Link (リンク, Link) is a playable character in Super Smash Bros. Ultimate. He was suggested to appear in the then unnamed Ultimate in its first teaser trailer at the end of the March 8th, 2018 Nintendo Direct, and officially announced in Ultimate's E3 2018 trailer on June 12th. Link is classified as fighter #03.
Kengo Takanashi, Link’s voice actor from The Legend of Zelda: Breath of the Wild, reprises his role in Ultimate with newly recorded voice clips, replacing Akira Sasanuma’s portrayal from Brawl and The Legend of Zelda: Twilight Princess.
Link is a heavyweight swordfighter that sports powerful attacks and long range via the Master Sword. Link sports an above average walking speed, a slow dashing speed, above-average initial dash, is tied with Diddy Kong for the 10th slowest air speed, very slow air acceleration, above average gravity and falling speed, the 6th highest fast falling speed, and above average traction; lastly, Link has among the shortest jumps in the game. Overall, these stats render Link's mobility generally poor.
Like his alternate timeline counterparts, Link possesses two shields instead of just one. In Link's case, he wields the Hylian Shield, which blocks opposing projectiles if he is standing still, walking, or crouching. Like Toon Link, Link also wields his respective version of the Master Sword, which had its range enhanced compared to the last installment.
Link's grounded moveset comes with its merits, long range set aside: neutral attack deals above-average damage and has a reliable semi-spike in its third hit; forward tilt boasts both above-average damage and knockback, which in tandem with its good range and low ending lag, makes for a great spacing option; up tilt also deals above-average damage which, in tandem with its low ending lag and large range, makes it a great juggling option; down tilt possesses very low ending lag, satisfactory damage, and high vertical knockback, rendering it a great combo starter for devastating chains of aerial attacks. Dash attack possesses high damage, knockback, range, and travelling distance, making it very useful for KOs at around 110%.
Link's KO potential shines strongly in his smash attacks, all of which deal high damage and knockback. Forward smash has large range and hits twice, with the first hit's non-tippered hitbox being a natural combo into the second hit; when Link is at 0%, his forward smash releases a sword beam which deals impressive damage and travels far when fully charged. Up smash hits three time, has wide range, and average startup; these attributes, in tandem with up smash's high damage and knockback, makes it very reliable for both damage-racking and KOing. Down smash deals the lowest damage out of Link's smash attacks but, its decent speed and vertical trajectory make it a very useful edgeguarding option; down smash's edgeguarding capabilities are further bolstered through its second hit's strongest hitbox, which is a reliable semi-spike.
Changes from Super Smash Bros. 4
Link has received arguably the most noticeable changes of any returning veteran in Ultimate. His design is now based off Breath of the Wild, incorporating multiple elements from the game into his moveset, such as the Remote Bomb, the Ancient Bow & Ancient Arrow, and the Sword Beam. This has led to a much larger overhaul in his moveset than other returning veterans, as several of his attacks either have altered or completely new animations. As a result, Link has gained a large mix of buffs and nerfs in his transition to Ultimate; however, he was considerably buffed overall.
Compared to his previous iterations in Smash, Link has better close combat and spacing capabilities thanks to his faster movement speed, the return of the Boomerang (which improves his combo ability) and the longer range on his Master Sword, now having range on par with other sword-based fighters such as Lucina or Ike. Particularly, the latter change has either improved or outright granted his attacks' more utility: forward tilt is now much more effective at a ledge-trapping option due to its wider arc, down tilt's reduced damage output allows the move to combo for much longer -even serving as a potential KO confirm at higher percents-, up smash serves as a more threatening anti-air option, forward aerial is more effective as a spacing option while the first hit can now be used to start combos, up aerial catches airborne opponents from a father distance, and Spin Attack has increased reliability as an out of shield option and KOing tool due to its faster start-up and larger sweetspot.
Furthermore, Link benefits from some of the universal gameplay mechanics, all of which have improved his previously below average close combat game. His grab game has slightly improved due to him now possessing a more standard grab; while the Hookshot and Clawshot in previous games granted Link a long-ranged grab, they were unsafe to use due to their startup and ending lag. The ability to perform any attack out of a run and his faster movement speed helps Link close in on opponents more easily (which is further helped by his sword attacks' longer range and his above average traction), and his much faster jumpsquat significantly improves his combo potential into aerials. The universal landing lag reduction has especially strengthened Link's combo ability and addressed his landing weakness to a degree, with neutral aerial's weak hit allowing him to set-up for a grab at low percents, forward aerial's first hit comboing into other moves until very high percentages, back aerial's first hit now serving as a KO setup at high percents, and his aerials' damage outputs making them safer on shield despite the reduced shieldstun for aerial attacks.
Link has gained a new down special in place of Bomb, known as the Remote Bomb; with it, Link pulls out a Remote Bomb rune which he can then throw and later detonate with the Sheikah Slate, making it function more like Snake's C4 bombs. Compared to his old Bombs, Remote Bombs have a much larger blast radius and greater KO power; this changes his set-up and combo routes with the bomb, as it can now be detonated or Z-dropped into one of Link's own attacks. They also significantly improve Link's pressuring, edgeguarding and ledge trapping abilities, since the bomb can be thrown while only being detonated at command. Lastly, the move possesses potential as a strong, albeit tough recovery option, as it can also be Z-dropped and detonated to launch Link a considerable distance forward.
However, Link is not without his fair share of nerfs. As a result of the several changes and alterations his moveset received, he has inadvertently lost several key strengths that his previous incarnation possessed. While Link has a much faster grab than his precious incarnation, the loss of his Hookshot has not only significantly worsened his overall grab range, but also effectively removed one of his more potent recovery and spacing options. The replacement of his old Bombs has also hindered Link in a variety of ways. Link can no longer pull out bombs as a way to potentially break out of combos, making him slightly more vulnerable to them. Since Remote Bombs no longer explode on impact, KO set-ups with them have effectively become harder to perform. Compared to his old bombs, Link can only have one Remote Bomb out a time, resulting in them becoming a worse zoning option overall. Link has also received hitbox reductions to several of his sword-based attacks, now mapping them strictly to the Master Sword itself. While this does not necessarily affect the reach of his attacks that involve swinging his sword from abvove (i.e. forward tilt, up tilt, forward smash), it has reduced the vertical reach of his attacks that are swung in front of him (i.e. down tilt), while also hindering the horizontal range of his thrusting sword attacks (i.e. up aerial, down aerial), making them slightly harder to land overall.
Finally, despite improvements to his landing lag and Spin Attack, his already sluggish frame data has been further worsened (especially on the ground): a considerable number of his attacks have either increased endlag (such as forward tilt or down tilt) or increased start-up lag (such as neutral attack, forward smash, down smash, and forward aerial), making it even harder for him to defend himself up close against opponents with superior frame data, such as Mario or Fox. This requires Link to be more wary when fighting opponents with such strong boxing capabilities and use the longer range of his Master Sword to his advantage, as his weaker frame data can put him at a greater risk of being thrown into a disadvantage state easier.
Overall, the changes to Link have somewhat repurposed his playstyle from that of a hard-hitting zoner with long-ranged melee attacks, to one that also incorporates more stage control and trapping tactics with his Remote Bomb rune in a similar manner to Snake. Because of this, Link has noticeably deviated from his counterparts in terms of his overall gameplan and how he enacts it. Compared to his previous iterations, Link has amassed an increasingly robust set of results in Ultimate's early metagame, which are arguably the strongest out of any of his previous incarnations overall, this in part due to players such as Salem, Izaw, Otakuni, and especially T. However, his results have somewhat diminished over time as Ultimate's metagame has progressed, as Salem has since then dropped Link in favor of Snake, which has inadvertently led to a slowdown of noteworthy results. Regardless, Link is agreed to fare better than in SSB4 and has had a more positive reception since the beginning, as he is usually seen as either a lower high tier character or an upper mid-tier character; however, whether or not his competitive viability will improve or diminish over time compared to the rest of the cast remains a topic of debate.
Throws and other attacks
Link has overall been slightly buffed in game updates.
For a gallery of Link's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Glides in on his Paraglider, and unsheathes his sword.
In competitive play
In the beginning of Ultimate's metagame, many players thought of Link to have significantly improved from SSB4, recognizing the increased reach of his sword, the return of his previous Boomerang from Smash 64 and Melee, his improved mobility, and the versatility of his new Remote Bomb special. Compounded with Salem's strong success with the character at majors and supermajors like Glitch 6 and GENESIS 6, Link would receive an extremely positive reception from the community, where he would be regarded as a high tier or even a top tier character (with Dabuz at one point considering him to be a top 3 character).
However, overtime, Salem would eventually drop the character for Snake; coupled with Link's small playerbase, this would cause his results to diminish considerably. As a result, Link's tier placement would become a subject of debate by many players, with some pointing out that despite his improvements, Link continues to retain the same issues from his previous counterparts, most notably his sluggish frame data. However, though Link's results have been sparse, T has begun to show strong signs of success with the character, making notable placements at regionals and majors, while also defeating high level players such as Marss, Raito, and Zackray. As a result, most players think of Link as a high tier character once again, garnering him a mostly positive reception from the community overall, albeit not to the same degree as before.
Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.
Classic Mode: A Quest to Seal the Darkness
Link's opponents are all affiliated with darkness, referencing the main goal of every game in his series: to destroy darkness.
Credits roll after completing Classic Mode. Completing it as Link has Title Theme - The Legend of Zelda accompany the credits.
Character unlock tree
Link's Classic Mode character unlock tree includes the following characters in order:
Each character can be unlocked by clearing Link's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.
Role in World of Light
Link was among the fighters summoned to the cliffside to fight the army of Master Hands.
Link was present on the cliffside when Galeem unleashed his beams of light. Link successfully deflected three beams of light with his Hylian Shield (staying true to the shield's unbreakable nature), but he lost his footing on the third blow, and was vaporized and placed under Galeem's imprisonment along with the rest of the fighters (excluding Kirby).
Link is unlocked near a Sheikah Tower when taking the Villager route. The player must defeat Don's spirit to access his unlock battle.
Link's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Link in World of Light allows the player to preview the second spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
Additionally, various incarnations of Link make an appearance in various Primary and Support Spirits.
In Spirit battles
As the main opponent
As a minion
Character Showcase Video