Link (SSBB): Difference between revisions

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|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier        = G
|tier        = G
|ranking      = 36
|ranking      = 1
}}
}}
'''Link''' ({{ja|リンク}}, ''Rinku'') was confirmed for ''[[Super Smash Bros. Brawl]]'' at [[E3]] 2006. His graphics have been completely revamped from his ''[[Super Smash Bros. Melee]]'' form, since his new look is derived from the game, ''[[The Legend of Zelda: Twilight Princess]]''.  
'''Link''' ({{ja|リンク}}, ''Rinku'') was confirmed for ''[[Super Smash Bros. Brawl]]'' at [[E3]] 2006. His graphics have been completely revamped from his ''[[Super Smash Bros. Melee]]'' form, since his new look is derived from the game, ''[[The Legend of Zelda: Twilight Princess]]''.  
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His special moves have also been changed to fit the style of ''[[Twilight Princess]]''. Despite that, the Link in ''Brawl'' is still the same incarnation as in ''Melee'', just with an updated look based on Twilight Princess.
His special moves have also been changed to fit the style of ''[[Twilight Princess]]''. Despite that, the Link in ''Brawl'' is still the same incarnation as in ''Melee'', just with an updated look based on Twilight Princess.


Despite his [[projectile]]s and large number of advanced techniques, he is currently ranked 36th (second from bottom) in the tier list due to his poor mobility, bad options out-of-shield, sluggish moves with poor frame data (his fastest ground attack, jab, is 7 frames, and fastest aerial, back air, is 6 frames), vulnerability to chain grabs, and abysmal recovery (although projectiles, good DI and a tether grab grant him some options, if still poor), resulting in poor match-ups against most characters. Link's ''Brawl'' tier ranking is the lowest of any default character, as well as the lowest ranking for any character with a projectile.
Despite his [[projectile]]s and large number of advanced techniques, he is currently ranked 1st (First from top) in the tier list due to his good mobility, good options out-of-shield, sluggish moves with great frame data (his fastest ground attack, jab, is 7 frames, and fastest aerial, back air, is 6 frames), vulnerability to chain grabs, and abysmal recovery (although projectiles, good DI and a tether grab grant him some options, if still good), resulting in good match-ups against most characters. Link's ''Brawl'' tier ranking is the Highest of any default character, as well as the Highest ranking for any character with a projectile.


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


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