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'''Link''' ({{ja|リンク}}, ''Rinku'') was confirmed for ''[[Super Smash Bros. Brawl]]'' at [[E3]] 2006. His graphics have been completely revamped from his ''[[Super Smash Bros. Melee]]'' form, since his new look is derived from the game, ''[[zeldawiki:The Legend of Zelda: Twilight Princess|The Legend of Zelda: Twilight Princess]]'', and his special moves have also been changed to fit the style of ''[[Twilight Princess]]''
'''Link''' ({{ja|リンク}}, ''Rinku'') was confirmed for ''[[Super Smash Bros. Brawl]]'' at [[E3]] 2006. His graphics have been completely revamped from his ''[[Super Smash Bros. Melee]]'' form, since his new look is derived from the game, ''[[zeldawiki:The Legend of Zelda: Twilight Princess|The Legend of Zelda: Twilight Princess]]'', and his special moves have also been changed to fit the style of ''[[Twilight Princess]]''


Link is ranked 35 in the H Tier. Link is equipped with a good [[DACUS]] that helps his mobility, as well as a great camping ability and many good kill moves. Like his ''Melee'' incarnation, he still has plenty of projectiles, all of which can be useful at different times. Despite his [[projectile]]s and large number of advanced techniques, however, Link in general has poor mobility due to a poor [[Dashing|dashing speed]] and [[air speed]], bad [[out of shield]] options, and sluggish moves with poor frame data (his fastest ground attack, jab, is 7 frames, and fastest aerial, [[back aerial]], is 6 frames). Like in ''Melee'', Link also has a vulnerability to chain grabs and his recovery has been nerfed from ''Melee'''; Spin Attack scarcely gives him any horizontal distance, his bombs are less effective for recovery, and his hookshot now can only grab edges, not sides of stages. This results in very poor match-ups against most characters.
Link is ranked 35 in the H Tier. Link is equipped with a good [[DACUS]] that helps his mobility, as well as a great camping ability and many good kill moves. Like his ''Melee'' incarnation, he still has plenty of projectiles, all of which can be useful at different times. Despite his [[projectile]]s and large number of advanced techniques, however, Link in general has poor mobility due to a poor [[Dashing|dashing speed]] and [[air speed]], bad [[out of shield]] options, and sluggish moves with poor frame data (his fastest ground attack, jab, is 7 frames, and fastest aerial, [[back aerial]], is 6 frames). Like in ''Melee'', Link also has a vulnerability to chain grabs and his recovery has been nerfed from ''Melee'''; Spin Attack scarcely gives him any horizontal distance, his bombs are less effective for recovery, and his hookshot can no longer [[wall grapple]]. This results in very poor match-ups against most characters.


==Attributes==
==Attributes==

Revision as of 17:12, September 26, 2011

This article is about Link's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Link.
Link
in Super Smash Bros. Brawl
Link
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in SSB
in Melee

Availability Starter
Final Smash Triforce Slash
Tier H (35)
LinkHeadSSBB.png

Link (リンク, Rinku) was confirmed for Super Smash Bros. Brawl at E3 2006. His graphics have been completely revamped from his Super Smash Bros. Melee form, since his new look is derived from the game, The Legend of Zelda: Twilight Princess, and his special moves have also been changed to fit the style of Twilight Princess

Link is ranked 35 in the H Tier. Link is equipped with a good DACUS that helps his mobility, as well as a great camping ability and many good kill moves. Like his Melee incarnation, he still has plenty of projectiles, all of which can be useful at different times. Despite his projectiles and large number of advanced techniques, however, Link in general has poor mobility due to a poor dashing speed and air speed, bad out of shield options, and sluggish moves with poor frame data (his fastest ground attack, jab, is 7 frames, and fastest aerial, back aerial, is 6 frames). Like in Melee, Link also has a vulnerability to chain grabs and his recovery has been nerfed from Melee'; Spin Attack scarcely gives him any horizontal distance, his bombs are less effective for recovery, and his hookshot can no longer wall grapple. This results in very poor match-ups against most characters.

Attributes

Link may be a character of poor speed, but he makes up for that with power. His sliding DACUS also helps his slow mobility and his BDACUS is very effective due to his fast dodge. Link is moderately heavy, having the same weight as Captain Falcon. Link is also one of the heaviest characters in the game with good directional influence and momentum canceling, especially vertically, which along his extremely quick fast fall allows him to live almost as long as Snake, though he arguably has the worst recovery in the game and sometimes his fast fall can also give him problems recovering. His heavyweight backfires, however, by making him extremely vulnerable to chain grabs that force him offstage. Link's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also meteor smash at the tip of the sword or hitting behind Link. His up tilt is fast and good for juggling, and his forward tilt can easily KO at high percentages. Link's forward smash can become a two hit combo at low percentages, it is also a great KO move, depending from where the sword connects. His down smash is an easy KO move at fairly high percentages, and is Link's quickest smash. However, it is predictable making it easy to watch out at higher percentages, and has some ending lag. Link's up smash doesn't KO easily, but it racks up decent damage. Link's aerial attacks are also good, as both his neutral aerial and grab aerial (zair), combined with a short hop and fast falling, is a great option for approach. Link's back aerial is good for spacing when needed. Link's forward aerial is fairly fast, is a good set-up move and its second hit is powerful, but this KOing move is hard to land, since the first hit only set ups the second hit at very low percentages and the first hit lacks KO power. Link's up and down aerials are some of his best KO moves, having high duration and high knockback, but have high ending and landing lag. Even though his aerial attacks are effective, his slow aerial speed, fast falling speed, and small jumps give Link a very weak aerial game. His grab, like all tether grabs, has good range but has 12 frames start-up and is laggy if missed. Specials for Link are also good for keeping distance, racking up damage, and great for survival. On the ground, Link can charge his up special. It is a good edge guarding tool, but is predictable. Spin attack can also deflect projectiles if used in the air. His neutral special is a bow that charges and shoots high-speed projectiles. If activated in the air, just before hitting the ground, an uncharged arrow will shoot instantly, making it a fast attack that will often hit unsuspecting enemies. Link's down special allows him to pull out a bomb and throw it, which can be used for mind games, but his own bombs can be used against him. His side special move, Gale Boomerang has fairly good range and can gimp some opponent's recovery. Smashing the side special will cause the boomerang to reach farther. Link's shield can act as a shield on its own: when Link doesn't move, many projectiles coming from the opposite direction he's facing can't hit him. Crouching can also block most attacks as well, but leaves his upper hitbox open. He also has a great spot dodge.

Link's critical problem is his abysmal recovery, making him easy to KO despite being a heavyweight with great momentum canceling. Although his projectiles, particularly Gale Boomerang help it somewhat, his poor jumping, quick fall speed, slow air speed, and poor distance on the Spin Attack make his recovery arguably the shortest in the game both horizontally and vertically and also very predictable, so it's suggested that all Link mains have good directional influence. Link's spin attack is also a slow recovery move, with predictable trajectory, making it fairly easy to edgeguard, mostly with moves that out prioritizes his projectiles, and due to the poor distance of his recovery he can get KO'd offstage with a fairly low amount of hits and not being able to recover, especially when he loses his 2nd jump, and due his poor vertical distance that also means meteor smashes are devastating for his recovery. Link's most effective mode of recovery is to first throw the Gale Boomerang to disrupt the opponent, then use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using Spin Attack immediately after being hit while recovering makes it give no horizontal distance at all. His Clawshot is also useful, being the second longest tether grab in the game, but, like all tether recoveries, it is easily edgehogged. Another method of recovery is where Link pulls out a bomb, uses his Spin Attack, and his bomb blows up on him for little damage but gives Link another Spin Attack. At higher percentages the knockback from the bomb can be used for additional height. Although, Link has a large ledge sweetspot, but due to his poor recovery, Link heavily relies on edge grabbing, leaving him vulnerable to edgehogging (though, this can be prevented with his projectiles). If Link is lucky, the Gale Boomerang can carry the opponent out far enough so they can't recover, but this happens rarely, making it very unreliable.

Changes from Melee to Brawl

Link has suffered a nerf, though he has not changed drastically from Melee to Brawl. His recovery is worse due to his much slower air speed and shorter grappling device. The grapple is now a tether recovery and can no longer be used on any part of a stage, but it finds and tracks the wall, automatically sweetspotting a nearby ledge instead of just latching onto it when it touches. Link's arrows are faster (but are unable to shield him from projectiles now), but the infinite sword stab in his neutral combo has been removed. The first hit of Link's side smash and his bombs cause greater knockback (it can now KO). Link now has a larger character model. His spin attack can be charged on the ground, but the uncharged Spin Attack has lower knockback (it can still KO at high percentage when used very close to the edge) and longer start-up and it no longer semi-spikes (although in the PAL version it didn't semi-spike). If Link uses Spin Attack in midair after just getting hit, it will almost never move horizontally anymore. Link's boomerang (now called Gale Boomerang) pushes opponents on the way back without causing damage. It also does lower damage and has a set knockback now. Further, the absence of L-canceling makes his poor aerial game even worse, particularly for his down aerial, his best KO move.

Link also had several cosmetic changes from Melee to Brawl. His design and voice actor are now from The Legend of Zelda: Twilight Princess. He also has two new costumes; Dark Link (which replaces his previous black tunic) and a "gold" costume. His forward helpless state is now the animation of Link when he finishes his double jump (from both Melee and Brawl), but his back and neutral helpless states are the same. Link's taunt from Melee has been replaced by his one from SSB. Also, Link has a new standing animation making his Hylian Shield less useful.

Brawl Manual Description

A warrior from distant Hyrule. His sword and projectiles make him a versatile fighter.

Moveset

  Move Description Segment Damage Angle Hit Frames BKB KBG WBKB Type
Neutral attack Triple Swing Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages. Hit 1 4% * 7 8 16 37 0 TypeIcon(Sword).png EffectIcon(Slash).png
Hit 2 Tip 3% 100 14 15 40 20
Blade 78
Arm 60
Body 50
Hit 3 5% 30 27 31 70 50
Forward tilt Overhand Swipe An overhead swipe. An efficient KO move at higher damages. 13% * 15 18 20 96 0 TypeIcon(Sword).png EffectIcon(Slash).png
Up tilt Vertical Swing Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages. Tip 9% 95 8 12 30 122 0 TypeIcon(Sword).png EffectIcon(Slash).png
Blade 85 130
Arm 124
Body 123
Down tilt Ground Swipe Swipes sword across ground. Meteor smashes aerial opponents in contact with Link's body, and opponents hanging on a ledge. This is more difficult to use as a meteor smash than other down tilts, because the sweetspot is significantly smaller, ranging only from his head to his body (while crouching). There is, however, a second sweetspot on his sword that can be found by playing on Final Destination and examining the vertical lines that range across its surface. This move will meteor smash a character hanging on a ledge if the tip of Link's toes are touching the very last line on either side of the stage. The same place on Link's sword will also be the sweetspot for meteor smashing aerial opponents, although usually opponents will not be meteor smashed due to the low chance of this sweetspot connecting. Aside from meteor smashing, the move has a 40% chance of tripping. Tip, Arm 12% 80 13 14 90 50 0 TypeIcon(Sword).png EffectIcon(Slash).png
Blade, Body 280
Dash attack Running Slash Swings sword from head to toe. Good combo starter. Tip 10% 90 8 11 30 80 0 TypeIcon(Sword).png EffectIcon(Slash).png
Blade 12% 80
Arm 11% 70
Body 60
Up smash Triple Slash Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. Hit 1 Tip Template:DamageWhenCharged 95 10 15 0 100 40 TypeIcon(Sword).png EffectIcon(Slash).png
Blade 98 48
Arm, Body 40
Hit 2 Tip Template:DamageWhenCharged 93 26 29 30
Blade 90 33
Arm 37
Body 40
Hit 3 Tip Template:DamageWhenCharged 80 41 45 70 80 0
Blade 90
Arm Template:DamageWhenCharged
Body Template:DamageWhenCharged
Down smash Grass Cutter Swipes sword from front to back, very quick start-up but moderately long ending lag; like his down tilt but with more force and it hits behind. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link; however, good timing is required. Hit 1 Tip Template:DamageWhenCharged 75 9 11 26 90 0 TypeIcon(Sword).png EffectIcon(Slash).png
Blade, Body Template:DamageWhenCharged
Arm Template:DamageWhenCharged
Hit 2 Tip, Blade, Body Template:DamageWhenCharged 20 22 20
Arm Template:DamageWhenCharged
Forward smash Two-Handed Swing Swings sword forward. If the attack button is pressed again, he swings a second time with more force. Both hits can be used to rack up damage quickly at very low percentages. First hit is stronger in the tip, while the second hit is stronger if hit from close. Can be used to perform Bomb Smashing. Although the first hit has a somewhat long startup, it has almost no animation until the hit, making it difficult to react to. Hit 1 Sword Template:DamageWhenCharged * 15 17 25 90 0 TypeIcon(Sword).png EffectIcon(Slash).png
Non-sword Template:DamageWhenCharged
Hit 2 Sword Template:DamageWhenCharged 48 32 34 20
Arm Template:DamageWhenCharged 25
Body Template:DamageWhenCharged 30
Neutral aerial Drop Kick Does a flying jump-kick. Is a "sex kick" with good priority. Has almost no landing lag at all, being great to use to land safely from juggles. Clean 10% * 7 8 22 100 0 TypeIcon(Foot).png EffectIcon(Normal).png
Late 6% 9 27 15
Forward aerial Double Swing Swings his sword twice while spinning 360 degrees. Second hit has great knockback, though the first hit only sets up the second hit at very low percentages, making it hard to use as a KOing move. Takes some time to startup but has surprisingly little landing lag. Great with ledge dropped, double jumped, forward aerial to try to get-up from the ledge safely, and has invincibility during first hit if used early enough after grabbing the ledge normally or with tether. Hit 1 9% * 14 15 5 100 0 TypeIcon(Sword).png EffectIcon(Slash).png
Hit 2 12% 26 27 20 110
Back aerial Rear Kicks Does a two kick combo. Has almost no landing lag, 1st hit is a true combo into his up tilt. Hit 1 Foot 4% 72 6 9 0 100 40 TypeIcon(Foot).png EffectIcon(Normal).png
Leg 68
Hit 2 7% * 18 23 70 70 0
Up aerial Ceiling Stab Thrusts his sword upward, just like the upward thrust attack in Zelda II: The Adventure of Link. Long duration and can star KO at higher damages, though it has a slow startup, little horizontal range, and significantly high ending lag (30 frames, or half a second). Clean 15% 80 11 13 18 85 0 TypeIcon(Sword).png EffectIcon(Slash).png
Late 13% 14 40
Down aerial Ground Stab Holds his sword downward, this time based on the downward thrust from Zelda II. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial. Clean Hilt 22% 65 14 40 80 0 TypeIcon(Sword).png EffectIcon(Slash).png
Tip 90 30
Late Hilt 18% 65 15 64 40
Tip 50
After Bounce Hilt 8% 40
Tip 50
Grab aerial (zair) Clawshot Fires his Clawshot forward, scoring two hits. Has no landing lag at all. Can be used as a tether recovery. Very useful for spacing and stopping approaches against taller characters. This tether recovery can be used to save Link from a KO at extremely high damages ranging up to even higher than 300%. This can be done by simply air dodging and then immediately using the clawshot (or pressing Z twice or more) after getting hit by an attack that can semi-spike, such as Fox's, Jigglypuff's, or Zelda's down smashes. Link's Zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover with a Bomb. Link has the 2nd longest zair in Brawl, only slightly shorter than Samus'. Hit 1 4% 45 11 16 60 30 0 TypeIcon(Typeless).png EffectIcon(Normal).png
Hit 2 6% 23 24 TypeIcon(Typeless).png EffectIcon(Slash).png
Pummel Hilt Hit Hits opponent with the hilt of the Master Sword. A fairly fast pummel. 2% * 9 0 100 0 TypeIcon(Sword).png EffectIcon(Normal).png
Forward throw Punt Lets go of foe then kicks them, football punt style. Hit 1 3% * 12 13 0 0 120 TypeIcon(Foot).png EffectIcon(Normal).png
Throw 4% 55 13 50 120 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Back throw Rear Punt Throws foe back then back kicks. Hit 1 3% * 12 0 0 120 TypeIcon(Foot).png EffectIcon(Normal).png
Throw 4% 50 13 50 110 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Up throw Lob Slice Throws foe a very short distance above him, then slashes. Can KO at high percentages. Can be comboed with Spin Attack. Hit 1 Tip 5% 20 26 29 50 100 0 TypeIcon(Sword).png EffectIcon(Slash).png
Blade 4%
Throw 2% 90 28 24 230 TypeIcon(Throwing).png EffectIcon(Normal).png
Down throw Elbow Slam Throws foe down then elbow drops them. The first hit cannot hit Jigglypuff. It is unclear why; since the target is still in Link's grip weight should have no effect. Hit 1 3% * 22 0 0 120 TypeIcon(Elbow).png EffectIcon(Normal).png
Throw 4% 110 23 60 90 0 TypeIcon(Throwing).png EffectIcon(Normal).png
Floor (back) Standing Swipe Does two slashes front and back. Hit 1 6% * 21 22 80 50 0 TypeIcon(Sword).png EffectIcon(Slash).png
Hit 2 28 29
Floor (front) Quick Swing Does another two slashes front and back. Hit 1 6% * 15 16 80 50 0 TypeIcon(Sword).png EffectIcon(Slash).png
Hit 2 25 27
Floor (trip) Standing Swing Essentially the same as his other two floor attacks. Hit 1 5% * 19 20 60 50 0 TypeIcon(Sword).png EffectIcon(Slash).png
Hit 2 28 29
Edge (<100%) Flip Swipe Pulls himself up into a front flip and slices downward. 8% * 27 29 0 100 110 TypeIcon(Sword).png EffectIcon(Slash).png
Edge (100%+) Slow Stab Slowly climbs up and stabs in front of him. 10% * 51 54 0 100 110 TypeIcon(Sword).png EffectIcon(Slash).png
Neutral special move Hero's Bow Fires an arrow that can be charged. 5% *   7 50 0 TypeIcon(Weapon).png EffectIcon(Slash).png
Side Special Gale Boomerang Throws the Gale Boomerang, which damages at it flies away and then pulls as it makes its way back. Release 7% 70 1 4 80 40 0 TypeIcon(Weapon).png EffectIcon(Slash).png
Flight 5% 65 5 28 60
Slowdown 0% 60 29   0 100 60 TypeIcon(Weapon).png EffectIcon(Normal).png
Return 40   100 70
Up special move Spin Attack Attacks on both sides with a spinning slash that can be charged and is easy to punish. Hit 1 (ground) Blade 12% * 12 16 68 72 0 TypeIcon(Sword).png EffectIcon(Slash).png
Tip 9%
Hit 2 (ground) Blade 17 28 55 80
Tip 7%
Hit 3 (ground) Blade 29 36 20
Tip 5%
Hit 1 (air) Part A 4% 92 8 10 0 100 90
Part B 75 100
Part C 38 50
Part D 70 78
Hit 2 (air) Part A 2% 92 16 18 88
Part B 75 100
Part C 38 50
Part D 70 78
Hit 3 (air) Part A 92 22 24 77
Part B 75 90
Part C 40 40
Part D 70 55
Hit 4 (air) Part A 92 31 33 60
Part B 75 70
Part C 40 40
Part D 70 43
Hit 5 (air) 4% * 47 51 30 160 0
Down special move Bomb Produces a bomb to throw. Can cause self-damage. 5% 70   40 90 0 TypeIcon(Explosive).png EffectIcon(Flame).png
Final Smash Triforce Slash Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. Snag 5% 22 13 14 0 100 30 TypeIcon(Typeless).png EffectIcon(Paralyze).png
Hits 1-14 Part A 4% 90 5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149 0 100 50 TypeIcon(Sword).png EffectIcon(Slash).png
Part B 70
Part C 110
Part D 0
Part E 180
Hit 15 4% * 159 60 200 0
Hit 16 18% 255 256 45 100

Taunts

  • Up: Twirls his sword twice and spins the sword while sheathing it. Similar to his Twilight Princess "victory pose", which he performs after defeating a boss, learning a hidden sword technique, or putting his sword away at a specific moment after beating a common enemy.
  • Down: Link's mysterious taunt from the original. He pulls his knee to his chest and draws his sword back behind his head. Similar to Lucario's down taunt. May be loosely based on Link's attacking pose from Zelda II.
  • Side: Takes out Navi, a fairy, who will fly around him.

Idle poses

  • Spins his sword
  • Look to the screen, then behind the screen

In competitive play

Role In Subspace Emissary

Link's role begins with him walking through a forest with his fairy companion, Navi. Upon reaching the Master Sword's resting place, Link pulls the sword from its pedestal, wielding it once more. In a clearing of the forest is a napping Yoshi, who Link at first pays no mind to. However, the Halberd soon flies over the clearing, dropping Shadow Bugs which soon form into Primids. At this point, Link and Yoshi form a team and battle through the enemies while in pursuit of the Halberd, only to lose their aforementioned target as it flies far off into the distance, though they quickly continue their pursuit.

Link in the SSE

Link's next appearance plays out depending on which princess is saved earlier on in the story. If Peach was saved, Link and Yoshi do battle with a Shadowbug clone of Peach (who had recently been turned into a trophy by Bowser) after it attempted to turn an unsuspecting Mario and Pit into trophies until Link prevented the attack by slicing the Dark Cannon in half. Upon defeating the clone of Peach, Link is attacked by Mario, who witnessed the defeat of Peach's copy as it reverts into Shadowbugs and drifts away, apparently mistaking it for the real Peach. Then Link and Yoshi fight him and Pit. If Zelda is saved earlier on, then it is she who is cloned, and Mario and Pit fight the clone of her, and must then fend off an attack by Link and Yoshi, whom Link thinks Mario killed the real Zelda. After the defeat (and subsequent trophification) of Mario and Pit/Link and Yoshi, King Dedede arrives in a cargo, and snatches the trophies of the fallen duo with an arm attached to it. Fortunately, Kirby (who had accompanied Peach/Zelda earlier) appears and frees the two trophies, and revives them as well. Upon revival, Pit/Link fires an arrow at the incoming cargo, slowing it down a little. The five characters then form an alliance and pursue Dedede.

During their pursuit, they find Dedede's cargo (now empty) parked outside of a cave, and decide to enter it. After getting out of the cave, they find Dedede's trashed hideout, and, upon finding a hole in the wall, they decide to enter it. After they get out of the hole, they find Bowser, who Mario tries to attack until Bowser raises Peach/Zelda's trophy as a shield, forcing him to miss. Pit then fires an arrow at Bowser, which he barely dodges, before escaping in his Koopa Clown Car.

They then pursue the Ancient Minister in a desert, trying to stop him from detonating another Subspace Bomb. Mario and Link begin to approach the Minister while dodging the lasers he fires at them. Despite their best efforts, the Subspace Bomb still explodes while the heroes barely escape the blast.

Link later appears after the team makes its way to the desert, where they aid another group (consisting of Marth, Ike, the Ice Climbers, Lucas, and the Pokémon Trainer) in fighting off the Subspace Army. Later, Link and Zelda are both present when meeting Tabuu, but they are defeated by Tabuu's Offwaves. If Link and Zelda's trophy forms are retrieved after the initial attack by Tabuu, they will both be shown agreeing to revive Ganondorf (who was turned into a trophy earlier on when he tried to attack Tabuu on his own), at which point they show him where their common target is. Link helps the other heroes throughout the rest of the story.

Costume gallery

File:Alt-link3.jpg
Link's Changeable clothing.

Origin

Even though Link's design is from Twilight Princess, he has blond hair in Brawl, and dirty blond/brown hair in Twilight Princess. His face is also somewhat more slender and sharper, with smaller eyes and a more fierce expression - possibly hinting that this is a slightly older version of the Link in Twilight Princess. This is also supported by the fact that the Master Sword is a lot smaller compared to him than it was in Twilight Princess (though, it could also be simply be that the sword has been scaled down, like his bombs). It is also possible that this is the original Link from Ocarina of Time but with his Twilight Princess look. A fairy appears alongside Link as he pulls the Master Sword from its pedestal when he is introduced in the Subspace Emissary, and this fairy also appears in Link's side taunt, in which Link takes it out of his pocket, letting it fly round him once before putting it back. This fairy could be Navi, from Ocarina of Time, who got Link's attention in that game by flying around him. Navi was never in Twilight Princess, although a fairy was used as the pointer when you pointed the Wii Remote at the screen. It is often be theorized that this is a merging of several Links, or a general Link that represents his universe in Brawl, much like Snake could be either Solid Snake or Naked Snake.

Trivia

  • Link, Pit, Ice Climbers, and Toon Link are the only characters in Super Smash Bros. Brawl who are left-handed.
  • Link uses battering items such as the Beam Sword and Lip's Stick with his right hand in order to wield his sword with his left. This prevents him from using his shield when holding items.
  • Link, Bowser, Luigi, Toon Link, and Yoshi are the only characters to wear their default costumes in team battles, when they are on the green team.

External links