Super Smash Bros. 4

Link (SSB4)

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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
Link (SSB4)

Link (リンク, Link) was confirmed to be a playable character in Super Smash Bros. 4 on June 11th, 2013 during the E3 2013 Nintendo Direct.[1] He was also among the first wave of amiibo figures that are compatible with SSB4. Akira Sasanuma reprises the voice of Link, but through reused voice clips from Super Smash Bros. Brawl.

Changes from Brawl

While Link has, aside from Melee, been considered one of the more sub-par characters in the history of Super Smash Bros., some of his attacks have been completely revamped and buffed significantly in the transition from Brawl to SSB4. While he has also gained some nerfs as well, the potency of his buffs has noticeably improved him regardless, such as some of his attacks having been weakened slightly, yet have had both their speed and knockback increased. Both his ground and aerial games have been improved, and his combo ability has strengthened as a whole. His grab game has also been considerably buffed, with some grabs having better angle placements or knockback altogether. He also is one of the more potent edge-guarders in the game, with a new meteor smash to boot, as well as more offensive options against opponents on the ledge. Perhaps his biggest hindrance in Brawl was his predictable and terrible recovery. But his Up-B recovery and tether recovery have both been significantly buffed, complimenting his excellent survivability.

Lastly, Link benefits from the general physics changes brought to Smash 4, such as the new edge-trump mechanic helping his already great recovery. In particular, the transition has given Link a subtle but effective buff in that he is one of the few characters that benefit heavily from the rage mechanic, as most of his attacks with rage will KO early, even at the middle of the stage; this is especially evident with his up tilt, forward tilt, dash attack, smashes, and some of his aerials. Thanks to his heavy weight, he is capable of withstanding most hits with proper DI to ensure the best use of rage.

Aesthetics

  • Change Link once again appears as his The Legend of Zelda: Twilight Princess incarnation. However, instead of retaining the subdued color scheme that was used in Twilight Princess and carried over to Brawl, his overall color scheme is, like a number of other characters, now noticeably brighter to appear in line with the more vibrant aesthetics used within SSB4.

Attributes

  • Buff Link has overall greater speed in both the air and on the ground, alongside overall less lag in his attacks.
  • Nerf Link's walk speed has decreased from 1.2 to 1.19 (1.188 exact)
  • Buff Link's dashing speed has increased from 1.328 to 1.394
  • Buff Link's air speed has increased from 0.8084 to 0.88
  • Change Link's roll animations are now based on the abilities of the Link from Ocarina of Time.
  • Buff Link will now flinch when a projectile or bomb explosion hits his Hylian Shield, making his Hylian Shield more reliable when attempting to block multiple projectiles. It will normally block any projectile in front of him, no matter where it is placed or if he's crouching or not and idle poses will no longer render it useless. His shield can now block projectiles even when walking.

Ground attacks

  • Nerf Neutral Attack Deals 2% less damage.
  • Buff Forward tilt has less ending lag.
  • Buff Dash attack is far stronger, to the point that it can KO under 150%. Also, it can hit horizontally, vertically, diagonally or even backwards depending on which hitbox connects.
  • Buff Up tilt is capable of KOs at even lower percentages now.
  • Nerf Dash attack has considerably more start up.
  • Change Dash attack now resembles the Jump Attack used by the Link from Ocarina of Time, as it is now a jumping slash rather than a running stab.
  • Buff Forward smash is stronger, and the second hit can be comboed into from the first hit like Toon Link's.
  • Nerf Forward smash's second hit has more ending lag.
  • Nerf Both hits of forward smash deal less damage (from 15%/20% to 14%/13%), and the first hit can only KO if it hits close to or at the tip.
  • Change The window of time that the A 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 activations of the second hit, but making it so that one cannot use the delay as much in order to hit with the second hit.
  • Buff Up smash's final hit deals 1% more damage and deals much more knockback.
  • Buff Down smash is now a powerful semi spike during the second hit and deals more knockback at the base on the first.

Aerial attacks

  • Change Neutral aerial's clean hit has been split into two parts: the front half does 11% damage, while the back half does 9% damage (previously, it did 10% damage overall).
  • Buff However, the attack's late hits have lower knockback overall and are capable of setting up combos, thanks to its very low ending lag.
  • Buff Forward aerial is much faster and has less ending lag and landing lag.
  • Nerf Forward aerial does less damage (from 9%/12% to 8%/10%).
  • Buff Back aerial comes out much faster.
  • Nerf Back aerial does less damage (from 11% to 8%).
  • Buff Down aerial has an added meteor smash during the start of the attack, similar to Toon Link's in Brawl. Link's down aerial also experiences significantly less ending lag and landing lag, providing him now with a safer attack when bouncing off opponents, and allowing him to recover if falling off the stage.
  • Nerf Outside the new meteor, down aerial is significantly weaker overall, dealing a maximum of 18% damage as opposed to 22%. The strong hit can KO in the 110-130% range instead of under 75% and is more difficult to land.
  • Buff Up aerial's hitbox is more disjointed, allowing for Link to get in better KOs, as well as being his primary KO move in general. It also has shorter landing lag than before, makes Link's hitbox shorter for a bit, has less ending lag and can even be capable of juggling, all of which improves the move overall.
  • Buff Grab aerial covers much more distance when used as a tether and comes out much faster as an attack.
  • Nerf Grab aerial does less damage (from 10% to 6%).

Throws/other attacks

  • Buff Grab has less startup and far less ending lag.
  • Change In the 3DS version, the Clawshot no longer falls to the ground as it retracts, like the Hookshot in SSB.
  • Change Link has a new edge attack based on the Crouch Stab used by the Link from Ocarina of Time.

Special moves

  • Buff Hero's Bow charges faster.
  • Buff Gale Boomerang has increased knockback.
  • Buff Link's recovery with Spin Attack is much better overall, as it needs much less momentum than before and its vertical and horizontal reaches are much higher and farther, respectively, compared to Brawl.
  • Change Spin Attack has a slightly altered animation in which Link spins his sword at subtly different heights. However, it has no obvious change in power or range compared to Brawl.
  • Buff If a Bomb explodes due to colliding with an opponent, the explosion does not hurt Link.
  • Buff Bomb fuses are shorter and Link can attack and explode his own bombs in the air after throwing them, improving his bomb-aided recovery.
  • Buff Bombs only deal 5% damage at point-blank range, but deal 8% damage when hitting the feet of the opponent.
  • Buff Bombs will absorb blasts from a fully charged Charge Shot and Aura Sphere, aiding his defensive and camping options threefold.
  • Nerf Triforce Slash's damage has been lowered from 83% to 69%.

Version exclusives

  • Change In the Wii U version of the game, Bombs are bigger. This doesn't seem to affect gameplay.
  • Change In the Wii U version of the game, Clawshot, as a grab, will come out shorter and will drop, but end quicker.

Moveset

  Name Damage Description
Neutral attack   2.5% A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. Loosely based on Link's final blow to Ganon in Ocarina of Time. Is a natural combo with fast startup and little knockback.
2.5%
5%
Forward tilt rowspan="1" 13% An overhand sword swing with moderate startup but high knockback.
Up tilt rowspan="1" 9% A half-moon slice above Link's head. Has good juggling capabilities at low percentages, great combo potential at medium percentages and decent KO abilities at somewhat higher percentages.
Down tilt rowspan="1" 12% A low sword swipe across the ground with vertical knockback. Meteor smashes opponents in contact with the base of the sword to Link's arm. Has great combo potential and is sometimes safe on block due to its fast start and end.
Dash attack 14% (tip), 13% (non-tip) Link performs a leaping downward slash (his "Jump Attack" from Ocarina of Time). Deals horizontal knockback when tipped and vertical knockback when hit close, and will KO at early damages.
Forward smash   14% (tip), 7% (non-tip) Link lunges forward with a wide sword swing in front of him, dealing good damage and knockback when tipped. The base of his sword has extremely little knockback, designed to naturally combo into an optional second hit: a sword swing with greater KO power.
13% (tip), 12% (non-tip)
Up smash 4% (hit 1), 3% (hit 2), 11%/10%/9% (hit 3) Three half-moon sword swings above Link's head, which the first two slashes combo naturally into each other, and the third finishes off. Has great KO potential at higher percentages.
Down smash 17%/16%/14% (hit 1), 12%/11%/10% (hit 2) A low slash in front and then behind Link. First hit sends opponents at a vertical trajectory while having slightly increased damage and knockback the closer one is to Link. Second hit is a powerful semi-spike with slightly increased damage and knockback on his blade.
Neutral aerial rowspan="1" 11%/9% (clean), 6% (late) Link thrusts his leg out in front of him for an extended time. Is a sex kick with relatively fast startup and little landing lag. Deals more damage closer to his boot, as well as more knockback during the first few frames of hit.
Forward aerial rowspan="1" 8% (hit 1), 10% (hit 2) Swings his sword twice while spinning 360˚. While the second hit has more knockback, it is inconvenient to use, as it can only be landed if the first hit misses.
Back aerial 3% (hit 1), 5% (hit 2) A two kick combo behind Link with very little landing lag and low damage.
Up aerial 15% (clean), 13% (late) Link thrusts his sword up for a long duration. Moderate landing lag unless used alongside a full hop.
Down aerial 15% (early), 18% (clean), 15% (late) Aims his sword directly below him for a long duration, based on his "Downthrust" from Zelda II: The Adventures of Link. It's possible for Link to "bounce" on opponents into a second hit. The early hit is a powerful meteor smash. If the strong non-meteor hitbox lands, it results in considerable knockback being capable of KOing under 130%. However, it is difficult to land a strong non-meteor hitbox than the meteor hitbox, as it requires Link to hit with the rising hilt on startup, or immediately after the initial meteor hit, but before the Weak hit.
Grab aerial 2.5% (hit 1), 4% (hit 2) Fires his Clawshot forward in the air with 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 ledge, covering great horizontal distance.
Grab Link fires his Clawshot forwards. In Super Smash Bros. for Nintendo 3DS, the chain snaps straight back once fully extended, like the Hookshot from Super Smash Bros.; in Super Smash Bros. for Wii U, the chain drags on the ground as it does in Melee and Brawl, albeit much shorter than the aforementioned.
Pummel 2.1% Hits opponent with the hilt of the Master Sword. A fairly fast pummel.
Forward throw 3% (hit 1), 4% (throw) Link releases the opponent from his pummel and kicks them away.
Back throw 3% (hit 1), 4% (hit 2) Link takes his opponent behind him and kicks them away.
Up throw 5%/4% (hit 1), 2% (throw) Link raises the opponent above him and slashes upward.
Down throw 3% (hit 1), 4% (throw) Link takes the opponent onto the ground and elbow drops them.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
7% Does two slashes front and back.
Floor attack (back)
Floor getups (back)
7% Does another two slashes front and back.
Floor attack (trip)
Floor getups (trip)
5% Essentially the same as his other two floor attacks.
Edge attack
Edge getups
7% Stabs forwards while climbing up.
Neutral special Default Hero's Bow 4%-12% Link equips his bow, with the arrows serving as projectiles. Charging increases the speed, distance and damage dealt by an arrow.
Custom 1 Power Bow 4%-20% At the cost of heavily increasing the charge time of the move, the arrows deal very heavy knockback when fully charged, enough to KO at medium high percents. Uncharged or half-charged arrows have extremely limited range and power, dropping near Link's feet with no charging.
Custom 2 Quickfire Bow 4%-8% Shoots magical arrows that charge quickly and travel in a straight line. Decently spammable, but with low range and damage.
Side special Default Gale Boomerang 7% (near), 5% (middle), 0% (far/return) A projectile which damages opponents as it flies away and drags opponents towards Link during its return. Can be angled up or down. A "smash throw" (similar to performing a smash attack) increases the distance the boomerang can travel.
Custom 1 Boomerang 9% (near), 7% (middle), 5% (far), 3% (return) Behaves like the Boomerang from both Super Smash Bros. and Super Smash Bros. Melee, which deals damage both when the boomerang is thrown and when it returns. It has less knockback, but can be aimed easier.
Custom 2 Ripping Boomerang 4% (near), 2% (middle), 1.5% (far), 0.7% (return) Travels across a much shorter range than the Gale Boomerang, but also deals multiple hits of low damage and adds stun to the opponents, great for setting up combos.
Up special Default Spin Attack 12%/9%/7%/5% (ground), 4% (air hit 1), 2% (air hits 2-8), 4% (air hit 9) This move functions differently when grounded and airborne; an aerial Spin Attack is used as recovery which grants Link great vertical distance. Hits 5 times in the air. A grounded Spin Attack is akin to most Zelda games, and functions similarly to a smash attack with great knockback.
Custom 1 Shocking Spin 14%/9%/7%/5% (ground), 4% (air hit 1), 1% (air hits 2-4), 6% (air hit 5) A much more powerful electric version of the Spin Attack that has enough power to KO at 90%. The downside however is that Link's recovery is much shorter and has poor horizontal motion, almost like his Brawl Spin Attack. The aerial version can semi-spike, but cannot hit backwards.
Custom 2 Whirling Leap 0% A special type of Spin Attack that can only be used as a recovery move. It produces no hits and thus, no damage whatsoever, but actually travels much higher and much further than the normal recovery, even to the point of not relying on momentum and performing multiple left and right movements.
Down special Default Bomb 5% (upper body), 8% (feet), 9% (down smash aerial, feet) An item based projectile Link pulls out, with its design from Twilight Princess. On contact with a surface, it detonates, dealing damage to opponents and can hurt Link as well (though the bombs do not cause damage to Link if the explosion hits an opponent). The explosion can grant him an extra Spin Attack if used skillfully. An odd function is that it will deal 8% damage when it hits the feet.
Custom 1 Giant Bomb 8%-10% A massive bomb with a huge explosion hitbox, which deal more damage and knockback. However, they cannot blow up when thrown at the opponent, and blow up based on time or an attack. They deal damage based on range.
Custom 2 Meteor Bomb 5% Weaker bombs with a noticeably short fuse. However, they meteor smash anyone hit by them with moderate knockback, which can affect Link as well if a bomb detonates in his hand. On the ground, it will halt opponents in their tracks, giving considerable stun. 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.
Final Smash Triforce Slash 1% (snag), 30% (last hit) Link locks onto an opponent and proceeds to slash them repeatedly with his Master Sword. A luminous image of the Triforce appears around the opponent as Link slashes them. The final strike launches the opponent.

Taunts

  • Swings his sword twice and twirls the sword before sheathing it. Similar to his Twilight Princess victory pose, which he performs after defeating a boss, learning a hidden sword technique, or sheathing his sword upon the defeat of harder-to-defeat enemies.
  • Link pulls in his right knee and draws his sword back behind his head in a threatening battle pose. It originates from Super Smash Bros. and may be loosely based on the attacking pose used by the Link from Zelda II: The Adventure of Link.
  • Link takes out a fairy that appears similar to Navi from Ocarina of Time. The fairy then proceeds to fly around as Link watches it until it returns to his pocket.

On-Screen Appearance

Small whirlwinds appear on the battlefield, from which Link appears. Link then proceeds to equip his sword and shield.

Victory Fanfare

A flourished remix directly from Brawl. It is a remix of the tune that will play when Link obtained a Triforce Piece in The Legend of Zelda for the Nintendo Entertainment System. It is shared with Zelda, Sheik, Ganondorf, and Toon Link.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Link Palette (SSB4).png
Link (SSB4) Link (SSB4) Link (SSB4) Link (SSB4) Link (SSB4) Link (SSB4) Link (SSB4) Link (SSB4)

Trophies

Link
Ntsc 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. Jeez, just how much stuff can Link carry?
Pal 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!
NES: The Legend of Zelda (08/1987)
SNES: The Legend of Zelda: A Link to the Past (04/1992)
Link (Alt.)
Ntsc 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.
Pal 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.
NES: The Legend of Zelda (08/1987)
SNES: The Legend of Zelda: A Link to the Past (04/1992)
Triforce Slash (Link)
Ntsc 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.
Pal 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.

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Change The non-tip of the first hit of forward smash has significantly reduced base knockback (from 60 to 47). This causes it to more easily set up the second hit, which reduces its KO'ing ability even further.

Super Smash Bros. for Nintendo 3DS 1.0.5

  • Change Quickfire Bow and Power Bow have been changed to match how they function in the Wii U version. The Quickfire Bow charges, comes out and ends faster, while the Power Bow is the opposite.

Super Smash Bros. 4 1.0.6

  • Buff Spin Attack comes out 3 frames sooner, ends 4 frames sooner, KOs 17% earlier, and damage (uncharged).: 12% → 14%
  • Nerf Back half of spin attack KOs 19% later.
  • Nerf First hit of jab lasts 27 frames instead of 19, and no longer has any IASA frames.
    • Nerf This change also removes his "Jab Cancel Death Combo."[1]
  • Nerf Up throw has less KO potential.
  • Nerf Dash attack damage (non-tip): 13% → 12%
  • Buff Dash attack's hitbox comes out sooner.
  • Nerf Down tilt's knockback growth drastically reduced, and no longer Meteor Smashes characters hanging on he ledge, save Charizard.
  • Buff Hylian Shield now blocks Blaster shots.
  • Buff Down air's reach increased by 50%.

Gallery

Trivia

  • Link is one of the five characters to lose an alternate palette that had been available in previous appearances, along with Mario, Bowser, Wario, and Fox. In Link's case, he lost his lavender palette, and it was replaced with a purple palette.
  • Link is the only Legend of Zelda character (besides Toon Link) to lack an alternate costume based on his Ocarina of Time incarnation; however, he has a costume based on Fierce Deity Link, who is one of the Hero of Time's transformations in Majora's Mask.
  • Link's Alt. trophy in the Wii U version resembles his All-Star trophy in Melee except with a different costume.
  • Link is the only character in SSB4 to have a fast-fall increase with a value other than 60%.

References