff It has more horizontal range (Z offset: 16.6u → 17.5u).
    • Nerf It deals less damage (11% → 9%).
      • Buff However, its knockback was not compensated, allowing it to combo for longer, and even serve as a KO confirm at higher percents into Spin Attack.
    • Nerf It has more ending lag (FAF 29 → 31), though its combo potential is compensated by Link's faster jumpsquat.
    • Nerf It has a smaller hitbox (3.1u → 2u), reducing its vertical range.
    • Nerf It can no longer meteor smash aerial opponents.
    • Buff It launches at a higher angle (80 → 85), improving its combo potential.
  • Dash attack:
    • Buff The changes to jostle mechanics allow dash attack to hit opponents close to Link more easily, as he can no longer go through them during startup.
    • Buff It has gained a shieldstun multiplier of 1.4×, which combined with the increased shieldstun for ground attacks makes it safer on shield.
    • Buff The strong hit has been moved slightly farther from Link (X offset: 8u → 8.5u), and the mid hit has been moved back (X offset: 3.8u → 3u), slightly increasing the range of the strong hit overall.
    • Nerf It has slightly smaller hitboxes (3.5u/3.8u/3u → 3.2u/3.5u/3u).
    • Change The sweetspot has a higher hitlag multiplier (1× → 1.2×).
  • Forward smash:
    • Buff Both hits of forward smash have less ending lag (FAF 52 → 51 (hit 1), 68 → 61 (hit 2)).
    • Buff The first hit shoots out a spinning Sword Beam as a projectile when Link is at 0% damage, in reference to multiple Zelda games where his sword shoots out beams when he is at full health. Charging forward smash increases the size, distance and damage of the projectile, dealing between 5% and 13% damage. This gives him a new long range option, while increasing the total damage of his forward smash at close range.
    • Buff The first hit's innermost hitboxes have different angles (75°/55° → 69°/60°) and deal less knockback (47 base/15 scaling → 45/12), while the second hit has less startup (frame 12 → 10), allowing them to connect together more reliably.
    • Buff Both hits have noticeably more range on the sword hitboxes (X offset: 0.5/6.2 → 2.7/8.5 (hit 1), 1/6 → 1.5/7.5 (hit 2)).
    • Buff The closest hitbox of the first hit is larger, with tip's hitbox slightly reduced to compensate (3.5u → 4.2u (close), 3.8u → 3.5u (far)).
    • Buff The second hit has larger hitboxes overall (4u/4u/3.6u/3.2u → 4.5u/4.5u/3.5u/3.5u).
    • Nerf The first hit has increased startup (frame 15 → 17) and transitions into the second hit slower (frame 20 → 22).
  • Up smash:
    • Buff All 3 hits have had their sword hitboxes placed farther from Link (X offset: 0/5.5 → 2.5/8.5 (hits 1 and 2), 5.5 → 7 (hit 3)), significantly increasing its range despite the move's reduced hitbox sizes (4u/4.4u/4.5u → 3.5u/3u/4.8u (hits 1 and 2), 4.3u/4.3u/3.5u/5.2u → 4.3u/4.3u/3u/5.2u (hit 3)).
    • Buff The final hit has higher knockback scaling (96 → 101).
  • Down smash:
    • Buff The first hit's hitboxes have been redistributed so that the weak hits have the lowest priority (14%/16%/17%/16% → 16%/17%/16%/14%), making it easier to land the stronger portions.
    • Buff Down smash has larger hitboxes (3.5u/3.5u/2.9u/2.5u → 3.5u/3.6u/3.4u/3u (both hits)).
    • Buff The first and second hit have had their sweetpots moved farther from Link (Z offset: 5.8 → 7.5 (both hits)), noticeably increasing its range and making the sweetspots much easier to land.
    • Nerf It has more startup on both hits (frame 9 → 12 (hit 1), 21 → 24 (hit 2)), and more ending lag (FAF 50 → 55).

Aerial attacks

  • Buff All aerials have less landing lag (10 frames → 6 (neutral, back), 12 → 11 (forward), 23 → 14 (up), 32 → 19 (down)).
  • Forward aerial:
    • Buff Forward aerial's animation has been sped up, with the gap between hits being shorter (12 frames → 8). This allows it to connect both hits more reliably.
    • Buff The second hit deals more knockback (30 base/100 scaling → 43/120) and launches at a slightly lower angle (45° → 44°), being as powerful as the first hit in Smash 4 .
    • Buff Both hits have had their farthest sword hitboxes moved farther from Link (Z offset: 17u → 18u (hit 1), 15.5u → 17.5u (hit 2)), increasing its range.
    • Nerf Forward aerial has more startup for its first hit (frame 14 → 16), and more ending lag (FAF 50 → 52).
    • Nerf It auto-cancels later (frame 51 → 53).
    • Nerf Both hits deal less damage (11% → 8% (hit 1), 13% → 10% (hit 2)).
    • Change The first hit deals significantly less knockback (20 base/130 scaling → 31/25/33/25/33/26 base/28/30/30/30/28/26 scaling), no longer KOing until around 800%. It also has different angles (45° → 43°/367°/47°/367°/47°/38), a lower hitlag multiplier (1× → 0.8×), and uses weight-independent knockback.
      • Buff This allows it to connect into the second hit even at high percents, and coupled with its lower landing lag, improves its combo potential on landing from low to mid percents.
      • Nerf However, this completely removes the first hit's previously high KO potential, requiring Link to land the slower second hit in order to KO with the move.
  • Back aerial:
    • Buff Both hits of back aerial deal more damage (3% → 5% (hit 1), 5% → 7% (hit 2)).
    • Buff The first hit launches at different angles (72°/68° → 73°/70°/66°), has a lower hitlag multiplier (1× → 0.8×), deals different set knockback to grounded and aerial opponents (40 → 50 (grounded)/36 (aerial)), and uses weight-independent knockback. These changes allow it to connect more reliably into the second hit.
    • Buff The second hit has less startup (frame 18 → 15), thus reducing the frame gap between hits.
    • Buff The second hit has lower base knockback (70 → 45), but higher knockback scaling (70 → 98). This allows it to combo more reliably at low percents, while also significantly improving its KO potential, KOing middleweights at around 200% from the center of Final Destination.
    • Nerf The second hit has less active frames (frame 18-22 → 15-17). The move's total duration was also not compensated for the second hit's faster startup, increasing its ending lag.
    • Nerf The first hit has slightly smaller hitboxes (4.5u/4.8u/5u → 4u/4.5u/5u).
    • Change The second hit has a slightly different animation.
  • Up aerial:
    • Buff Up aerial's clean hit has increased knockback (18 base/88 scaling → 23/93), improving its KO potential .
    • Buff It auto-cancels earlier (frame 47 → 43).
    • Nerf It has a smaller hitbox (6u → 4.5u). This is somewhat compensated for by the hitbox being more extended (X offset: 6u → 6.9u, X2 offset: 0u → -1.5u), but the hitbox is slightly shorter and noticeably narrower overall.
    • Change It has an increased hitlag multiplier (1× → 1.2×).
  • Down aerial:
    • Change Down aerial has been reverted to possessing only a clean hit and late hit like in Brawl, with its early hit being removed. The clean hit remains mostly unchanged against grounded opponents, but meteor smashes aerial opponents like the early hit in Smash 4.
      • Buff Because of this change, the move can KO grounded opponents much more reliably. The meteor smash against aerial opponents is also stronger, due to its knockback not being compensated for the clean hit's higher damage compared to the previous early hit.
      • Nerf Due to the removal of the early hit, down aerial can no longer combo into its bounce-off hit as effectively at higher percents, reducing its damage potential.
    • Nerf Down aerial's hitboxes are smaller (5u → 4u (clean), 6u → 4.2u (late)).
    • Nerf The clean hit (against grounded opponents) and late hit launch at a lower angle (65° → 60°), with the former also having decreased knockback scaling (80 → 78), slightly hindering their KO potential.
    • Change All portions of the move have a higher hitlag multiplier (1× → 1.2×).
    • Change It has a different animation, with a more exaggerated downward thrust.

Throws and other attacks

  • Change Link grabs opponents with his hand instead of using his Clawshot.
    • Buff All grabs have noticeably less startup (frame 12/14/15 (standing/dash/pivot) → 6/9/10) and ending lag (FAF 62/66/67 → 35/43/38), making them safer to use at close range, and allowing Link to set up into them more effectively.
    • Nerf However, all grabs have much shorter range, and their hitboxes have a shorter duration (6 frames (standing), 8 frames (dash, pivot) → 2 frames (all)).
  • Nerf Link no longer has a grab aerial or a tether recovery due to losing the Clawshot.
    • Buff However, this allows him to Z-drop items without triggering the grab aerial's lengthy animation.
  • Pummel:
    • Nerf Pummel deals less damage (2.1% → 1.3%).
    • Change It deals more hitlag (4 frames → 14), but has much less startup (frame 4 → 1) and ending lag (FAF 16 → 7).
  • Buff Link's forward, back, and down throws deal knockback to bystanders, making them safer to use in battles with multiple opponents.
  • Forward throw:
    • Buff Forward throw launches at a more favorable angle for edgeguarding (50° → 33°).
    • Nerf It has slightly more ending lag (FAF 36 → 38).
    • Nerf It deals less damage (4% → 2.5% (release); 7% → 5.5% (total)).
    • Change It has higher base knockback (55 → 75), but lower knockback scaling (120 → 85). This allows it to knock opponents offstage more easily at low percents, but reduces its already lacking KO potential.
    • Change It has an altered animation where Link swings his foot upward as opposed to thrust kicking the opponent.
  • Back throw:
    • Nerf Back throw deals less damage (4% → 2.5% (release); 7% → 5.5% (total)), with only its base knockback somewhat compensated (50 → 67).
  • Down throw:
    • Buff Down throw has one frame less ending lag (FAF 50 → 49). Combined with Link's faster jumpsquat, this increases its combo potential.
    • Change It has drastically increased knockback scaling (85 → 125), KOing middleweights at around 250%. This further improves its combo potential at low to mid percents, but weakens its KO setups into up aerial at high percents.
    • Change Its speed is no longer weight-dependent. This improves its combo ability on heavyweights, but reduces it on lightweights.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves

  • Bow and Arrows:
    • Change Link uses the Traveler's Bow from Breath of the Wild instead of the Hero's Bow.
    • Change Arrows fired have a bright tip, making them easier to track. Arrows will also become momentarily lodged in opponents' bodies.
    • Buff The move has less startup (frame 18 → 16), with its total duration reduced as well (FAF 47 → 45), improving its camping ability.
    • Buff Arrows have higher knockback scaling (66 → 71).
    • Buff Arrows that fail to hit an opponent will linger on the ground for a longer period of time, and can be picked up as throwable items. Arrows used in this way deal little damage and knockback, allowing them to set up combos. Using the Bow and Arrows while holding an arrow causes Link to fire two arrows at once for 1.5× as much damage.
      • Nerf Arrows can be picked up by opponents and thrown at Link.
    • Nerf Arrows can no longer be held indefinitely upon reaching full charge, being fired automatically if held for more than three seconds.
  • Boomerang:
    • Change The more traditional Boomerang has replaced the Gale Boomerang, functioning as it did in Smash 64 and Melee.
    • Buff Boomerang has regained its damaging hitbox while returning, allowing Link to interrupt opponents' attacks and perform combos more reliably than he could with Gale Boomerang's returning windbox.
    • Buff It deals more damage (7% → 8% (clean), 5% → 6% (late)), which increases further if used as a smash special move (7% → 9.6% (clean), 5% → 7.2% (late)). In addition, the returning hitbox deals 3% damage.
    • Buff Its throw distance has been increased.
    • Nerf It damages Link if it gets reflected back at him.
    • Nerf It has received negative shield damage (0 → -4 (clean), -3 (late)), effectively dealing half its usual damage to shields.
    • Nerf Due to the removal of the Gale Boomerang, Link can no longer perform the Gale Guarding technique.
    • Change Boomerang travels more slowly upon returning. This increases the amount of time the hitbox is active, but also increases the amount of time it takes before Link can throw it again.
    • Change Rather than simply disappearing, the Boomerang will drop to the ground and disappear in a puff of smoke if it is intercepted by another projectile.
      • Nerf The Boomerang cannot be rethrown during this animation, reducing the utility of Boomerang in trade situations.
  • Spin Attack (grounded):
    • Change Spin Attack has more vibrant graphics and generates a blue "slash" around Link. Link moves his arm while charging the move, and the Master Sword glints with light up to three times, referencing the three levels of charged attacks in Breath of the Wild. The grounded version is an inward spin.
    • Change Link has separate voice clips for grounded and aerial Spin Attacks.
    • Buff The grounded version has less startup (frame 8 → 7), with its total duration reduced as well (FAF 78 → 77).
    • Buff The grounded version's sweetspot hitbox is larger, with its sourspot smaller to compensate (3u → 3.5u, 3u → 2.8u).
    • Buff The grounded version's early and clean hits deal more knockback (early: 86 scaling → 88, clean: 48 base/86 scaling → 52/88).
  • Spin Attack (aerial):
    • Buff Each hit has a longer duration (frames 8/11/16/19/22/26/31/38/47-48 → 8-9/12-13/16-17/19-20/22-23/26-27/31-32/38-39/47-49).
    • Buff The multihits have a significantly reduced SDI multiplier (1× → 0.3×), making it much harder to escape from.
    • Change Due to the Sakurai angle sending aerial opponents at a lower trajectory (45° → 38°), the last hit is worse for KOing off the top blast line, but better for KOing off the sides.
    • Change The front hits use one large hitbox instead of 3 smaller ones (5u/4u/4u → 6u (hit 1), 5u/4u/4.5u → 6u (hits 2-3), 5u/4u/4.5u → 7u (hit 4)).
  • Remote Bomb:
    • Change The spherical Remote Bomb from Breath of the Wild replaces Bomb as Link's down special. Rather than exploding on contact or after a short time, the Remote Bomb bounces off opponents and objects, and can be launched around by attacks (including Link's). It is detonated by inputting down special again, similar to Snake's C4. Alternatively, it detonates automatically after about 30 seconds. This changes up Link's item play and recovery tactics substantially.
    • Buff Remote Bomb's 30 second fuse allows it to remain in play much longer than Bomb's 3.66 seconds.
    • Buff The explosion has a significantly larger blast radius.
    • Buff The explosion deals significantly higher knockback, improving its KO potential. It also launches opponents at a more horizontal angle, allowing it to edgeguard more effectively.
    • Buff Remote Bombs themselves can lock opponents if thrown lightly.
    • Nerf Remote Bomb's detonation has 12 frames of startup before it can damage the opponent. It also cannot be manually detonated if it is held by an opponent; if attempted, Link will try to generate another Remote Bomb, but this will fail and give him high ending lag.
    • Nerf Only one Remote Bomb can be on the field at a time, as opposed to two traditional Bombs.
    • Nerf The explosion damages Link even if opponents are caught within it.
    • Nerf The Remote Bomb itself deals less damage when hitting an opponent (5%/9% → 1%), since it no longer explodes on contact and cannot be detonated while held by the opponent.
    • Nerf Remote Bomb cannot be detonated while Link is helpless, preventing him from using his up special multiple times offstage. This hinders Link's vertical recovery.
      • Buff However, in a similar vein to Snake's C4, Link can Z-drop and quickly detonate a Remote Bomb on himself to supplement his recovery, especially at higher percents due to its higher knockback.
    • Change Remote Bomb's explosion deals consistent damage (5%/9% → 7%).
    • Change Remote Bomb lacks the flame effect.
  • Ancient Bow and Arrow:
    • Change Link's new Final Smash is the Ancient Bow and Arrow, replacing Triforce Slash. It is functionally similar to Zelda's Light Arrow and Dark Pit’s Dark Pit Staff from previous games, although it only deals a single powerful blow to the first opponent in the arrow's path along with any bystanders.
    • Buff Ancient Bow and Arrow has more horizontal range than Triforce Slash.
    • Nerf It deals significantly less damage than Triforce Slash (60% → 35%).

Update history

Link has overall been slightly buffed in game updates.

Super Smash Bros. Ultimate 1.1.0

  • Change The animation for crouching when holding an item has been adjusted.

Super Smash Bros. Ultimate 1.2.0

  • Bug fix Fixed the Invisible Bomb glitch.

Super Smash Bros. Ultimate 2.0.0

  • Buff Up aerial auto-cancels earlier (frame 47 → 43).
  • Buff Arrows from Bow and Arrows travel a longer distance (40 frames → 46).

Super Smash Bros. Ultimate 3.0.0

  • Nerf Boomerang deals less shield damage (0 → -4,5/-3/-1.5 (clean/late/returning)).

Super Smash Bros. Ultimate 4.0.0

  • Buff Link can now shield SDI if a projectile hits his Hylian Shield.
  • Change The lag for his wakeup animation has been adjusted to match the rest of the cast.
  • Bug fix Aerial Spin Attack's back hits no longer use set weight, fixing a glitch that caused their position vector to last much longer than usual and launch opponents much farther if the move was interrupted.
  • Bug fix Fixed reintroduced Invisible Bomb glitch from patch 3.1.0.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.

Moveset

  • While standing still, walking, or crouching, incoming projectiles that hit Link's Hylian Shield will deal no damage and simply push him back. It can block any amount of projectiles regardless of power.

For a gallery of Link's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   3% A downward slash, followed by an outward slash, then by an upward slash. Has slow startup for a jab, but deals above-average damage, has good reach, and its third hit is a semi-spike with high base knockback, making it useful for tech-chasing and forcing opponents near edges offstage.
3%
4%
Forward tilt   13% A lunging downward slash. It has noticeably slow startup for a tilt attack (frame 15), but deals high damage and knockback for one in return, while possessing long range, the ability to hit opponents above and slightly behind Link, and only average ending lag that makes it safe on shield if spaced properly. This attack resembles the Z-Targeting slash used by the Link from The Legend of Zelda: Ocarina of Time.
Up tilt   11% An overhead arcing slash, starting from behind. Has good juggling potential from low to mid percents, comboing into itself depending on the victim's weight and falling speed, and good KO potential at high percentages for its start-up (frame 8).
Down tilt   9% A kneeling inward slash. Has slow startup for a tilt (frame 10), but low ending lag with vertical knockback, granting it combo potential into aerials and making it safe on shield with proper spacing.
Dash attack Jump Slash 14% (tip), 13% (blade), 12% (body) The Jump Attack. It is generally the 2nd strongest dash attack in the game, KOing at around 110% from center stage when sweetspotted at the tip. However, it also has very slow startup (hitting on frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly.
Forward smash Sword Slice/Double Sword Slice 7% (blade), 14% (tip), 5%-13% (Sword Beam) A two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a natural combo into the second slash. Extremely powerful when both hits connect, being one of the strongest forward smashes in the game. If Link is at 0% damage, the first swing will launch a projectile.
13% (blade), 12% (body)
Up smash   4% (hit 1), 3% (hit 2), 11%/10%/9% (hit 3) A series of three overhead arcing slashes, the last of which launches opponents vertically. Has average startup, covers a wide range, deals high damage and can KO under 100%, but has high ending lag. The third hit deals more damage the closer opponents are to the tip of the Master Sword.
Down smash   17%/16%/14% (hit 1), 12%/11%/10% (hit 2) A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. The first hit launches opponents at a vertical trajectory, and can KO at around 100% uncharged with the strongest hitbox. The second hit is a semi-spike that has high base knockback, making it effective near edges, but deals less damage and overall knockback than the first hit.
Neutral aerial   11% (clean, foot), 9% (clean, leg), 6% (late) A flying kick. It is a sex kick with relatively low startup (frame 7), ending and landing lag. It has gained notoriety for its sheer effectiveness in Link's arsenal, as it lets him escape pressure, is safe on shield with proper timing, and can even lock and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents. Additionally, it has a rather large disjoint and can anti-air opponents reliably. As such, it is considered to be one of the best neutral aerials and one of the best sex kicks in the game.
Forward aerial   8% (hit 1), 10% (hit 2) Two alternating, spinning outward slashes. The first hit has weak knockback in order to connect into the second hit, which deals high enough knockback to be one of Link's most reliable KO options. The move deals high damage if both hits connect, and due to its low landing lag and long range, it is also safe on shield move with proper spacing and timing. However, its slow startup, high ending lag and inability to autocancel before it can be interrupted leave it easy to punish if overused.
Back aerial   5% (hit 1), 7% (hit 2) A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial, coming out on frame 5, and has low ending and landing lag, allowing it to combo into itself at low percents. The first hit can also set up various attacks on landing, including an up tilt, up smash, or most notably, a Spin Attack, the last two of which can serve as KO setups at high percents.
Up aerial Jump Thrust 15% (clean), 13% (late) The Up Thrust. It is quite powerful when clean and has a long lasting hitbox that is difficult to dodge, making it an effective KOing and juggling option. However, it has moderate startup, coming out on frame 11, can only autocancel in a full hop if done near the start, and leaves Link highly vulnerable from other positions due to its long duration.
Down aerial Downward Thrust 18% (clean), 15% (late), 11% (bounce) The Down Thrust. Upon hitting a target without fast falling, Link bounces off them and can then hit them a second time, albeit dealing less damage. The clean hit is a powerful meteor smash against aerial targets, while also dealing high knockback to grounded targets, KOing them at around 125%. Like up aerial, the move has very long lasting hitboxes, which along with its disjointed range make it useful for contesting attacks from below and intercepting recoveries offstage. However, due to its very long duration, high landing lag and inability to autocancel even in a full hop, it is Link's most committal aerial.
Grab   Reaches out with one hand. A relatively fast grab, but possesses merely average range.
Pummel   1.3% Hits the opponent with the Master Sword's pommel. A fairly fast pummel.
Forward throw   3% (hit 1), 2.5% (throw) A front kick. Has little utility beyond launching opponents offstage, due to its weak power. Resembles the way Link punts objects in Breath of the Wild.
Back throw   3% (hit 1), 2.5% (throw) A side kick. Launches the victim facing away from Link and at a slightly higher angle, but it is otherwise identical to forward throw.
Up throw   5% (hit 1, blade), 4% (hit 1, tip), 2% (throw) Raises the opponent overhead and slashes them upward. Has relatively high knockback growth, which allows it to KO around 170% without rage. Against bystanders, it is a weak semi-spike with a sourspot at the base of the Master Sword; the thrown opponent is always hit by the sweetspot.
Down throw   3% (hit 1), 3% (throw) Pins the opponent to the ground and then performs an elbow drop. A reliable combo starter into his up tilt, up smash, neutral aerial and up aerial.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slashes in front of himself and then behind himself.
Floor attack (back)
Floor getups (back)
  7% Slashes in front of himself and then behind himself.
Floor attack (trip)
Floor getups (trip)
  5% Slashes in front of himself and then behind himself.
Edge attack
Edge getups
  9% The Crouch Stab from The Legend of Zelda: Ocarina of Time. Performs a thrust while climbing up.
Neutral special Bow and Arrows 4% (uncharged), 12% (fully charged), 6% (uncharged, two arrows), 18% (fully charged, two arrows), 2.1%-3.9% (thrown arrow) Wields the Traveler's Bow and fires an arrow forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for gimping recoveries and pressuring opponents from afar. Upon hitting the ground or a wall, the arrows also linger for a while before disappearing, during which they can be picked up and thrown as items. If Link uses this move with an arrow picked up, he will fire two arrows at once, greatly increasing the damage dealt to opponents.
Side special Boomerang 8% (clean), 6% (late), 9.6% (clean, smash thrown), 7.2% (late, smash thrown), 3% (return) Throws a Boomerang, which flies forward and then returns to Link. On the way forward, it launches enemies vertically with high base knockback, and on the way back, it launches them towards Link with weaker knockback, allowing it to set up combos. It can be angled up or down, and inputting it like a smash attack increases its damage, as well as the distance it can travel.
Up special Spin Attack 14%/12%/9%/7% (grounded, blade), 11.2%/9.6%/7.2%/5.6% (grounded, tip), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5) A spinning, outward attack, with Link using his sword. Much like in the The Legend of Zelda series, it is a powerful attack, and can be charged on the ground for even higher damage and knockback. Conversely, an aerial Spin Attack is a series of spinning, inward slashes and is Link's primary recovery move, covering respectable vertical distance, but minimal horizontal distance. The grounded version is a fast out of shield option and decays on damage over time, KOing at around 120% uncharged with the strongest hit, while the aerial version deals up to 5 hits and can KO reliably near edges.
Down special Remote Bomb 1% (throw), 7% (detonation) Pulls out a Remote Bomb, which can be thrown as an item. After throwing it, using the move again has Link detonate the Remote Bomb with his Sheikah Slate, creating a large blue explosion. The Remote Bomb has a maximum duration of about 30 seconds before detonating automatically, and can be knocked back by attacks, which also causes it to damage opponents in range. The Remote Bomb's throw deals low damage and knockback, but its explosion is significantly more powerful, having enough knockback to KO at around 180% from center stage with no rage. The explosion hurts Link as well if he is in range, which has its pros and cons; while being detrimental to him if he detonates the Remote Bomb with opponents too close to him, it also gives him a useful bomb recovery, especially at high percents.
Final Smash Ancient Bow and Arrow 35% Pulls out the Ancient Bow and fires an Ancient Arrow straight forward, which explodes upon impact with the nearest opponent in its line of fire. It deals low damage compared to other Final Smashes.

On-screen appearance

Glides in on his Paraglider, and pulls out his sword.

Taunts

  • Up Taunt : Swings the Master Sword twice and twirls it behind him before sheathing it. It is very similar to his victory pose in The Legend of Zelda: Twilight Princess, which he performs after learning a Hidden Skill or defeating a boss/particularly difficult enemies.
  • Side Taunt: Holds the Master Sword in front of him with both hands as it glows blue, then puts it aside. Similar to Ike's up taunt.
  • Down Taunt: Assumes a Fujian White Crane-like stance while rearing the Master Sword behind his head. Loosely based on the attacking pose used by the Link from Zelda II: The Adventure of Link.

Idle poses

  • Assumes a battle stance.
  • Looks behind him.

Victory poses

  • Left: Swings his sword three times and looks to his right (his "character chosen" animation in the original Super Smash Bros., but ends with him facing a different direction).
  • Up: Stabs with his sword, then holds it up, giving off a battle cry.
  • Right: Lightly swings his sword, then turns his back to the camera and sheaths it. Based off of Link's victory pose in The Legend of Zelda: Twilight Princess.
0:07
A flourished and abridged remix of the theme that plays when Link obtains a piece of the Triforce in the original Legend of Zelda and has since become the main theme of the Zelda series.

In competitive play

In the beginning of Ultimate's metagame, many players thought of Link to have significantly improved from SSB4, recognizing the increased reach of his sword, the return of his previous Boomerang from Smash 64 and Melee, his improved mobility, most of his aerials being safe on shield, most notably his neutral air, and the versatility of his new Remote Bomb special. Compounded with Salem's strong success with the character at majors and supermajors like Glitch 6 and GENESIS 6, Link would receive an extremely positive reception from the community, where he would be regarded as a high tier or even a top tier character (with Dabuz at one point considering him to be a top 3 character).

However, overtime, Salem would eventually drop the character for Snake; coupled with Link's small playerbase, this would cause his results to diminish considerably. As a result, Link's tier placement would become a subject of debate by many players, with some pointing out that despite his improvements, Link continues to retain the same issues from his previous counterparts, most notably his sluggish frame data. However, though Link's results have been sparse, T has begun to show strong signs of success with the character, being the first Link player to place top 8 at a S-Tier with 2GG: Kongo Saga as well as making other notable placements at regionals and majors, while also defeating high level players such as Marss, Raito, and Zackray. As a result, most players think of Link as a high tier character once again, garnering him a mostly positive reception from the community overall, albeit not to the same degree as before.

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Active

Inactive

Classic Mode: A Quest to Seal the Darkness

Link's congratulations screen.

Link's opponents are all affiliated with darkness, referencing the main goal of every game in his series: to destroy darkness.

Round Opponent Stage Music Notes
1 Dark Pit Dark Pit (SSBU) Reset Bomb Forest Dark Pit's Theme
2 Giant Ridley Ridley (SSBU) Norfair Vs. Ridley
3 Bayonetta Bayonetta (SSBU) Umbra Clock Tower One Of A Kind
4 Dark Samus Dark Samus (SSBU) Frigate Orpheon Boss Battle 4 - Metroid: Samus Returns
5 Ganondorf Ganondorf (SSBU) Gerudo Valley Gerudo Valley Zelda Zelda (SSBU) is the player's CPU ally.
6 Link Link (SSBU) Temple Great Temple / Temple If using the Dark Link costume, default Link Link (SSBU) appears as the enemy.
Bonus Stage
Final Ganon Sacred Realm Calamity Ganon Battle - Second Form

Credits roll after completing Classic Mode. Completing it as Link has Title Theme - The Legend of Zelda accompany the credits.

Character unlock tree

Link's Classic Mode character unlock tree includes the following characters in order:

  1. King K. Rool
  2. Ice Climbers
  3. Simon
  4. Meta Knight
  5. Snake
  6. Young Link
  7. Richter
  8. Toon Link

Each character can be unlocked by clearing Link's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.

Role in World of Light

Finding Link in World of Light

Link was among the fighters summoned to the cliffside to fight the army of Master Hands.

During the opening cutscene, Link was present on the cliffside when Galeem unleashed his beams of light. Link successfully deflected three beams of light with his shield (staying true to the shield's unbreakable nature), but he lost his footing on the third blow, and was vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding Kirby).

Link is unlocked near a Sheikah Tower when taking Villager’s route. The player must defeat Don's spirit to access his unlock battle.

Fighter Battle

No. Image Name Type Power Stage Music
03
Link SSBU.png
Link
Shield
Shield
3,600 Great Plateau Tower (Ω form) Main Theme - The Legend of Zelda: Breath of the Wild

Template:-

Spirits

Link's Fighter Spirit can be obtained by completing Classic Mode as him. It is also available periodically for purchase in the shop for 500 coins. Unlocking Link in World of Light allows the player to preview the second spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, various incarnations of Link make an appearance in various Primary and Support Spirits.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
183 Darknut The Legend of Zelda Series Link Link (SSBU)
Shield
3,800 Bridge of Eldin (Battlefield form) •Move Speed ↑
•Defense ↓
•The enemy's melee weapons have increased power
•The enemy has increased move speed when the enemy's at high damage
•The enemy gets a major stat boost when badly damaged
Main Theme - The Legend of Zelda: Twilight Princess
208 Fierce Deity Link The Legend of Zelda Series •Giant Link Link (SSBU)
Attack
13,900 Great Bay (Ω form) •Defense ↓
•Easy to Launch
•Attack Power ↑
•You are easy to launch
•You have reduced defense after a little while
•The enemy has increased attack power
Calamity Ganon Battle - Second Form
227 Fi The Legend of Zelda Series Link Link (SSBU)
Shield
9,500 Skyloft (Ω form) N/A •The enemy's melee weapons have increased power
•The enemy's FS Meter charges quickly
Ballad of the Goddess (Remix) Link (Skyward Sword)
1,086 Crispin StreetPass Mii Plaza Series Link Link (SSBU)
Mii Swordfighter Mii Swordfighter (SSBU) (Moveset 3123, Super Mushroom Hat, Standard Outfit, Normal Voice Type 7)
Shield
1,500 Onett (Battlefield form) •Item: Food •Defeat the main fighter to win
•The enemy becomes more powerful after eating
•The enemy breathes fire
Personal Trainer: Cooking
1,233 Glory of Heracles Hero Glory of Heracles Series Link Link (SSBU)
Shield
3,700 Wuhu Island (Swaying Bridge) •Defense ↑ Stamina battle
•The enemy has increased defense after a little while
Revolt -Striving for Hope-
1,247 Frey & Freya Zangeki no Reginleiv Link Link (SSBU)
Robin Robin (SSBU)
Attack
3,700 Reset Bomb Forest •Giant •The enemy's melee weapons have increased power
•The enemy's magic attacks have increased power
•You are giant
Save the World, Heroes! Frey

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
187
Marin Spirit.png
Marin The Legend of Zelda Series Zelda Zelda (SSBU)
Link Link (SSBU)
Shield
4,600 Tortimer Island (Battlefield form) •Hazard: Slumber Floor •The floor is sleep-inducing
•Timed battle
Tal Tal Heights Link (Link's Awakening)
238 Zelda (Breath of the Wild) The Legend of Zelda Series Zelda Zelda (SSBU)
Link Link (SSBU)
Inkling Inkling (SSBU)
Donkey Kong Donkey Kong (SSBU)
Falco Falco (SSBU)
Zero Suit Samus Zero Suit Samus (SSBU)
Shield
9,200 Great Plateau Tower N/A Stamina battle
•Reinforcements will appear after an enemy is KO'd
•Defeat an army of fighters
Main Theme - The Legend of Zelda: Breath of the Wild Link (Breath of the Wild)
1,328 Hero's Comrades DRAGON QUEST Series Ike Ike (SSBU)
•Tiny King Dedede King Dedede (SSBU)
Zero Suit Samus Zero Suit Samus (SSBU)
Sheik Sheik (SSBU)
•Tiny Robin Robin (SSBU)
Zelda Zelda (SSBU)
Link Link (SSBU)
Shield
13,300 Yggdrasil's Altar N/A •The enemy has increased melee-weapon damage and move speed
•The enemy's smash attacks have increased power
Stamina battle
The Hero Goes Forth with a Determination Erik

Alternate costumes

Alternate costume (SSBU)
Link (SSBU) Link (SSBU) Link (SSBU) Link (SSBU) Link (SSBU) Link (SSBU) Link (SSBU) Link (SSBU)

Gallery

Character Showcase Video

Trivia

  • Ultimate marks the first time in the Smash series where Link does not wear his trademark green tunic as his default outfit, as well as the first time Link no longer has his Goron and Zora tunics from Ocarina of Time as his respective red and blue alternate costumes. His new red and blue costumes are based on armor sets from Breath of the Wild - the Hylian Tunic and the Royal Guard Uniform, respectively.
    • Ironically, Link's Champion's Tunic cannot be dyed in Breath of the Wild despite being the base for four of his costumes in Ultimate. His Hero of the Wild set can be dyed, but the colors used for the other three costumes based on this outfit are not possible in Breath of the Wild.
    • Despite being recolored versions of the Hero of the Wild outfit, neither his Fierce Deity nor his Twilight Princess-inspired costumes appear to expose his knees. This is in line with how both outfits appear in their respective Zelda games. Additionally, if one views him wearing these costumes during gameplay, then one can tell that his trousers were indeed lengthened due to the appearance of seams and other fabric detail and not just simply recoloring his legs.
    • Despite Link's default design lacking a cap, Kirby still gains his familiar green cap when copying Link.
    • Link's Skyloft-based alternate costume (now a white recolor of his Champion's Tunic) is the only one of his eight costumes in this game that does not appear in Breath of the Wild.
    • Link's Tunic of the Wild-based costume somewhat resembles Link's design in both A Link to the Past and A Link Between Worlds (which also inspired Zelda's design in this game), particularly the tunic's brown-colored sleeves, and having his knees completely exposed. This is best seen if Link (while wearing this costume) and Zelda are both on the stage at the same time.
  • Ultimate is the first Smash game where Link does not use a tether; however, his doppelgängers Young Link and Toon Link still use one.
  • Link's codec was the only conversation to be changed from Brawl, omitting Otacon's mention of the hookshot.
  • Ultimate is the first Smash game where Link does not use recycled voice clips from his respective Zelda games; this also applies to Ganondorf.
    • By extension, Ultimate marks the first time in which any incarnation of Link (including Young Link and Toon Link) has new voice clips recorded for Smash as opposed to reused ones from the Zelda series.
  • This is the first game where Link is not left-handed, matching Breath of the Wild; this resulted in multiple animation changes.
  • In the E3 demo of the game, Link's portrait used his in-game model instead of his official artwork. This was also the case for Mario, Pikachu and Villager.
    • Coincidentally, all four of these characters were playable in the Super Smash Bros. for 3DS demo.
  • Link is one of the five veterans from Smash 4 to have their Boxing Ring alias changed in Ultimate, the others being Kirby, King Dedede, Mega Man, and Ryu.
  • Link is ranked #3 on Ultimate's roster, which is coincidentally the same number of playable Links in the game as well as the same number of pieces in the Triforce, as well as the number of sides of a triangle.
  • While Link's Smash series amiibo is based on his SSB4 appearance and does not match his Ultimate design, he possesses an amiibo in the Breath of the Wild line that matches his incarnation in Ultimate (despite possessing different weapons) and is identical to his Fighter Spirit.
  • In Link's Hero of the Wild outfit, there's a gap on his right arm.[1]
  • One of Link's Tip's talks about how Link's name is only in five titles in the series, and that one is trickier to remember than the others. These games are Zelda II: The Adventure of Link, The Legend of Zelda: A Link To the Past, The Legend of Zelda: Link's Awakening, The Legend of Zelda: A Link Between Worlds, and the one that is "trickier to remember" being Link's Crossbow Training.
  • Link is the most common opponent for Classic Mode routes, as he appears in 20 different routes.
  • Despite his Twilight Princess incarnation (which based his designs in Brawl and SSB4) being retired after this game, the Twilight Princess version of Link still makes an appearance in Ultimate as a spirit, although in his Wolf form.
  • Marketing for Ultimate depicts Link as a mascot of the game alongside Mario with roughly equal status for the first time in the series; for instance, Mario and Link were the two most prominent veterans teased for the game in March 2018, they are the two most prominent characters on the "Everyone is Here" cast artwork, and were shown on interstitial screens to represent the game at EVO 2019.
    • The only cases in which Link does not share prominence with Mario are the How to Play video (depicting Mario and Bowser as has been tradition), the Controls menu (due to the fact that only one character is used to test controls), and Adventure Mode: World of Light (as Mario is the first required unlock while Link can be skipped over, although Kirby is the mode's de facto starter character). While Mario is marginally more prominent on the boxart for Ultimate, it still depicts him and Link as a mascot duo.
  • Interestingly, although Link has a new side taunt, an unused model of the fairy from his previous side taunt (which is given to Young Link instead in this new game) remains in his character files.[2]
  • When fighting off the fifty puppet fighter army as Master Hand in World of Light, Link is one of the eight fighters fought there, being affiliated with Galeem.

References