Link (SSBB)/Moveset

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  Move Description Segment Damage Angle Hit Frames BKB KBG WBKB Type
Neutral attack   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   An overhead swipe. An efficient KO move at higher percentages. 13% * 15 18 20 96 0 TypeIcon(Sword).png EffectIcon(Slash).png
Up tilt   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   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   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   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 4% 95 10 15 0 100 40 TypeIcon(Sword).png EffectIcon(Slash).png
Blade 98 48
Arm, Body 40
Hit 2 Tip 3% 93 26 29 30
Blade 90 33
Arm 37
Body 40
Hit 3 Tip 10% 80 41 45 70 80 0
Blade 90
Arm 9%
Body 8%
Down smash   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. When sweetspotted and fully charged, it can KO at 77%. Hit 1 Tip 14% 75 9 11 26 90 0 TypeIcon(Sword).png EffectIcon(Slash).png
Blade, Body 16%
Arm 17%
Hit 2 Tip, Blade, Body 16% 20 22 20
Arm 17%
Forward smash   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. The 2nd hit, when sweetspotted and fully charged, can KO at 69%. Hit 1 Sword 15% * 15 17 25 90 0 TypeIcon(Sword).png EffectIcon(Slash).png
Non-sword 14%
Hit 2 Sword 17% 48 32 34 20
Arm 20% 25
Body 19% 30
Neutral aerial   Does a flying jump-kick. Is a "sex kick". 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   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   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   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   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   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   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   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   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   Throws foe down then elbow drops them. The first hit cannot hit Jigglypuff. It is believed that this is because Jigglypuff's very low weight causes the animation to occur too quickly, the hitbox appearing and vanishing before it is checked for. 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)   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)   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)   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%)   Pulls himself up into a front flip and slices downward. 8% * 27 29 0 100 110 TypeIcon(Sword).png EffectIcon(Slash).png
Edge (100%+)   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 move 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