Super Smash Bros. 4

Link (SSB4)

Revision as of 19:35, October 31, 2016 by Beep (talk | contribs) (→‎Notable players: All what I could do...)
This article is about Link's appearance in Super Smash Bros. 4. For the character in other contexts, see Link.
Link
in Super Smash Bros. 4
Link
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Triforce Slash
Tier F (43)
Link (SSB4)

Link (リンク, Link) is a playable character in Super Smash Bros. 4. His return to the series was confirmed on June 11th, 2013 during the E3 2013 Nintendo Direct.[1] Additionally, he was also among the first wave of amiibo that are compatible with SSB4. Like in Super Smash Bros. Brawl, Akira Sasanuma reprises his role as Link's voice actor, albeit via voice clips recycled from The Legend of Zelda: Twilight Princess.

Link is currently ranked 43rd out of 58 on the tier list, placing him at the bottom of the F tier. This is a noticeable improvement from his bottom-tier placement in Brawl, where he was ranked 35th out of 38. Link's possesses multiple projectiles in the form of his Hero's Bow, Gale Boomerang and Bomb, each of which serve as great tools for combos, camping, gimping, and disrupting approaches. In addition to his projectiles, Link's Master Sword grants him a disjointed reach and is quite powerful. Aside from his retained strengths, his recovery has been greatly buffed from Brawl thanks to Spin Attack covering noticeably more distance, which is further supplemented by to his Clawshot's ability to function as a tether grab and his Bomb's ability to remove him from helplessness. As a heavyweight, his respectable durability allows him to take advantage of the rage mechanic introduced in SSB4, which further bolsters his already powerful attacks.

However, Link remains held back by his relatively sluggish frame data. He has moves that are quite easily punishable if they are whiffed, while his heavy weight and slow mobility without super glide tossing render him vulnerable to combos, especially from the fast, rushdown-oriented characters that are prevalent in the metagame. Despite Link's new assets, several of his fellow veterans gained more significant buffs, which downplays the effects that his own buffs grant him in competitive play.

Although he has a number of dedicated mains to his credit, such as Scizor, T and Izaw, Link's early tournament results have been mediocre at best. However, his results have recently improved, to the point that he has achieved top 8 and 16 placements more frequently, and even at national level, T has been achieving high placings. This in turn has brought up some debate within the community over whether Link is truly a low-tier character.

Attributes

Link is a heavyweight and the majority of his attributes are largely reflective of his weight class. His only attribute that is atypical of a heavyweight is his walking speed, which is above average. Like his alternate timeline counterpart, 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 or walking. Like Toon Link, Link also wields his respective version of the Master Sword, which grants him good range, a disjointed hitbox and above average strength, the latter of which is most evident in his forward tilt, smash attacks, dash attack and Spin Attack. However, his forward, up and down aerials also boast impressive power while possessing certain traits: his forward and down aerials can hit twice, his up aerial has a long-lasting hitbox, and his down aerial can meteor smash. Link also has a kill throw in his up throw along with his down throw being a setup to his powerful up aerial.

Link is one of the handful of characters in SSB4 with a tether grab, with his Clawshot being a useful supplement to his zoning, combo and recovery potentials. Although its damage output has been lowered since Brawl, Clawshot still boasts impressive range, has no landing lag and comes out even faster than before. It also assists his combo game, due to his down throw's impressive combo potential. Lastly and most importantly, Clawshot is a pivotal part of Link's recovery, especially due to his sluggish mobility.

Link's special moves all have their uses. Hero's Bow is a strong option against characters who struggle at approaching and is good for providing long-ranged pressure. Gale Boomerang is a decent spacing option and has follow-up potential upon contact or via its wind-based drag effect. Gale Boomerang's drag effect also grants it gimping potential in the form of Gale Guarding. Spin Attack's overall recovery distance has noticeably improved since Brawl, while its already impressive power has been further increased, which in turn improves its KO potential or as a way to punish rolls. However, Link's Bomb is perhaps the most versatile weapon within his arsenal due to its utility. Throwing a Bomb at a foe can cause enough hitstun to help Link's approach and/or set up combos. Conversely, if the opponent shields it, the Bomb simply bounces off, allowing it to be used for spacing. Even holding a Bomb long enough for it to explode can be useful; while doing so damages Link, it gives him a small vertical boost and removes him from being helpless, aiding his recovery and/or allowing him to break out of combos. Bomb can also be super glide tossed, which noticeably supplements his mobility. Additionally, Link is one of only two characters (the other being R.O.B.) that is capable of super glide tossing forward and being capable of generating an item to utilize it. When combined with the overall fastest item throw animations in the game, Link's Bomb allows him to pressure opponents at a deceptively fast speed.

Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in SSB and Brawl, it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as Sheik. As a result, he must make good use of reads, spacing and camping to avoid giving the advantage to such characters. To this end, his neutral aerial is a sex kick that allows him to break out of many combos, and is therefore one of his most useful moves, however, it still isn't particularly fast despite being one of his fastest moves. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial.

Overall, Link is a capable zoner and spacing-oriented character and a popular choice among beginners, who must also take note of some difficult techniques that are associated with him. However, unlike his fellow beginner-friendly characters Mario and Cloud, Link is a generally defensive character who relies on appropriate use of both camping and his combo game to be successful, which is often dependent on the matchup. Additionally, his playstyle can be difficult to utilize at higher levels of play, mainly due to the speedy and combo-oriented characters that are prevalent in the metagame.

Changes from Brawl

Link has been significantly buffed in his transition from Brawl to SSB4. As he received many faster and stronger attacks in exchange for slightly lowered damage outputs, these buffs overall outweigh the nerfs. Both his ground and aerial games have been improved, and his combo game has strengthened as a whole. His grab game has also considerably improved, with some grabs having better angle placements or knockback altogether. He also is a potent edgeguarder, with his down aerial now capable of meteor smashing, as well as more offensive options against opponents on the ledge. Additionally, significant buffs to Spin Attack and Clawshot improve his recovery, which in turn further improves his excellent survivability. Lastly, his camping game has also been improved due to his projectiles, most notably his Bomb, having been buffed.

Link also benefits from the general physics changes brought about by SSB4. The edge trump mechanic further improves his recovery, while the rage mechanic further boosts his power and can be utilized well due to his excellent survivability. Lastly, Link is one of the only characters to not be noticeably affected by the general nerf to camping. Ultimately, Link is significantly better than how he was in Brawl and is virtually as good as was in Melee, although his current viability is somewhat debatable due to the majority of the returning cast having also been buffed to varying degrees.

Aesthetics

  •   Link once again appears as his The Legend of Zelda: Twilight Princess incarnation. However, instead of retaining the subdued color scheme used in Twilight Princess that was also carried over to Brawl, his overall color scheme is now noticeably brighter to appear inline with the more vibrant aesthetics used within SSB4. This is coincidentally similar to Link's appearances in other games within The Legend of Zelda series that use a more vibrant aesthetic than Twilight Princess. Additionally, his hair is now of a significantly higher visual quality than in Brawl.
  •   The Master Sword's trail is now blue with white accents that produces afterimages, rather than a blue blur.
  •   Idle stance's animation has changed.

Attributes

  •   Link walks slower (1.2 → 1.188).
  •   Link dashes faster (1.328 → 1.3944).
  •   Link's air speed is faster (0.8084 → 0.88).
  •   Link's gravity is higher (0.089 → 0.096).
  •   Backward roll's animation has changed. It is now based on the ones used by the Link from The Legend of Zelda: Ocarina of Time.
  •   Dash item throw's animation has been sped up to 18 frames, making it the fastest in the game. This improves his item projectile game.
  •   The Hylian Shield can now block projectiles even while walking. Additionally, Link now flinches when a projectile or Bomb explosion hits his Hylian Shield, making it more reliable when attempting to block multiple projectiles. It normally blocks any projectile in front of him, even while crouching or during idle poses. As well, the change to the idle stance animation will always have Hylian Shield in front of Link when standing, like in Melee.

Ground attacks

  •   Neutral attack's first and second hits deal less damage (4% (hit 1)/3% (hit 2) → 2.5% (both)).
  •   Forward tilt has decreased ending lag.
  •   Up tilt has significantly increased knockback, granting it KO potential.
  •   Down tilt deals 1% less damage (12% → 11%) and has significantly decreased knockback. However, it comes out faster and has improved combo potential.
  •   Link has a new dash attack, the Jump Attack. Compared to the previous dash attack, it is significantly stronger, to the point of KOing under 150% and lower if the Master Sword's tip lands. It also has a much larger hitbox and launches opponents horizontally, vertically, diagonally and even backward depending on which hitbox connects, which allows for follow-ups.
  •   Dash attack has considerably increased start-up lag (8 frames → 20) compared to the previous dash attack.
  •   Forward smash deals less damage (15%/20% → 14%/13%) and its second hit has increased ending lag.
  •   Forward smash is stronger, with its first hit being able to KO if it hits near or at the Master Sword's tip. Additionally, its second hit is stronger and can follow up from the first hit like Toon Link's.
  •   Forward smash's sourspot's position has been altered and portions of it are now irreversible.
  •   The window of time that the attack button can be pressed after the first hit of forward smash in able to activate the second hit has been significantly tightened, leading to less accidental activation of the second hit, but making it so that one cannot use the delay as much in order to hit with the second hit.
  •   Up smash's last hit deals 1% more damage (10%/9%/8% → 11%/10%/9%), its hits connect together better and it deals significantly increased knockback, improving its KO potential.
  •   Down smash's first hit deals more knockback while its second hit is now a powerful semi-spike, improving its KO potential.
  •   Down smash's first hit's angle has been slightly altered.

Aerial attacks

  •   Clean neutral aerial no longer has a consistent damage output (10% → 11%/9%) due to consisting of two hits instead of one.
  •   Late neutral aerial has decreased knockback overall and decreased ending lag, granting it combo potential.
  •   Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%), is much faster and has decreased ending and landing lag.
  •   Back aerial deals 3% less damage (4% (hit 1)/7% (hit 2) → 3%/5%).
  •   Back aerial has decreased start-up lag.
  •   Up aerial has an altered animation where Link now leans more backwards in the air while thrusting upwards more fiercely; this briefly makes Link's hurtbox shorter, which improves its juggling and KO potentials on top of a more disjointed hitbox for more accuracy. It also has decreased ending and landing lag that improves its safety overall.
  •   Clean and late down aerial deals less damage (22% (clean)/18% (late) → 18%/15%).
  •   Down aerial's bouncing hit deals 3% more damage (8% → 11%). It can now meteor smash during its start, similarly to Toon Link's in Brawl. However, it does not meteor smash grounded opponents, allowing it to connect into a second hit. It also has increased range and significantly decreased ending and landing lag, improving its safety when bouncing off opponents and allowing Link to recover if falling off-stage.
  •   Clean down aerial deals 4% less damage (22% → 18%) and it now KOs around 110%-130% instead of under 75%, hindering its KO potential. It is also more difficult to land.
  •   Grab aerial deals 4% less damage (10% → 6%).
  •   Grab aerial has significantly increased range as a tether recovery and comes out significantly faster as an attack.

Throws/other attacks

  •   All grabs have decreased start-up and ending lag.
  •    Prior to update 1.0.8, grounded Clawshot came out shorter and dropped, but also ended faster. However, this was merely aesthetic.
  •    Grounded Clawshot's animation has changed. It no longer falls to the ground as it retracts, much like the Hookshot in SSB.
  •   Forward throw has decreased ending lag (39 frames → 34).
  •   Down throw's angle altered (110° → 83°), improving its follow-up potential.
  •   Down throw's second hit deals 1% less damage (4% → 3%). However, this decreases its knockback, improving its follow-up potential.
  •   Edge attack's animation has been changed. It is now a crouching thrust that resembles the Crouch Stab used by the Link from The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask.

Special moves

  •   Hero's Bow charges faster.
  •   Gale Boomerang has increased knockback and launches opponents vertically, improving its follow-up potential.
  •   Uncharged Spin Attack deals 2% more damage (12% → 14%). Both the grounded and aerial versions come out faster, end sooner and have improved KO potentials.
  •   Spin Attack's back half KOs 19% later, hindering its KO potential.
  •   Aerial Spin Attack covers significantly more vertical and horizontal distance.
  •   Bomb deals 1% more damage at Link's or the opponent's feet when thrown from the ground (7% → 8%). It also deals consistent damage at Link's or the opponent's feet when smash thrown from the air (5%-9% → 9%).
  •   If a Bomb explodes due to colliding with an opponent, the explosion no longer hurts Link. Bomb's fuse is also shorter and Link can attack and detonate it in midair after throwing it, improving its recovery potential. Additionally, Bomb now blocks large projectiles, such as a fully charged Charge Shot and a fully charged Aura Sphere, granting it defensive potential.
  •    Bomb is bigger. However, this is merely aesthetic.
  •   Triforce Slash deals 23% less damage (83% → 60%).

Update history

Link has been heavily buffed via game updates. In update 1.0.4, the knockback of the first hit of his forward smash was lowered, allowing it to connect better into the second hit. In update 1.0.6 though, he received a mix of buffs and nerfs, which hindered his KO and damage racking potentials, but improved his range and combo game. However, update 1.0.8 brought Link significant buffs in the form of a much more effective grab game and better KOing options, the latter of which helped mitigate the nerfs to his KOing potential that update 1.0.6 brought. In update 1.1.0, his grab game was slightly buffed, as his dash and pivot grabs each became 1 frame faster. Updates 1.1.3 and 1.1.5 also brought several buffs, which further increased his already high KO potential. Finally, he was indirectly buffed due to the changes on the shield mechanics in updates 1.1.0 and 1.1.1, as the increased shieldstun and the fact that hitlag modifiers now apply on shielding opponents improve Link's close-range game by making his moves safer on shield. This has resulted in him being viewed as a better character than how he was during the initial release of SSB4.

  1.0.4

  •   Non-tipped forward smash's first hit's has lower base knockback (60 → 47), allowing it to more reliably lead into the second hit.
  •   Link can no longer throw a bomb with down special to cancel landing lag (outside of special moves which already could not be canceled).
    •   This hinders the safety of his aerials and air dodge, hinders the combo potential of his aerials and it prevents Link from canceling hitstun if he lands while in non-tumble hitstun.
  •   Link can no longer throw a bomb with down special to cancel tumble hitstun.
    •   This not only makes Link considerably more susceptible to combos, since he can no longer throw a bomb to cancel the hitstun and act sooner but this also considerably hinders his endurance, since he can no longer throw a bomb and then utilise momentum canceling to survive longer.


  1.0.5

  •   Hylian Shield now blocks Fox's and Falco's Blasters, improving its reliability.
  •    Quickfire Bow and Power Bow now behave like they do in the   version. The Quickfire Bow charges faster, comes out earlier and ends sooner, while the Power Bow functions oppositely.

  1.0.6

  •   Uncharged Spin Attack deals 2% more damage: 12% → 14% and KOs 17% earlier, improving its KO potential.
  •   Spin Attack's back half KOs 19% later.
  •   Spin Attack comes out 3 frames faster and ends 4 frames sooner.
  •   Spin Attack and Shocking Spin Attack's second hitboxes' Z-offsets increased: 6.6 → 7.
  •   Neutral attack's first hit ends sooner: 27 frames → 19. It also no longer has any interruptibility frames, removing Link's "jab cancel death combo".[1]
  •   Non-tippered dash attack deals 1% less damage: 13% → 12% and its knockback growth decreased: 78 → 72, hindering its KO potential.
  •   Dash attack comes out 1 frame faster: frame 21 → 20.
  •   Down tilt's knockback growth decreased. This hinders its KO potential, but improves its combo potential.
  •   Forward smash's sourspot's position has been altered.
  •   Parts of forward smash have been made irreversible.
  •   Down aerial's range increased by 50%.

  1.0.8

  •   Down tilt deals 1% less damage: 12% → 11%, its knockback decreased and it comes out faster. This hinders its KO potential, but improves its combo potential.
  •   Up smash's hits connect together better, with all three hits now connecting when the move lands and the first two hits now dragging the opponent toward Link instead of stunning them.
  •    Clawshot now behaves like it does in the   version. Clawshot's range has been doubled in terms of length and grab distance, it grabs just before it droops back down to the ground and Link's standing grab has been sped up by 2 frames.
  •   All grabs' ending lag decreased: 66 frames/77 frames/79 frames → 61/65/66.
  •   Forward throw's ending lag decreased: 39 frames → 34.
  •   Down throw's launching angle altered: 110° → 83°, improving its follow-up and juggling potentials.
  •   Down throw's second hit deals 1% less damage: 4% → 3%. This decreases its knockback, but improves its follow-up and juggling potentials.
  •   Spin Attack's knockback growth increased: 84 (stage 1)/80 (stage 2)/80 (stage 3) → /85/85/82, improving its KO potential.
  •   Stage 2 Shocking Spin Attack's knockback growth increased: 80 → 82, improving its KO potential.

  1.1.0

  •   Dash and pivot grabs come out 1 frame faster.
  •   Spin Attack's hitbox placements adjusted.

  1.1.1

  •   Shocking Spin received a hitbox that deals 14% and its original hitboxes deal more damage: 14%/9%/7%/5% → 16%/11%/12%/8%/6%.

  1.1.3

  •   Forward smash second hit knockback growth: 85 → 89.
  •   Down smash first hit angle: 75° → 78°.
  •   Down smash's first hit's knockback altered: 26 (base)/90 (growth) → 40/88. This allows it to KO slightly earlier.
  •   Forward aerial first hit damage: 8% → 11%.
  •   Forward aerial first hit base knockback: 10 → 20.
  •   Forward aerial first hit knockback growth: 132 → 130.
  •   Forward aerial second damage: 10% → 13%.
  •   Forward aerial second hit knockback growth: 105 → 100.
  •   Down aerial no longer meteor smashes grounded opponents.
  •   Down aerial has a new early hitbox designed to hit only grounded opponents; it deals less knockback (25 base/40 growth) and launches at an angle of 55° instead of meteor smashing. This allows Link to hit foes a second time with the attack right after bouncing off them, dealing a massive amount of damage (26% if both hits connect), which works until they reach about 60% damage.
  •   Down aerial's second bounce deals more damage: 8% → 11%.
  •   Spin Attack and Shocking Spin are slightly faster.


  1.1.5

  •   Down smash hit 2 KBG: 57 → 63
  •   Dash attack KBG: 78/72 → 85/77
  •   Dash attack angles: 45/60/70° → 45/50/55°


Moveset

  Name Damage Description
Neutral attack   2.5% A diagonal slash, followed by a horizontal slash, followed by a thrust. It is a natural combo with fast start-up and little knockback, but can also be jab canceled. It appears to be loosely based on the final blow that the Link from The Legend of Zelda: Ocarina of Time dealt to Ganon.
2.5%
5%
Forward tilt   13% A downward slash. It has moderate start-up, but has good range and above average knockback for a tilt attack. It resembles the standard Z-Targeted slash used by the Link from Ocarina of Time and The Legend of Zelda: Majora's Mask.
Up tilt   9% An overhead arcing slice. Has good juggling potential at low percentages, great combo potential at medium percentages, and decent KOing potential at high percentages.
Down tilt   11% A crouching inward swipe. Deals vertical knockback, which grants it good combo potential, while its fast start-up and ending lag makes it somewhat safe on shield. It can also meteor smash opponents in contact with the base of the Master Sword to Link's arm, except for those hanging on edges as of update 1.0.6.
Dash attack Jump Attack 14% (tip), 13% (non-tip) A leaping downward slash that has been used by every Link since Ocarina of Time. Deals horizontal knockback when tipped and vertical knockback when hit close, and will KO at early percentages. Has high start-up and ending lag, making it very punishable if whiffed or used recklessly.
Forward smash   14% (tip), 7% (non-tip) A lunging downward slash. The Master Sword's base has extremely minimal knockback, which enables it to naturally combo into an optional second hit. The first hit deals good damage and knockback when tipped, while the second hit deals greater knockback.
13% (tip), 12% (non-tip)
Up smash   4% (hit 1), 3% (hit 2), 11%/10%/9% (hit 3) Three overhead arcing slashes. The first two hits naturally combo into each other, while the third hit finishes the combo. Can KO before 100%.
Down smash   17%/16%/14% (hit 1), 12%/11%/10% (hit 2) A crouching outward slash in front of himself and then behind himself. The first hit launches opponents at a vertical trajectory while having slightly increased damage and knockback the closer one is to Link. Conversely, the second hit is a powerful semi-spike with slightly increased damage and knockback on the Master Sword's blade.
Neutral aerial   11%/9% (clean), 6% (late) A flying kick. It is a sex kick with relatively fast start-up and little landing lag. Deals more damage and knockback in its first few active frames, especially at Link's foot, while its late hitbox deals minimal knockback. Overall, this is one of Link's most useful moves, as it allows him to break opponents' combos or start his own.
Forward aerial   11% (hit 1), 13% (hit 2) Two alternating outward slashes while spinning 360˚. The first hit has more knockback, while the second hit can only connect if the first hit does not or if the opponent has low damage. Has good KOing potential.
Back aerial   3% (hit 1), 5% (hit 2) A back kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very little landing lag, but deals low damage compared to his other moves.
Up aerial Up Thrust 15% (clean), 13% (late) A leaping upward thrust used by the Link from Zelda II: The Adventure of Link. It has moderate landing lag unless used alongside a full hop. It is quite powerful and has a long-lasting hitbox that is difficult to dodge, making it a good KOing and juggling option.
Down aerial Down Thrust 15% (early), 18% (clean), 15% (late), 11% (bounce) A leaping downward thrust used by the Links in Zelda II: The Adventure of Link, The Legend of Zelda: Four Swords, The Legend of Zelda: Four Swords Adventures and The Legend of Zelda: The Minish Cap. It is possible for Link to "bounce" on opponents into a second hit, provided he is not fast falling. The early hit is a powerful meteor smash. Has a strong non-meteor smash hitbox afterward that is capable of KOing under 130%. However, it is more difficult to land the clean hit than the early hit, as it requires Link to hit with the rising hilt during its start-up, or immediately after the early hit, but before the weak hit.
Grab aerial Clawshot 2.5% (hit 1), 4% (hit 2) Fires his Clawshot forward in the air. Has great range and no landing lag. Link can cancel his air dodge at any point via his tether, however it will not cancel the landing lag suffered from the dodge. The Clawshot also serves as a tether recovery that auto-snaps the edge, covering great horizontal distance.
Grab Clawshot Fires his Clawshot forward. In Super Smash Bros. for Nintendo 3DS, the chain snaps straight back once fully extended, like the Hookshot from SSB. In Super Smash Bros. for Wii U, the chain drags on the ground as it does in Melee and Brawl. The Clawshot grants each of his grabs very long ranges and allows him to grab aerial opponents. However, each of his grabs have high start-up and ending lag due to being tether grabs.
Pummel   2.1% Hits the opponent with the Master Sword's hilt. A fairly fast pummel.
Forward throw   3% (hit 1), 4% (throw) A front kick. Mainly used to launch opponents off-stage, but has little utility beyond that.
Back throw   3% (hit 1), 4% (hit 2) A back kick. It has similar utility to his forward throw.
Up throw   5%/4% (hit 1), 2% (throw) Raises the opponent above himself and slashes them upward. KOs opponents around 170% without rage.
Down throw   3% (hit 1), 4% (throw) Pins the opponent to the ground and then performs an elbow drop. It can combo reliably into his up tilt, up smash and aerial attacks.
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
  7% Performs a thrust while climbing up.
Neutral special Default Hero's Bow 4% (uncharged), 12% (fully charged) Equips his Hero's Bow and fires an arrow forward. Charging increases the speed, distance and damage dealt by an arrow; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for gimping recoveries or simply pressuring opponents from afar.
Custom 1 Power Bow 4% (uncharged), 20% (fully charged) At the cost of heavily increasing the charge time of the move, the arrows deal very heavy knockback when fully charged, to the point of KOing at medium to high percentages. Uncharged or partially charged arrows have extremely limited range and power, as they drop near Link's feet.
Custom 2 Quickfire Bow 4% (uncharged), 8% (fully charged) Shoots magical arrows that charge quickly and travel in a straight line. Decently spammable, but with less range and a lower maximum damage output.
Side special Default Gale Boomerang 7% (near), 5% (middle), — (far/return) Throws the Gale Boomerang that flies forward and returns to him. It damages opponents as it flies away and drags opponents toward Link during its return. It can be angled up or down, while a smash throw (which is similar to when performing the input for a smash attack) increases the distance it can travel. Unlike Boomerang, a reflected Gale Boomerang is not threatening to Link, as it will only fly past him with its non-damaging windbox.
Custom 1 Boomerang 9% (near), 7% (middle), 5% (far), 3% (return) Throws a Boomerang that functions like it did in SSB and Melee, which deals damage both when the Boomerang is thrown and when it returns. It deals more damage, damages opponents upon returning and be aimed easier, but deals less knockback.
Custom 2 Ripping Boomerang 4% (near), 2% (middle), 1.5% (far), 0.7% (return) Travels across a much shorter range and deals low damage, but also hits multiple times and adds a stunning effect to the opponents, which makes it ideal for setting up combos.
Up special Default Spin Attack 12%/9%/7%/5% (grounded), 4% (aerial hit 1), 2% (aerial hits 2-8), 4% (aerial hit 9) Spins around to perform a powerful slash. This move functions differently on the ground and in the air. A grounded Spin Attack is akin to most The Legend of Zelda games, and functions similarly to a smash attack with great knockback. Conversely, an aerial Spin Attack is used as a recovery move, which grants Link great vertical distance and can hit the opponent up to eight times.
Custom 1 Shocking Spin 16%/11%/12%/8%/6% (grounded), 4% (aerial hit 1), 1% (aerial hits 2-4), 6% (aerial hit 5), 14% (additional hitbox) A much more powerful electric version that has even greater KO power. However, the aerial version grants much less distance and has poor horizontal momentum, making it function very similarly to how Spin Attack did in SSB. The aerial version can semi-spike, but cannot hit backward.
Custom 2 Whirling Leap Deals no damage, but travels much higher and much farther, to the point that Link can perform multiple left and right movements without relying on momentum. It also makes Link leap into the air if used from the ground.
Down special Default Bomb 5% (grounded and aerial throws/smash throws at body), 8% (grounded throw/smash throw at feet), 9% (aerial throw/smash throw at feet) Pulls out a Bomb. It explodes 220 frames (3 2/3 seconds) after being pulled out, or upon making contact with a surface, an opponent, or an attack. The explosion can hurt Link, unless it hits an opponent first. When used skillfully, the explosion can remove Link from helplessness and thus allow him to perform an extra Spin Attack, improving his recovery. Oddly, it will deal more damage when it hits the opponent's feet.
Custom 1 Giant Bomb 8%-10% (grounded and aerial throws/smash throws at body, feet) Massive bombs with a large explosion hitbox, which deals more damage and knockback. However, it cannot explode when thrown at the opponent, and instead explodes based on time or an attack. Deals damage based on range.
Custom 2 Meteor Bomb 5%, 7% (grounded throw/smash throw at body), 8% (grounded throw/smash throw at feet), 5% (aerial throw/smash throw at body), 6% (aerial throw/smash throw at feet) Smaller, weaker bombs with a much shorter fuse. However, it meteor smashes anyone hit with moderate knockback. As a result, it is not practical for recoveries in any way, as the Bombs simply meteor smash Link, though it allows him to survive vertical KOs longer with luck. On the ground, it will halt opponents in their tracks due to its considerable stun.
Final Smash Triforce Slash 1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17) Emits a beam of light from the Triforce of Courage symbol on the back of his hand to stun an opponent in front of him. If the beam comes in contact with an opponent, Link dashes forward and slashes them repeatedly while they are trapped in a Triforce-shaped energy field, with the last hit being a powerful slash that launches the trapped opponent away. Can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit.

On-screen appearance

  • Appears from within a whirlwind and equips the Master Sword and Hylian Shield. It may be based on the warping animation seen upon using the Recorder.
 

Taunts

  • Up taunt: Swings the Master Sword twice and twirls it behind him before sheathing it. This is similar to his victory pose in Twilight Princess, which he performs after learning a Hidden Skill or defeating a boss or particularly difficult enemies.
  • Side taunt: Link takes out a fairy from his pocket, which proceeds to fly around him as he watches it until it returns to his pocket. This taunt references how fairies have been guides for Link in the Zelda series. While it is mainly based off the fairy cursor seen in the Wii version of Twilight Princess, the fairy is likely a reference to Link's fairy companion Navi from Ocarina of Time.
  • Down taunt: Link assumes a Fujian White Crane-like stance while rearing the Master Sword behind his head. It originates from SSB and 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
     

Idle poses

  • Assumes a battle ready stance.
  • Looks behind himself.
   

Crowd cheer

English Japanese
Cheer
Description Link! Link! Link! Rin-ku!
Pitch Group chant Group chant

Victory poses

An orchestral remix of Get Triforce Fanfare, the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda and has since become the main theme of The Legend of Zelda series.
  • Link thrusts the Master Sword forward, holds it up to his face, then thrusts it to the sky while letting out a kiai.
  • Swings the Master Sword three times and then looks to the right. It is his "character chosen" animation in SSB, albeit ending with him facing a different direction.
  • Swipes the Master Sword once, twirls it behind his head, then sheathes it. Like his up taunt, it is based on his victory pose from Twilight Princess.
     

In competitive play

Official Custom Moveset Project

Character Custom sets available
  Link 1211 1213 2211 2213 1311
1313 2311 2313 1231 3211

Notable players

 

Trophies

Link
  Green tunic? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. Jeez, just how much stuff can Link carry?
  Green clothes? Pointy hat? Yep, it's Link, all right! In this game, his sword and shield make for effective attacking and blocking, and his bow, bombs, and boomerang will spice up any battle. He's even brought his Clawshot for grabbing enemies and edges. The hero of Hyrule is really kitted out for a brawl!
 : The Legend of Zelda (08/1987)
 : The Legend of Zelda: A Link to the Past (04/1992)
Link (Alt.)
  If Link was on a desert island and could only pick one item, it'd be his powerful sword. This weapon is key to his down-air attack, a move with great launching potential and the ability to strike twice. He can also strike twice with his side smash—the second blow deals more damage and launches harder.
  Of all of his weapons, Link's sword may be the most lethal. His down air attack has incredible launching power. What's more, he'll bounce up afterwards, allowing for a follow-up strike. His side smash can also be followed up with a more powerful second blow that sends foes flying - just press the button again straight away.
 : The Legend of Zelda (08/1987)
 : The Legend of Zelda: A Link to the Past (04/1992)
Triforce Slash (Link)
  Link makes use of the Triforce of Courage to trap foes, and then he launches a 16-blow combo. The final mighty blow has the power to launch opponents off the stage. When Link prepares the attack, the ray of light he emits must strike a rival, or the attack will fail. Shielding will do nothing to stop this powerful attack.
  Link traps a foe in mid-air with the power of the Triforce of Courage, then he delivers a 16-strike sword combo. The final strike has formidable launching power. If the ray of light at the start of the attack doesn't hit, the whole thing ends there. Helpfully, though, the ray of light's range and speed are incredible, and shields won't block it.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

 
               

Gallery

Trivia

 
Link's bind pose in Super Smash Bros. for Wii U.
  • On Link's first victory animation, his eyebrows appear lighter than usual, only to revert to their original shade of color once the victory animation ends.
  • In Super Smash Bros. for Wii U, a glitch prior to update 1.1.0 enabled the player to see characters' bind poses. In Link's case, it could be seen that his bind pose was modeled in an unusual way, without forming a "T" shape like other bind poses.

References