Link (SSB4): Difference between revisions

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'''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> He was also among the first wave of [[amiibo]] that are compatible with ''SSB4''. Akira Sasanuma reprises his role as Link's voice actor, albeit via voice clips recycled from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}''.
'''Link''' ({{ja|リンク|Rinku}}, ''Link'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced during the [[Electronic Entertainment Expo|E3]] [[Nintendo Direct]] on June 11th, 2013.<ref>[https://www.youtube.com/watch?v=13D1I5s236o Nintendo Direct@E3 2013]</ref> He was also among the first wave of [[amiibo]] that are compatible with ''SSB4''.


Link is currently ranked 31st out of 55 on the [[tier list]], placing him in the D tier. In addition to rendering Link as the second highest ranking mid-tier character, this is a significant improvement over his bottom-tier placement in ''Brawl'', where he was ranked 35th out of 38 and his best placement to date. Link possesses multiple [[projectile]]s in the form of his [[Hero's Bow]], [[Gale Boomerang]] and [[Bomb (Link)|Bomb]], each of which serve as great tools for combos, [[camp]]ing, [[gimp]]ing, and disrupting [[approach]]es. Aside from his projectiles, Link's {{s|zeldawiki|Master Sword}} grants him [[disjoint]]ed range and above average power.
As in ''[[Super Smash Bros. Brawl]]'', Akira Sasanuma's portrayal of Link from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'' was repurposed for ''Smash 4'', with mostly returning voice clips from ''Brawl'', and in addition to some new ones sourced from the game.


In addition to his retained strengths, his recovery has been greatly buffed from ''Brawl'', thanks to [[Spin Attack]] and [[Hookshot and Clawshot|Clawshot]] covering noticeably more distance, and Bomb's shorter fuse improving its [[Bomb (Link)#Bomb recovery|recovery potential]]. 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.
Link is ranked 31st out of 54 on the [[tier list]], placing him in the D tier. In addition to rendering Link as the second-highest-ranking mid-tier character, this is a significant improvement over his bottom-tier placement in ''Brawl'', where he was ranked 35th out of 38 and his best placement to date. Link possesses multiple [[projectile]]s in the form of his [[Hero's Bow]], [[Gale Boomerang]] and [[Bomb (Link)|Bomb]], each of which serve as great tools for combos, [[camp]]ing, [[gimp]]ing, and disrupting [[approach]]es. Aside from his projectiles, Link's {{s|zeldawiki|Master Sword}} grants him [[disjoint]]ed range and above-average power.


However, Link remains held back by his relatively sluggish frame data. He has moves that are quite easily [[punish]]able if they are whiffed, while his heavy weight and slow mobility without [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]] 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 [[veteran]]s gained more significant buffs, which downplays the effects that his own buffs grant him in competitive play.
In addition to his retained strengths, his recovery has been greatly buffed from ''Brawl'', thanks to [[Spin Attack]] and [[Clawshot]] covering noticeably more distance, and Bomb's shorter fuse improving its [[Bomb (Link)#Bomb recovery|recovery potential]]. 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.


While Link's early tournament results were mediocre at best, he has managed to attain a dedicated playerbase that consists of professionals such as {{Sm|Izaw}}, {{Sm|Scizor}}, {{Sm|Sova Unknown}} and {{Sm|T}}, who have managed to achieve top 8 and 16 placements more frequently, even at the national level. T, in particular, has demonstrated Link's viability, placing 3rd at [[2GGC: Civil War]], one of the most competitive ''SSB4'' tournaments in the world, and being ranked 46th on the [[PGR 100]], the all-time ranking for ''Smash 4''.
However, Link remains held back by his relatively sluggish frame data. He has moves that are quite easily [[punish]]able if they are whiffed, while his heavyweight and slow mobility without [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]] 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 [[veteran]]s gained more significant buffs, which downplays the effects that his own buffs grant him in competitive play.
 
While Link's early tournament results were mediocre at best, he has managed to attain a dedicated player base that consists of professionals such as {{Sm|Izaw}}, {{Sm|Scizor}}, {{Sm|Sova Unknown}} and {{Sm|T}}, who have managed to achieve top 8 and 16 placements more frequently, even at the national level. T, in particular, has demonstrated Link's viability, placing 3rd at [[2GGC: Civil War]], one of the most competitive ''SSB4'' tournaments in the world, and being ranked 46th on the [[PGR 100]], the all-time ranking for ''Smash 4''.


==Attributes==
==Attributes==
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Like his [[Toon Link (SSB4)|alternate timeline counterpart]], Link possesses two [[shield]]s instead of just one. In Link's case, he wields the [[Shield (Link)|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still or walking. Like Toon Link, Link also wields his respective version of the {{s|zeldawiki|Master Sword}}, which grants him disjointed range 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 back aerials can hit twice, his up and down aerials have long-lasting hitboxes, and his down aerial can [[meteor smash]].
Like his [[Toon Link (SSB4)|alternate timeline counterpart]], Link possesses two [[shield]]s instead of just one. In Link's case, he wields the [[Shield (Link)|Hylian Shield]], which blocks opposing [[projectile]]s if he is standing still or walking. Like Toon Link, Link also wields his respective version of the {{s|zeldawiki|Master Sword}}, which grants him disjointed range 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 back aerials can hit twice, his up and down aerials have long-lasting hitboxes, and his down aerial can [[meteor smash]].


Link is one of the handful of characters in ''SSB4'' with a [[Grab#Tether grab|tether grab]], with his [[Hookshot and Clawshot|Clawshot]] being a useful supplement to not just his recovery, but also his zoning and combo games. Although its damage output has been lowered since ''Brawl'', Clawshot still boasts impressive range, has minimal landing lag, and comes out even faster than before as an attack. It also assists his combo game, due to his down throw's impressive combo potential, while his up throw possesses KO potential. Lastly and most importantly, Clawshot is a pivotal part of Link's recovery, especially due to his sluggish mobility.
Link is one of the handful of characters in ''SSB4'' with a [[Grab#Tether grab|tether grab]], with his [[Clawshot]] being a useful supplement to not just his recovery, but also his zoning and combo games. Although its damage output has been lowered since ''Brawl'', Clawshot still boasts impressive range, has minimal landing lag, and comes out even faster than before as an attack. It also assists his combo game, due to his down throw's impressive combo potential, while his up throw possesses KO 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 [[approach]]ing 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 [[gimp]]ing 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 (Link)|Bomb]] is perhaps the most versatile weapon within his arsenal thanks to its utility. Throwing a Bomb at an opponent 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. Like in ''Brawl'', his bombs can also be used for a technique called [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]], which noticeably supplements his ground mobility. 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.
Link's special moves all have their uses. [[Hero's Bow]] is a strong option against characters who struggle at [[approach]]ing 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 [[Pulling|vacuum]] effect. Gale Boomerang's drag effect also grants it [[gimp]]ing 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 (Link)|Bomb]] is perhaps the most versatile weapon within his arsenal thanks to its utility. Throwing a Bomb at an opponent 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. Like in ''Brawl'', his bombs can also be used for a technique called [[Glide toss#Dash item throw cancel item throw (DITCIT)|Bomb Sliding]], which noticeably supplements his ground mobility. 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 ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing, and camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. 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.
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 ''[[Link (SSBB)|Brawl]]'', it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as {{SSB4|Sheik}}. As a result, he must make good use of reads, spacing, and camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a [[sex kick]]. 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.


In terms of [[customization]], Link's custom moves benefit him. Power Bow grants Link's arrows incredible power, being able to KO significantly easier. However, this comes at the cost of heavily decreased range and increased charge time, with uncharged arrows lacking any utility. Quickfire Bow fires [[magic]]al arrows at an extremely quick rate that are also unaffected by gravity, granting them spammability. However, they are much weaker and have shorter range. Boomerang removes the [[Wind|wind]] effect from the Gale Boomerange and makes it act like the Boomerang from ''Smash 64'' and ''Melee''; it can now be angled easier, has four hitboxes instead of two and deals damage when returning to Link. However, most of Link's setups are now removed since the Boomerang can no longer pull opponents in. Ripping Boomerang possesses no windboxes, deals less damage and has shorter range, but it hits multiple times, goes through opponents, has four hitboxes similar to Boomerang, and stuns victims, making it good for setups. Shocking Spin is an [[electric]]ally charged Spin Attack with significantly stronger damage and KO potential, and the aerial version semi-spikes. However, the grounded version has increased ending lag, while the aerial version lacks back hitboxes and worsens Link's already sub-par recovery by decreasing its horizontal momentum and vertical distance; additionally, while the aerial version can semi-spike, it only works if the opponent is in front. Whirling Leap drastically improves Link's recovery, granting him significantly improved vertical and horizontal distance, alongside very high aerial control during its duration. However, it is solely limited to being a recovery option due to its lack of any hitboxes. Giant Bomb has Link pull out a massive bomb that has a greater explosion radius and damage. However, it has slightly more startup lag and does not explode upon impact, limiting its tactical use compared to the standard Bomb. Meteor Bomb is a much smaller Bomb with a shorter fuse that meteor smashes anyone it hits with moderate knockback. This gives it unique edgeguarding potential and can set up for interesting combos, but as it also affects Link, this prevents him from extending his recovery unless the bomb is used to interrupt potentially deadly vertical KOs.
In terms of [[customization]], Link's custom moves benefit him. Power Bow grants Link's arrows incredible power, being able to KO significantly easier. However, this comes at the cost of heavily decreased range and increased charge time, with uncharged arrows lacking any utility. Quickfire Bow fires {{b|magic|effect}}al arrows at an extremely quick rate that are also unaffected by gravity, granting them spammability. However, they are much weaker and have shorter range. Boomerang removes the [[windbox]] from the Gale Boomerang and makes it act like the Boomerang from ''Smash 64'' and ''Melee''; it can now be angled easier, has four hitboxes instead of two and deals damage when returning to Link. However, most of Link's setups are now removed since the Boomerang can no longer pull opponents in. Ripping Boomerang possesses no windboxes, deals less damage and has shorter range, but it hits multiple times, goes through opponents, has four hitboxes similar to Boomerang, and stuns victims, making it good for setups. Shocking Spin is an [[electric]]ally charged Spin Attack with significantly stronger damage and KO potential, and the aerial version semi-spikes. However, the grounded version has increased ending lag, while the aerial version lacks back hitboxes and worsens Link's already sub-par recovery by decreasing its horizontal momentum and vertical distance; additionally, while the aerial version can semi-spike, it only works if the opponent is in front. Whirling Leap drastically improves Link's recovery, granting him significantly improved vertical and horizontal distance, alongside very high aerial control during its duration. However, it is solely limited to being a recovery option due to its lack of any hitboxes. Giant Bomb has Link pull out a massive bomb that has a greater explosion radius and damage. However, it has slightly more startup lag and does not explode upon impact, limiting its tactical use compared to the standard Bomb. Meteor Bomb is a much smaller Bomb with a shorter fuse that meteor smashes anyone it hits with moderate knockback. This gives it unique edgeguarding potential and can set up for interesting combos, but as it also affects Link, this prevents him from extending his recovery unless the bomb is used to interrupt potentially deadly vertical KOs.


Overall, Link is very capable at both spacing and [[camping]], yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame.
Overall, Link is very capable at both spacing and [[camping]], yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame.
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Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. Both his ground and aerial games have been improved. His overall mobility has slightly improved and his attacks have seen adjustments to either make them more reliable or to improve their utility. An example of this is with dash attack as while it is much slower and has no followup potential, it is much stronger now being the second strongest dash attack in the game. His air speed has been increased and a few of his aerials have seen some useful adjustments; forward aerial's first hit is much stronger, up aerial is stronger and down aerial's clean hit now [[meteor smash]]es granting it edgeguarding potential as well as the later two aerials having less landing lag. His grab game has also considerably improved as his grabs have less ending lag and his down throw is weaker giving it greater followup potential especially when combined with the changes to [[hitstun canceling]]. He also is a potent [[edgeguard]]er, with his down aerial now being capable of [[meteor smash]]ing to go alongside his other offensive options against opponents on the edge. Additionally, [[Spin Attack]] covers much more distance and is less reliant on momentum while Clawshot has increased range as a tether significantly improving his recovery, removing one of Link's most detrimental flaws in ''Brawl''. Lastly, his camping game has seen some improvements due to his projectiles, most notably Bomb, being buffed in certain ways.
Link has been buffed significantly in the transition from ''Brawl'' to ''SSB4''. Both his ground and aerial games have been improved. His overall mobility has slightly improved and his attacks have seen adjustments to either make them more reliable or to improve their utility. An example of this is with dash attack as while it is much slower and has no followup potential, it is much stronger now being the second strongest dash attack in the game. His air speed has been increased and a few of his aerials have seen some useful adjustments; forward aerial's first hit is much stronger, up aerial is stronger and down aerial's clean hit now [[meteor smash]]es granting it edgeguarding potential as well as the later two aerials having less landing lag. His grab game has also considerably improved as his grabs have less ending lag and his down throw is weaker giving it greater followup potential especially when combined with the changes to [[hitstun canceling]]. He also is a potent [[edgeguard]]er, with his down aerial now being capable of [[meteor smash]]ing to go alongside his other offensive options against opponents on the edge. Additionally, [[Spin Attack]] covers much more distance and is less reliant on momentum while Clawshot has increased range as a tether significantly improving his recovery, removing one of Link's most detrimental flaws in ''Brawl''. Lastly, his camping game has seen some improvements due to his projectiles, most notably Bomb, being buffed in certain ways.


Link also benefits from the general physics changes brought about by ''SSB4''. The [[Edge-guarding#Ledge Trump|edge trump]] mechanic combined with the increased speed to [[air dodge]]s immensely improves his recovery allowing him to make much greater use of his new and improved recovery options. The [[rage]] mechanic further boosts his power and can be utilized well, due to his excellent endurance. The changes of [[hitstun canceling]] has also improved his combo potential especially out of back aerial and down throw.  
Link also benefits from the general physics changes brought about by ''SSB4''. The [[Edge-guarding#Ledge Trump|edge trump]] mechanic combined with the increased speed to [[air dodge]]s immensely improves his recovery allowing him to make much greater use of his new and improved recovery options. The [[rage]] mechanic further boosts his power and can be utilized well, due to his excellent endurance. The changes of [[hitstun canceling]] has also improved his combo potential especially out of back aerial and down throw.


However, Link has also seen some nerfs. While the removal of hitstun canceling improves his own combo potential, it makes him more susceptible to combos himself and it removes [[momentum canceling]] hindering his endurance especially vertically (although Link does notably benefit from the removal of [[chain grab]]bing). Link also lost access to the advanced techniques he had in ''Brawl'' most notably [[DACUS]] which significantly hinders his approach potential combined with his up smash having more ending lag. He also no longer has access to {{b|Quickdraw|technique}}ing and the removal of [[edge momentum shifting]] has hindered [[Gale Boomerang]]'s utility. As for his more direct nerfs, his overall damage output is lower (although it is higher relative to the cast) with his forward and down smash seeing significant nerfs to their damage and some of his moves have worse overall KO potential due to their alterations such as with down tilt and down aerial. His grab aerial is also worse on stage as while it connects with the strong hit more reliably, it is weaker, launches opponents at a less favourable angle and has more landing lag hindering its use as a spacing tool. Lastly, while his out of shield game has improved due to his faster Spin Attack and the general changes to shields, his [[spotdodge]] is drastically worse going from being one of the best to a very mediocre spotdodge.
However, Link has also seen some nerfs. While the removal of hitstun canceling improves his own combo potential, it makes him more susceptible to combos himself and it removes [[momentum canceling]] hindering his endurance especially vertically (although Link does notably benefit from the removal of [[chain grab]]bing). Link also lost access to the advanced techniques he had in ''Brawl'' most notably [[DACUS]] which significantly hinders his approach potential combined with his up smash having more ending lag. He also no longer has access to {{b|Quickdraw|technique}}ing and the removal of [[edge momentum shifting]] has hindered [[Gale Boomerang]]'s utility. As for his more direct nerfs, his overall damage output is lower (although it is higher relative to the cast) with his forward and down smash seeing significant nerfs to their damage and some of his moves have worse overall KO potential due to their alterations such as with down tilt and down aerial. His grab aerial is also worse on stage as while it connects with the strong hit more reliably, it is weaker, launches opponents at a less favorable angle and has more landing lag hindering its use as a spacing tool. Lastly, while his out of shield game has improved due to his faster Spin Attack and the general changes to shields, his [[spot dodge]] is drastically worse going from being one of the best to a very mediocre spot dodge.


Ultimately, Link is considerably better than how he was in ''Brawl'' as his buffs are of greater quantity than his nerfs and while most of his direct changes do not greatly benefit him, the changes to the game's mechanics greatly benefit him overall as they improve his combo and KO potential and most importantly, they make his recovery far better fixing one of his main issues in ''Brawl''. Despite this, his other issues including his poor mobility and frame data were not properly addressed and in some cases, worsened and he did see a few notable hindrances from the changes to the game's mechanics. Nevertheless, he is a significantly more effective character relative to the cast and has seen greater tournament results although he still struggles against the higher tiered characters.  
Ultimately, Link is considerably better than how he was in ''Brawl'' as his buffs are of greater quantity than his nerfs and while most of his direct changes do not greatly benefit him, the changes to the game's mechanics greatly benefit him overall as they improve his combo and KO potential and most importantly, they make his recovery far better fixing one of his main issues in ''Brawl''. Despite this, his other issues including his poor mobility and frame data were not properly addressed and in some cases, worsened and he did see a few notable hindrances from the changes to the game's mechanics. Nevertheless, he is a significantly more effective character relative to the cast and has seen greater tournament results although he still struggles against the higher tiered characters.


===Aesthetics===
===Aesthetics===
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*{{buff|Link [[dash]]es faster (1.328 → 1.3944).}}
*{{buff|Link [[dash]]es faster (1.328 → 1.3944).}}
*{{buff|Link's [[air speed]] is faster (0.8084 → 0.88).}}
*{{buff|Link's [[air speed]] is faster (0.8084 → 0.88).}}
*{{buff|Link's [[fast fall]]ing speed is faster (2.666 → 3.04), improving his air game and making him less susceptible to juggling although relative to the cast, it has gone from the second highest fast falling speed to the third highest.}}
*{{buff|Link's [[fast fall]]ing speed is faster (2.666 → 3.04).}}
*{{change|Link's [[gravity]] is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his endurance, makes him more susceptible to combos and reduces the height of his jumps.}}
*{{change|Link's [[gravity]] is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his endurance, makes him more susceptible to combos and reduces the height of his jumps.}}
**{{buff|Despite this, his [[double jump]] is higher.}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 38 → 31).}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 38 → 31).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-17).}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-17).}}
*{{buff|[[Air dodge]] has decreased startup lag (frame 4 → 3) and ending lag (FAF 50 → 34).}}
*{{buff|[[Air dodge]] has decreased startup lag (frame 4 → 3) and ending lag (FAF 50 → 34).}}
*{{nerf|[[Spotdodge]] has more startup lag with a shorter duration (frame 2-20 → 3-18) and has increased ending lag (FAF  23 → 28) no longer being one of the best in the game.}}
*{{nerf|[[Spot dodge]] has more startup lag with a shorter duration (frame 2-20 → 3-18) and has increased ending lag (FAF  23 → 28), no longer being one of the best in the game.}}
*{{buff|[[Air dodge]] has decreased startup lag (frame 4 → 3) and ending lag (FAF 50 → 34).}}
*{{buff|Dashing [[item throw]] has significantly less ending lag (FAF 42 19), making it the fastest in the game. This slightly improves Link's [[item]]-based zoning potential although he is still usually better off using his [[Glide Toss|DITCIT]].}}
*{{buff|Dashing [[item throw]] has significantly less ending lag (FAF 38 18), making it the fastest in the game. This slightly improves his [[item]]-based zoning potential.}}
*{{buff|The Hylian Shield now blocks projectiles even while Link is walking. Additionally, it now always protects his front while he is idle, due to his idle poses' updated animations. Lastly, Link now raises the Hylian Shield when a projectile or an explosion hits it. Altogether, these changes significantly improve its reliability.}}
*{{buff|The Hylian Shield now blocks projectiles even while Link is walking. Additionally, it now always protects his front while he is idle, duee to his idle poses' updated animations. Lastly, Link now raises the Hylian Shield when a projectile or an explosion hits it. Altogether, these changes significantly improve its reliability.}}


===Ground attacks===
===Ground attacks===
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*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%), with knockback noticeably increased on the first hit (5 (base), 100 (scaling) → 20/130) and compensated on the second hit (20 (base), 110 (scaling) → 30/100), improving the former's KO potential.}}
**{{buff|Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%), with knockback noticeably increased on the first hit (5 (base), 100 (scaling) → 20/130) and compensated on the second hit (20 (base), 110 (scaling) → 30/100), improving the former's KO potential.}}
**{{nerf|Forward aerial has more ending lag (FAF 48 → 50).}}
**{{nerf|Forward aerial has slightly increased landing lag (10 frames → 12). Link's higher gravity also prevents it from auto-canceling in a full hop.}}
**{{nerf|Forward aerial has slightly increased landing lag (10 frames → 12). Link's higher gravity also prevents it from auto-canceling in a full hop.}}
*[[Back aerial]]:
*[[Back aerial]]:
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**{{buff|Pummel deals slightly more damage (2% → 2.1%).}}
**{{buff|Pummel deals slightly more damage (2% → 2.1%).}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw has decreased ending lag (FAF 41 → 36).}}
**{{buff|Forward throw has less ending lag (FAF 41 → 36).}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (7% → 6%).}}
**{{nerf|Down throw deals less damage (4% (throw)/7% (total) 3%/6%).}}
**{{buff|Down throw has decreased knockback scaling (90 → 85) and its angle has been altered (110° → 83°). Coupled with its lower damage and the changes to hitstun canceling, this significantly improves its combo potential.}}
**{{change|Link releases opponents from down throw one frame later (frame 23 → 24).}}
**{{buff|The hitbox has a longer duration (frame 22 → 22-23). This prevents the hitbox from whiffing against certain characters with certain [[weight]] values.}}
**{{buff|Down throw has decreased knockback scaling (90 → 85) and it launches opponents at a higher angle (110° → 83°). When combined with its lower damage and the changes to hitstun canceling/DI, this significantly improves its combo potential.}}
*[[Edge attack]]:
*[[Edge attack]]:
**{{change|Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Hero of Time.}}
**{{change|Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Hero of Time.}}
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*[[Gale Boomerang]]:
*[[Gale Boomerang]]:
**{{buff|Gale Boomerang has slightly improved setup potential at close range and at low percentages.}}
**{{buff|Gale Boomerang has slightly improved setup potential at close range and at low percentages.}}
**{{nerf|The removal of [[edge momentum shifting]] (in version [[1.0.8]]) has hindered Gale Boomerang's approach and egdeguarding potential.}}
**{{nerf|The removal of [[edge momentum shifting]] (in version [[1.0.8]]) has hindered Gale Boomerang's approach and edgeguarding potential.}}
*[[Spin Attack]]:
*[[Spin Attack]]:
**{{buff|Uncharged Spin Attack deals 2% more damage (12% → 14%) and its front hit has increased knockback scaling (72 (early), 80 (clean/late) → 86 (early/clean)/82 (late)), improving its KO potential. It also has decreased startup lag (frame 11 → 8). Due to consisting of nine hits instead of five, aerial Spin Attack deals 8% more damage (14% → 22%) and its last hit has increased knockback scaling (160 → 200), significantly improving its KO potential. It can now also hit opponents behind Link. Lastly, aerial Spin Attack covers much more distance and Link retains much more momentum upon performing it. This significantly improves its recovery potential.}}
**{{buff|Uncharged Spin Attack deals 2% more damage (12% → 14%) and its front hit has increased knockback scaling (72 (early), 80 (clean/late) → 86 (early/clean)/82 (late)), improving its KO potential. It also has decreased startup lag (frame 11 → 8). Due to consisting of nine hits instead of five, aerial Spin Attack deals 8% more damage (14% → 22%) and its last hit has increased knockback scaling (160 → 200), significantly improving its KO potential. It can now also hit opponents behind Link. Lastly, aerial Spin Attack covers much more distance and Link retains much more momentum upon performing it. This significantly improves its recovery potential.}}
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'''{{GameIcon|ssb4-3ds}} 1.0.5'''
'''{{GameIcon|ssb4-3ds}} 1.0.5'''
*{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}}
*{{buff|[[Shield (Link)|Hylian Shield]] now blocks [[Blaster (disambiguation)|Blasters]], improving its reliability.}}
*{{change|{{GameIcon|ssb4-3ds}}Quickfire Bow and Power Bow now function like they do in the {{GameIcon|ssb4-u}} version.}}
*{{change|Due to the release of {{forwiiu}}, the Quickfire Bow and Power Bow custom moves were altered in order to match the ''Wii U'' version.}}
**{{nerf|As a result, Power Bow's start-up lag and endlag were dramatically increased. Before, it charged around the same speed as his normal Hero's Bow; now it is one of the slowest charging specials in the game.}}
**{{buff|Conversely, Quickfire Bow's start-up lag and endlag were heavily decreased. This allows it to have better zoning potential and allows Link to more properly keep opponents in check.}}


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
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*{{buff|Down tilt deals 1% less damage|12%|11%; its knockback decreased; and its start-up lag decreased. Altogether, these changes grant it combo potential at low to medium percentages.}}
*{{buff|Down tilt deals 1% less damage|12%|11%; its knockback decreased; and its start-up lag decreased. Altogether, these changes grant it combo potential at low to medium percentages.}}
*{{buff|Up smash's hits connect together better.}}
*{{buff|Up smash's hits connect together better.}}
*{{buff|Clawshot's range has been doubled and it now grabs an opponent before falling to the ground.}}
*{{buff|Clawshot grabs cover more distance and they have a longer duration (6 frames → 8), considerably improving their range.}}
*{{change|{{GameIcon|ssb4-u}}Clawshot now behaves like it does in the {{GameIcon|ssb4-3ds}} version.}}
*{{buff|All grabs have less ending lag (FAF 66 (standing)/77 (dash)/79 (pivot) → 62/66/67.}}
*{{buff|All grabs' ending lag decreased|frame 66/frame 77/frame 79|62/66/67.}}
*{{buff|Grab's start-up lag decreased|frame 14|12.}}
*{{buff|Forward throw's ending lag decreased|frame 39|34.}}
*{{buff|Forward throw's ending lag decreased|frame 39|34.}}
*{{buff|Down throw deals 1% less damage|7%|6% and its angle altered: 110° → 83°, significantly improving its combo potential.}}
*{{buff|Down throw deals 1% less damage|7%|6% and its angle altered: 110° → 83°, significantly improving its combo potential.}}
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==Moveset==
==Moveset==
''For a gallery of Link's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
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|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=11%
|dtiltdmg=11%
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt, but low ending lag with vertical knockback, granting it combo potential into aerials (most notably forward aerial, dealing 35% if both hits connect) and making it safe on shield with proper spacing. It also has a hitbox close to the base of the Master Sword that [[meteor smash]]es aerial opponents, but deals weak knockback and is very hard to land due to its small size and lower priority than the other hitboxes, leaving it unable to hit characters hanging on a ledge except for {{SSB4|Charizard}}.
|dtiltdesc=A kneeling inward slash. Has slow startup for a tilt, but low ending lag with vertical knockback, granting it combo potential into aerials (most notably forward aerial, dealing 35% if both hits connect) and making it safe on shield with proper spacing. It also has a hitbox close to the base of the Master Sword that [[meteor smash]]es aerial opponents, but deals weak knockback. It is also very difficult to land due to its small size and lower priority than the other hitboxes, leaving it unable to hit characters hanging on an edge except for {{SSB4|Charizard}}.
|dashname=Jump Slash
|dashname=Jump Slash ({{ja|ジャンプ斬り|Janpu Giri}})
|dashdmg=14% (tip), 13% (middle), 12% (base)
|dashdmg=14% (tip), 13% (middle), 12% (base)
|dashdesc=The {{s|zeldawiki|Jump Attack}}. It is the second strongest dash attack in the game without knockback modifications, only behind {{SSB4|King Dedede}}'s, KOing at around 110% from center stage when sweetspotted. However, it also has the second slowest startup of them (at frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly.
|dashdesc=The {{s|zeldawiki|Jump Attack}}. It is the second strongest dash attack in the game without knockback modifications, only behind {{SSB4|King Dedede}}'s, KOing at around 110% from center stage when sweetspotted. However, it also has the second slowest startup of them (at frame 20) alongside high ending lag, making it very punishable if whiffed or used recklessly.
|fsmashcount=2
|fsmashcount=2
|fsmashname=Sword Slice
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip)
|fsmashdmg={{ChargedSmashDmgSSB4|14}} (tip), {{ChargedSmashDmgSSB4|7}} (non-tip)
|fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip)
|fsmash2dmg={{ChargedSmashDmgSSB4|13}} (tip), {{ChargedSmashDmgSSB4|12}} (non-tip)
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|nairdmg=11% (clean, foot), 9% (clean, leg), 6% (late)
|nairdmg=11% (clean, foot), 9% (clean, leg), 6% (late)
|nairdesc=A flying kick. It is a [[sex kick]] with relatively fast startup and low ending and [[landing lag]]. One of Link's most useful moves overall, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents.
|nairdesc=A flying kick. It is a [[sex kick]] with relatively fast startup and low ending and [[landing lag]]. One of Link's most useful moves overall, as it lets him escape pressure, is safe on shield with proper timing, and can even [[lock]] and combo into other moves on landing especially with the late hit, a notable followup being dash attack as a KO setup at high percents.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=11% (hit 1), 13% (hit 2)
|fairdmg=11% (hit 1), 13% (hit 2)
|fairdesc=Two alternating, spinning outward slashes. The first hit has more knockback, while the second deals more damage but can only connect from the first hit at low percents. The most damaging forward aerial in the game if both hits connect. Due to its low landing lag and long range, it is also a reliable safe on shield move with proper timing, but its slow startup, moderate ending lag and inability to [[autocancel]] before it can be interrupted still leave it easy to punish if overused.
|fairdesc=Two alternating, spinning outward slashes. The first hit has more knockback, while the second deals more damage but can only connect from the first hit at low percents. The most damaging forward aerial in the game if both hits connect. Due to its low landing lag and long range, it is also a reliable safe on shield move with proper timing, but its slow startup, moderate ending lag and inability to [[autocancel]] before it can be interrupted still leave it easy to punish if overused.
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=3% (hit 1), 5% (hit 2)
|bairdmg=3% (hit 1), 5% (hit 2)
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very low ending and landing lag, allowing it to combo into itself at low percents, which can be further followed up by a reverse Spin Attack. However, it is one of his least damaging attacks and the weakest back aerial in the game, being unable to KO from center stage even in [[Sudden Death]].
|bairdesc=A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very low ending and landing lag, allowing it to combo into itself at low percents, which can be further followed up by a reverse Spin Attack. However, it is one of his least damaging attacks, and the weakest back aerial in the game, as it is unable to KO from center stage even during [[Sudden Death]].
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=15% (clean), 13% (late)
|uairdmg=15% (clean), 13% (late)
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|dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce)
|dairdmg=15% (early), 18% (clean), 15% (late), 11% (bounce)
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The early hit is unique from the rest of attack: against grounded targets, it has weak vertical knockback allowing it to combo into the bounce hit for a large amount of damage (26%), but giving it poor KO potential, while against aerial targets, it is a meteor smash with higher knockback. On the other hand, the clean and late hit send both grounded and aerial targets vertically with high knockback; the clean hit in particular can KO at around 120%, making it one of the strongest down aerials in the game, but it is hard to land due to its much shorter duration than both the early and late hits. Like up aerial, the move has very long lasting hitboxes, but high landing lag and mostly vertical range.
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Upon hitting a target without [[fast falling]], Link bounces off them and can then hit them a second time, albeit dealing less damage. The early hit is unique from the rest of attack: against grounded targets, it has weak vertical knockback allowing it to combo into the bounce hit for a large amount of damage (26%), but giving it poor KO potential, while against aerial targets, it is a meteor smash with higher knockback. On the other hand, the clean and late hit send both grounded and aerial targets vertically with high knockback; the clean hit in particular can KO at around 120%, making it one of the strongest down aerials in the game, but it is hard to land due to its much shorter duration than both the early and late hits. Like up aerial, the move has very long lasting hitboxes, but high landing lag and mostly vertical range.
|zairname=[[Hookshot and Clawshot|Clawshot]]
|zairname=[[Clawshot]] ({{ja|クローショット|Kurōshotto}})
|zairdmg=2.5% (hit 1), 4% (hit 2)
|zairdmg=2.5% (hit 1), 4% (hit 2)
|zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward. Has great range and very low landing lag making ita useful spacing tool, and its low knockback also allows it to combo into most ground attacks. The Clawshot also serves as a [[tether recovery]].
|zairdesc=Fires his {{s|zeldawiki|Clawshot}} forward. Has great range and very low landing lag making it a useful spacing tool, and its low knockback also allows it to combo into most ground attacks. The Clawshot also serves as a [[tether recovery]].
|grabname=Clawshot
|grabname=Clawshot ({{ja|クローショット|Kurōshotto}})
|grabdesc=Fires his Clawshot forward. In {{for3ds}}, the chain snaps straight back once fully extended, like the Hookshot from ''SSB''. In {{forwiiu}}, the chain drags on the ground like his Hookshot did in ''Melee'' and ''Brawl''. The Clawshot grants each of Link's grabs very long ranges, but they also have high startup and ending lag.
|grabdesc=Fires his Clawshot forward. In {{for3ds}}, the chain snaps straight back once fully extended, like the Hookshot from ''SSB''. In {{forwiiu}}, the chain drags on the ground like his Hookshot did in ''Melee'' and ''Brawl''. The Clawshot grants each of Link's grabs very long ranges, but they also have high startup and ending lag.
|pummelname=&nbsp;
|pummelname=&nbsp;
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|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''. Performs a thrust while climbing up.
|edgedesc=The Crouch Stab from ''The Legend of Zelda: Ocarina of Time''.
|nsdefname=Hero's Bow
|nsdefname=Hero's Bow
|nsdefdmg=4% (uncharged), 12% (fully charged)
|nsdefdmg=4% (uncharged), 12% (fully charged)
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|nsc2name=Quickfire Bow
|nsc2name=Quickfire Bow
|nsc2dmg=4% (uncharged), 8% (fully charged)
|nsc2dmg=4% (uncharged), 8% (fully charged)
|nsc2desc=Fires [[magic]]al arrows that charge quickly and travel in a straight line. Uncharged arrows are decently [[spam]]mable due to being fired faster, but charged arrows have a lower maximum damage output. The arrows also have shorter range.
|nsc2desc=Fires {{b|magic|effect}}al arrows that charge quickly and travel in a straight line. Uncharged arrows are decently [[spam]]mable due to being fired faster, but charged arrows have a lower maximum damage output. The arrows also have shorter range.
|ssdefname=Gale Boomerang
|ssdefname=Gale Boomerang
|ssdefdmg=7% (near), 5% (middle), — (far/return)
|ssdefdmg=7% (near), 5% (middle), — (far/return)
|ssdefdesc=Throws the {{s|zeldawiki|Gale Boomerang}}, which flies forward and then returns to Link. It damages opponents as it flies away and [[Wind#Pulling attacks|pulls]] opponents toward him during its return. It can be angled up or down, while a [[Item throw#Directions and strength|smash throw]] (which is similar to when performing the input for a smash attack) increases the distance it can travel. Unlike [[Boomerang]], a [[reflection|reflected]] Gale Boomerang is not threatening to Link, as it will only fly past him with its non-damaging windbox. It has set-up potential, albeit only at close range and at low percentages.
|ssdefdesc=Throws the {{s|zeldawiki|Gale Boomerang}}, which flies forward and then returns to Link. It damages opponents as it flies away and [[Windbox#Pulling attacks|pulls]] opponents toward him during its return. It can be angled up or down, while a [[Item throw#Directions and strength|smash throw]] (which is similar to when performing the input for a smash attack) increases the distance it can travel. Unlike [[Boomerang]], a [[reflection|reflected]] Gale Boomerang is not threatening to Link, as it will only fly past him with its non-damaging windbox. It has set-up potential, albeit only at close range and at low percentages.
|ssc1name=Boomerang
|ssc1name=Boomerang
|ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return)
|ssc1dmg=9% (near), 7% (middle), 5% (far), 3% (return)
|ssc1desc=Functions [[Boomerang|like in ''SSB'' and ''Melee'']], dealing more damage and damaging opponents upon returning. It can also be aimed easier, but deals less knockback.
|ssc1desc=Functions [[Boomerang|like his ancestor's Boomerang in ''SSB'' and ''Melee'']], dealing more damage and damaging opponents upon returning. It can also be aimed easier, but deals less knockback.
|ssc2name=Ripping Boomerang
|ssc2name=Ripping Boomerang
|ssc2dmg=4% (near), 2% (middle), 1.5% (far), 0.7% (return)
|ssc2dmg=4% (near), 2% (middle), 1.5% (far), 0.7% (return)
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|dsdefdesc=Pulls out a {{s|zeldawiki|Bomb}}. It explodes 3.66 seconds (220 frames) after being pulled out, or upon contact with a surface, an attack, or an opponent. The explosion can hurt Link unless it hits an opponent first. When used skillfully, [[Bomb (Link)#Bomb recovery|the explosion can remove Link from helplessness]] and thus allow him to perform an extra Spin Attack, improving his recovery.
|dsdefdesc=Pulls out a {{s|zeldawiki|Bomb}}. It explodes 3.66 seconds (220 frames) after being pulled out, or upon contact with a surface, an attack, or an opponent. The explosion can hurt Link unless it hits an opponent first. When used skillfully, [[Bomb (Link)#Bomb recovery|the explosion can remove Link from helplessness]] and thus allow him to perform an extra Spin Attack, improving his recovery.
|dsc1name=Giant Bomb
|dsc1name=Giant Bomb
|dsc1dmg=7-8% (center), 10-11% (outlines)
|dsc1dmg=7%-8% (center), 10%-11% (outlines)
|dsc1desc=A massive Bomb with a large explosion hitbox, which deals more damage and knockback. However, it cannot explode via physical contact, instead bouncing around harmlessly until time is up or another nearby explosion triggers it. Deals damage based on range.
|dsc1desc=A massive Bomb with a large explosion hitbox, which deals more damage and knockback. However, it cannot explode via physical contact, instead bouncing around harmlessly until time is up or another nearby explosion triggers it. Deals damage based on range.
|dsc2name=Meteor Bomb
|dsc2name=Meteor Bomb
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|dsc2desc=A smaller and weaker Bomb with a smaller explosion radius (virtually needs to make contact) and a much shorter fuse (roughly 2 seconds). However, it meteor smashes anyone hit with moderate knockback. As a result, it is not practical for recoveries in any way, as it will simply meteor smash Link, though it allows him to survive vertical KOs longer with good timing. At high percents (120% for Mario) ground targets will be stopped in their tracks due to its considerable hitstun. Otherwise, the bomb has virtually no knockback on ground targets.
|dsc2desc=A smaller and weaker Bomb with a smaller explosion radius (virtually needs to make contact) and a much shorter fuse (roughly 2 seconds). However, it meteor smashes anyone hit with moderate knockback. As a result, it is not practical for recoveries in any way, as it will simply meteor smash Link, though it allows him to survive vertical KOs longer with good timing. At high percents (120% for Mario) ground targets will be stopped in their tracks due to its considerable hitstun. Otherwise, the bomb has virtually no knockback on ground targets.
|fsname=Triforce Slash
|fsname=Triforce Slash
|fsdmg=1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17)
|fsdmg=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdesc=Emits a thin beam of light from the [[zeldawiki:Triforce|Triforce of Courage]] symbol on the back of his hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit.
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 104
|rweight = 11-13
|dash = 1.3
|rdash = 49-55
|run = 1.3944
|rrun = 50
|walk = 1.188
|rwalk = 19-20
|trac = 0.064
|rtrac = 12-13
|airfric = 0.0038
|rairfric = 55-56
|air = 0.88
|rair = 52-53
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.04
|raddaccel = 46-53
|gravity = 0.096
|rgravity = 19-20
|fall = 1.6
|rfall = 24-27
|ff = 3.04
|rff = 3
|jumpsquat = 7
|rjumpsquat = 52-57
|jumpheight = 27.799999
|rjumpheight = 52
|shorthop = 13.380496
|rshorthop = 50
|djump = 29
|rdjump = 46
}}
}}


==[[On-screen appearance]]==
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Link English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
 
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. It may be based on the {{s|zeldawiki|warping}} animation seen upon using the {{s|zeldawiki|Recorder}}.
|desc=Appears from within a whirlwind and equips the Master Sword and Hylian Shield. It may be based on the {{s|zeldawiki|warping}} animation seen upon using the {{s|zeldawiki|Recorder}}.
Line 335: Line 382:
|game=SSB4}}
|game=SSB4}}


==[[Taunt]]s==
===[[Taunt]]s===
{{Taunt/SSB4
{{Taunt/SSB4
|char=Link
|char=Link
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|desc-down=Assumes a {{s|wikipedia|Fujian White Crane}}-like stance while rearing the Master Sword behind his head. Originates from ''SSB'' and may be loosely based on the attacking pose used by the Link from ''[[zeldawiki:Zelda ll: The Adventure of Link|Zelda II: The Adventure of Link]]''.}}
|desc-down=Assumes a {{s|wikipedia|Fujian White Crane}}-like stance while rearing the Master Sword behind his head. Originates from ''SSB'' and may be loosely based on the attacking pose used by the Link from ''[[zeldawiki:Zelda ll: The Adventure of Link|Zelda II: The Adventure of Link]]''.}}


==[[Idle pose]]s==
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Assumes a battle ready stance.
|desc-1=Assumes a battle ready stance.
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|image-2=LinkIdlePose2WiiU.jpg}}
|image-2=LinkIdlePose2WiiU.jpg}}


==[[Crowd cheer]]==
===[[Crowd cheer]]===
{{Crowd
{{Crowd
|char=Link
|char=Link
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|pitch-jp=Group chant}}
|pitch-jp=Group chant}}


==[[Victory pose]]s==
===[[Victory pose]]s===
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=ZeldaUniverseTheme.ogg
|victory-theme=ZeldaUniverseTheme.ogg
Line 368: Line 415:


==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Since ''SSB4''{{'}}s release, Link's nimbler mobility, stronger projectile game, higher power and improved range saw him perceived as noticeably better than his appearance in ''Brawl'' and, according to some players, a mid-tier character like [[Link (SSBM)|his ancestor was in ''Melee'']]. However, opinions on Link started to decline in light of more developed metagames and higher popularity of certain other characters, whereas Link's representation in competitive play remained rather poor. This culminated in him being ranked 42nd on the first [[tier list]].
Opinions on Link, however, started to improve after certain respectable placings by dedicated mains, such as {{Sm|Izaw}} and {{Sm|Scizor}}. This resulted in him being ranked 43rd on the second tier list, after the inclusion of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}. Thanks to {{Sm|T}} notably achieving strong results with Link after the second tier list, Link was ranked 39th on the third tier list. This resulted in him being reassessed as a mid-tier character, while his placement itself was also very similar to his ancestor's in ''Melee''.
After T placed 3rd at [[2GGC: Civil War]], one of the most competitive tournaments in ''SSB4''{{'}}s lifespan, Link's perception has further improved, to the point that he is viewed as deserving to be in the upper portion of the mid-tier. This has been reflected in the fourth and current tier list, in which Link is ranked 31st.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=3211
|set10=3211
}}
}}
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, please refrain from adding Lythero.-->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
====Active====
*{{Sm|Cat|Netherlands}} - One of the best Link players in Europe. He has wins over {{Sm|Rich Brown}} and {{Sm|S1}}.
*{{Sm|Halo|Japan}} - One of the best Link players in Japan, alongside {{Sm|T}}. His best placings include 17th at [[Karisuma 13]], and 13th at {{Trn|Karisuma 19}}. He has taken sets from players such as {{Sm|Takera}}, {{Sm|RAIN}}, {{Sm|Kameme}}, and {{Sm|Taranito}}.
*{{Sm|Izaw|Sweden}} - One of the best Link players in Europe. Placed 9th at [[B.E.A.S.T 6]] and [[Eclipse 2]].
*{{Sm|LinkEa|Chile}} - The best Link player in South America. His results can be found [http://smashboards.com/threads/link-tournament-results-thread-25th-october.404196 here]. Ranked 7th in the [https://smash.gg/rankings/smash4/series/chile-2 Chilean Power Rankings]
*{{Sm|LordXav1er|USA}} - One of the best Link players in the United States. Ranked 6th in the [[Rhode Island Smash 4 Power Rankings]]. He has wins over {{Sm|Marss}}, {{Sm|Ntarps}} and {{Sm|CaptAwesum}}.
*{{Sm|Nicorin|Japan}} - One of the best Link players in Japan, alongside {{Sm|T}}. He has taken sets from players such as {{Sm|shky}}, {{Sm|Brood}}, {{Sm|Shogun}}, {{Sm|Fuwa}} and {{Sm|Songn}}. His best results include 25th at [[Umebura 27]] and 33rd at [[Umebura 29]]. He is currently ranked 169th on the [[JAPAN Power Rankings]].
*{{Sm|Rooky|USA}} - Placed 17th at [[Super Smash Con 2015]] and 33rd at [[Shine 2016]].
*{{Sm|Scizor|USA}} - One of the best Link players in the United States. Placed 9th at [[2GGC: West Side Saga]], 13th at [[2GGT: FOW Saga]], and 33rd at [[2GGC: GENESIS Saga]]. He has wins over {{Sm|Mr.E}}, {{Sm|K9sbruce}} and others.
*{{Sm|Sillintor|Germany}} - The best Link player in Germany. Often uploads content about Link on his YouTube channel.
*{{Sm|Slenderman|USA}} - One of the best Link players in the United States.  Ranked 14th on the [[Chicago Smash 4 Power Rankings]].  Placed 17th at [[Smash 'N' Splash 3]].  He has wins over {{Sm|JJROCKETS}}, {{Sm|Marshall}}, and {{Sm|Dan}}.
*{{Sm|Sova Unknown|USA}} - One of the best Link players in the United States. Placed 5th at [[Glitch (tournament)|Glitch]], 7th at [[Glitch 2]]'s low-tier event, and 13th at [[Paradigm Shift]]. He has wins over Umeki, Raptor, and Jdawg.
*{{Sm|T|Japan}} (#46) - The best Link player in the world. Placed 2nd at [[Umebura 24]], 5th at [[Sumabato for THE BIG HOUSE]], 9th at [[Umebura S.A.T.]], and 3rd at [[2GGC: Civil War]]. He has wins over {{Sm|KEN}}, {{Sm|Abadango}}, {{Sm|Kameme}}, {{Sm|Ranai}}, {{Sm|Fatality}}, {{Sm|HIKARU}}, {{Sm|Shuton}}, and {{Sm|Zinoto}}. Formerly ranked 32nd on the [[Panda Global Rankings]] v3 and currently ranked 17th on the [[JAPAN Power Rankings]].
*{{Sm|Tsage|USA}} - One of the best Link players in the United States. Was once 11th on the [[New England Power Rankings|New England Smash 4 Power Rankings]]. He has wins over {{Sm|Captain L}}, {{Sm|XL-97}}, {{Sm|Locke}}, {{Sm|Kuma}}, and {{Sm|Hero}} and placed 2nd at the [[New England Arcadian II]].
*{{Sm|VinS|France}} - The best Link player in France. Placed 3rd at [[Big Wanted #1]]. Has wins over {{Sm|cyve}}.
====Inactive====
*{{Sm|BlueLink|Italy}} - One of the best Link players in Europe prior to his retirement. Formerly ranked 1st on the [[Italian Power Rankings]].
*{{Sm|Drigo Toes|Chile}} - One of the best Link players in South America prior to his retirement. His results can be found [http://smashboards.com/threads/link-tournament-results-thread-25th-october.404196 here].
===Tier placement and history===
Since ''SSB4''{{'}}s release, Link's nimbler mobility, stronger projectile game, higher power and improved range saw him perceived as noticeably better than his appearance in ''Brawl'' and, according to some players, a mid-tier character like [[Link (SSBM)|his ancestor was in ''Melee'']]. However, opinions on Link started to decline in light of more developed metagames and higher popularity of certain other characters, whereas Link's representation in competitive play remained rather poor. This culminated in him being ranked 42nd on the first [[tier list]].
Opinions on Link, however, started to improve after certain respectable placings by dedicated mains, such as {{Sm|Izaw}} and {{Sm|Scizor}}. This resulted in him being ranked 43rd on the second tier list, after the inclusion of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}. Thanks to {{Sm|T}} notably achieving strong results with Link after the second tier list, Link was ranked 39th on the third tier list. This resulted in him being reassessed as a mid-tier character, while his placement itself was also very similar to his ancestor's in ''Melee''.


After T placed 3rd at [[2GGC: Civil War]], one of the most competitive tournaments in ''SSB4''{{'}}s lifespan, Link's perception has further improved, to the point that he is viewed as deserving to be in the upper portion of the mid-tier. This has been reflected in the fourth and current tier list, in which Link is ranked 31st.
''See also: [[:Category:Link players (SSB4)]]''


==Trophies==
*{{Sm|Izaw|Sweden}} - One of the best Link players in Europe. Placed 4th at [https://smashboards.com/threads/avalon-u-ii-february-6th-2016-the-netherlands-europe.430332/ Avalon U-II] defeating {{Sm|Meru}} and 9th at two superregionals with {{Trn|BEAST 6}} and {{Trn|Eclipse 2}}. He was formerly ranked 2nd on the [[Swedish Power Rankings]] during 2017.
:'''Link'''
*{{Sm|Nicorin|Japan}} - The second-best Link player in Japan behind T. While he never reached the same peaks as T, he made some respectable placements at many different events such as 9th at {{Trn|Hirosuma 13}}, 13th at {{Trn|Rikabura 6}}, and 25th at {{Trn|Umebura 27}} with victories over {{Sm|Some}} and {{Sm|Brood}}.
::{{flag|ntsc}} ''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?''
*{{Sm|Scizor|USA}} - One of the best Link players in the United States and one of the first to perform well in North America. Besides T, he was the closest Link player to top 8 at a major tournament with 9th at {{Trn|2GGC: West Side Saga}} and also placed 33rd at {{Trn|2GGC: GENESIS Saga}}. He holds the best major result seen by Link in the ''post-Ultimate'' era with 13th at {{Trn|Super Smash Con 2022}}.
*{{Sm|Sova Unknown|USA}} - One of the best Link players in the United States. Residing in the MD/VA region, he mainly competed at local tournaments such as 5th at {{Trn|Glitch}} and 17th at {{Trn|Glitch 2}} with a win over {{Sm|Umeki}}. He has also given some of Link's best results seen in the ''post-Ultimate'' era, placing 3rd at {{Trn|Apex 2022}} and 17th at {{Trn|Super Smash Con 2019}}.
*{{Sm|T|Japan}} - The best Link player of all-time. His 3rd place finish at {{Trn|2GGC: Civil War}} is iconic for being the best Link result seen in ''Smash 4'', marking the character's peak at a supermajor and some of his best wins in players such as {{Sm|Abadango}} and {{Sm|Fatality}}. T's ability to perform at top level with Link became a main source for Link's rise on later tier lists in ''Smash 4'' and solidified him as the 46th best player on the [[PGR 100]].
*{{Sm|Tsage|USA}} - One of the best Link players in the United States. Alongside Scizor, he was considered one of the first North American Link players to perform well at notable tournaments, placing 7th at {{Trn|GUMS 15}}, 9th at {{Trn|Shift}}, and 49th at {{Trn|Shine 2016}}. Ranked 24th on the last major [[New England Power Rankings|New England]] Power Ranking of ''Smash 4''.


::{{flag|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!''
==[[Trophies]]==
{{Trophy/Fighter
|name=Link
|image-3ds=LinkTrophy3DS.png
|image-wiiu=LinkTrophyWiiU.png
|mode=Classic
|desc-3ds-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?
|desc-wiiu-ntsc=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?
|desc-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 to make light work of grabbing enemies and hanging from edges. The hero of Hyrule is really kitted out for a brawl!
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=04/1992}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=09/1992}}
}}
{{clrl}}


{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=snes|game2=The Legend of Zelda: A Link to the Past (04/1992)}}
{{Trophy/Fighter
|name=Link (Alt.)
|image-3ds=LinkAltTrophy3DS.png
|image-wiiu=LinkAltTrophyWiiU.png
|mode=Alt
|desc-3ds-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.
|desc-wiiu-ntsc=If Link was on a desert island and could take only one item, it'd be the Master 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 farther.
|desc-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.
|gamelist-ntsc={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=08/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=04/1992}}
|gamelist-pal={{Trophy games|console1=NES|game1=The Legend of Zelda|release1=11/1987|console2=SNES|game2=The Legend of Zelda: A Link to the Past|release2=09/1992}}
}}
{{clrl}}


:'''Link (Alt.)'''
{{Trophy/Fighter
::{{flag|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.''
|name=Triforce Slash (Link)
 
|image=TriforceSlashLinkTrophyWiiU.png
::{{flag|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.''
|desc-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.
 
|desc-pal=Link traps a foe in mid-air with the power of the Triforce of Courage, then 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.
{{Trophy games|console1=nes|game1=The Legend of Zelda (08/1987)|console2=snes|game2=The Legend of Zelda: A Link to the Past (04/1992)}}
|game=ssb4-wiiu
 
}}
:'''Triforce Slash (Link)'''
{{clrl}}
 
::{{flag|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.''
 
::{{flag|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.''
 
<center>
<gallery>
LinkTrophy3DS.png|Classic (3DS)
LinkAltTrophy3DS.png|Alt. (3DS)
LinkTrophyWiiU.png|Classic (Wii U)
LinkAltTrophyWiiU.png|Alt. (Wii U)
TriforceSlashLinkTrophyWiiU.png|[[Triforce Slash]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
Line 487: Line 529:
Clawshot_SSB4.png|Using his [[Clawshot]].
Clawshot_SSB4.png|Using his [[Clawshot]].
SSB4 - Zelda Screen-3.jpg|Using his side taunt alongside {{SSB4|Zelda}}.
SSB4 - Zelda Screen-3.jpg|Using his side taunt alongside {{SSB4|Zelda}}.
Link and Peach.jpg|Link and {{SSB4|Peach}} on {{SSB4|Battlefield}}.  
Link and Peach.jpg|Link and {{SSB4|Peach}} on {{SSB4|Battlefield}}.
SSB4 Toon Link Screen-10.jpg|His appearance in ''Super Smash Bros. for Nintendo 3DS'' alongside Toon Link.
SSB4 Toon Link Screen-10.jpg|His appearance in ''Super Smash Bros. for Nintendo 3DS'' alongside Toon Link.
Edge grab SSB4.jpg|Link [[Edge-guarding#Ledge Trump|edge trumping]] Mario.
Edge grab SSB4.jpg|Link [[Edge-guarding#Ledge Trump|edge trumping]] Mario.
Line 500: Line 542:


==Trivia==
==Trivia==
[[File:LinkT-PoseSSBU.png|thumb|right|Link's bind pose in {{forwiiu}}.]]
[[File:LinkT-PoseSSBU.png|thumb|Link's bind pose in {{forwiiu}}.]]
*During Link's first victory animation, his eyebrows appear lighter than usual, only to revert to their original shade of color once the animation ends.
*During Link's first victory animation, his eyebrows appear lighter than usual, only to revert to their original shade of color once the animation ends.
*In {{forwiiu}}, a glitch prior to update 1.1.0 enabled the player to see characters' [[bind pose]]s. 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.
*In {{forwiiu}}, a glitch prior to update 1.1.0 enabled the player to see characters' [[bind pose]]s. 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.
Line 506: Line 548:
*Link's alt. trophies in ''Super Smash Bros. for Wii U'' and {{for3ds}} appear very similar to his ancestor's [[All-Star Mode|All-Star]] and [[Adventure Mode]] trophies, respectively, in ''Super Smash Bros. Melee''.
*Link's alt. trophies in ''Super Smash Bros. for Wii U'' and {{for3ds}} appear very similar to his ancestor's [[All-Star Mode|All-Star]] and [[Adventure Mode]] trophies, respectively, in ''Super Smash Bros. Melee''.
*Not counting ''Melee'', this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage.
*Not counting ''Melee'', this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage.
*This is the final ''Smash'' game where Link has his iconic green tunic as his default costume, and his red and blue costumes being based on the Goron and Zora tunics, respectively, first seen in ''Ocarina of Time'', as well as the final game where he uses a tether, and where he is left-handed.
*Despite being relegated to being a trophy in ''3DS'', ''Wii U'' is the only game where Link's adult form from ''Ocarina of Time'' (which inspired his appearance in the first two ''Smash'' games) does not make any appearance at all.
*Despite being relegated to being a trophy in ''3DS'', ''Wii U'' is the only game where Link's adult form from ''Ocarina of Time'' (which inspired his appearance in the first two ''Smash'' games) does not make any appearance at all.
*Even though Link's ''Twilight Princess'' design is reused for this game, prior to the game's release, due to the brighter colors of ''SSB4'''s art style compared to the darker colors used in ''Brawl'', this portrayal of Link was initially mistaken by fans for the ''Skyward Sword'' version of Link, before the other ''Zelda'' characters returning from ''Brawl'' except for Toon Link reusing their ''Twilight Princess'' designs proved otherwise. While both ''Twilight Princess''' and ''Skyward Sword'''s versions of Link look visually similar, such as having chainmail underneath their green tunics, ''Twilight Princess'''s Link sports lighter, almost a dirty blond, hair that is almost unkempt, a more starched-looking tunic, tighter, gray trousers, and is constantly scowling, ''Skyward Sword'''s Link sports honey-colored hair that is shaggier, a looser-looking tunic, baggier, tan-colored trousers, and has a more cheerful expression.
*Of all the veterans that retain their voice clips from ''Brawl'', Link, {{SSB4|Ganondorf}}, and {{SSB4|Captain Falcon}} are the only ones to not make use of knockback voice clips that weren't used in-game in ''Brawl'' despite having them.


==References==
==References==
{{reflist|1}}
{{reflist}}


{{SSB4Characters}}
{{SSB4Characters}}
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