Link (SSB): Difference between revisions

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(Cleanup some formatting and make terrminology match its pages. These SSB articles could use a proper going over though...)
(Some damages need correcting, attacks need better names, some grammatical errors.)
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=====Normal=====
=====Normal=====
*[[Neutral attack]]- Sword Swipe, 5%, then another swipe, 3%, and a last stab for 4% before a series of quick sword stabs, 1% each. This move comes out fast and has decent range right in front on Link.
*[[Neutral attack]]- Sword Swipe, 5%, then another swipe, 3%, and a last stab for 4% before a series of quick sword stabs, 1% each. This move comes out fast and has decent range right in front on Link.
*[[Forward tilt|Forward Tilt]]: Sword Up To Right. Link brings his sword up and slashes down. Somewhat slow but above average damage and knockback for a forward tilt. 18%
*[[Forward tilt|Forward Tilt]]: Sword Chop. Link brings his sword up and slashes down. Somewhat slow but above average damage and knockback for a forward tilt. 18%
*[[Up tilt|Up Tilt]]: Tilted Sword. Link quickly swings his sword in a small arch above him. Can be chained together and good for leading into combos, usually foward tilt or neutral aerial. There is the slighted arch in the foe's upward trajectory; When facing right, there's a slight right angle, and when left, a slight left angle. This move can usually KO a foe reliably above very high damages such as 200%. 10% damage.
*[[Up tilt|Up Tilt]]: Overhead Sword Swipe. Link quickly swings his sword in a small arch above him. Can be chained together and good for leading into combos, usually foward tilt or neutral aerial. There is the slighted arch in the foe's upward trajectory; When facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. 10% damage.
*[[Down tilt|Down Tilt]]: Sword Poke. He slashes his sword sluggishly below him. Usually knocks foes upwards. At lower percents, this can be followed by a F-Smash, a F-Tilt, or even a grab attack. At higher damages, in most cases, it knocks the foe far enough to prevent any real quick follow up. 12%
*[[Down tilt|Down Tilt]]: Ground Swipe. He slashes his sword sluggishly below him. Usually knocks foes upwards. At lower percents, this can be followed by a F-Smash, a F-Tilt, or even a grab attack. At higher damages, in most cases, it knocks the foe far enough such that there's no way to quickly follow it up. 12%
*[[Dash attack]]: Running Sword Swipe. He sticks his sword straight out mid-dash and stops. Good range and speed, and can KO usually around 150%. Great for combo finishers. There is, however, some cooldown lag. 16%
*[[Dash attack]]: Running Sword Swipe. He sticks his sword straight out mid-dash and stops. Good range and speed, and can KO usually around 150%. Great for combo finishers. There is, however, some cooldown lag. 16%


=====[[Smash attack]]s=====
=====[[Smash attack]]s=====
*[[Side Smash]]: Elongated Sword. He quickly twirls his sword twice and then slashes forward in a similar fashion to his F-Tilt, but has a bigger blue effect if it hits. Good finisher. 20%
*[[Side Smash]]: Super Sword Slice. He quickly twirls his sword twice and then slashes forward in a similar fashion to his F-Tilt, but has a bigger blue effect if it hits. Good finisher. 9-20%
*[[Up Smash]]: Triple Up Sword, 7%, 3%, then 12%. Good move for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KO-ing, however, at lower percents it can lead into itself, and aerial follow up, or Up B. In most other cases, though, a up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended used. The range of the move itself isn't that far, it resembles a bunch of Link's up tilts in rapid succession, though with less of an arch.
*[[Up Smash]]: Triple Vertical Sword Slice, 22% total. Good move for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KO-ing, however, at lower percents it can lead into itself, and aerial follow up, or Up B. In most other cases, though, a up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended or used. The range of the move itself isn't that far, it resembles a bunch of Link's up tilts in rapid succession, though with less of an arch.
*[[Down Smash]]: Grass Cutter, 16% damage. Link fastly slashes in front of him and then back. The move is a good close up defensive move but also has a good KO-ing property. This move is one of Link's few moves that come out near-instant, and the ending lag isn't that bad either. Assuming the Link player is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slight right trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on.
*[[Down Smash]]: Grass Cutter, 16% damage. Link swiftly slashes in front of him and then back. The move is a good close up defensive move but also has a good KO-ing property. This move is one of Link's few moves that come out near-instantaneously, and the ending lag isn't that bad either. Assuming the Link player is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on.


=====Other attacks=====
=====Other attacks=====
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====Aerial attacks====
====Aerial attacks====
*[[Neutral aerial]]: [[Sex Kick]]. Link's neutral aerial is best used as a defensive move, seeing how even when it first comes out, there is not much KO power unless used in the air for an edgeguard. 10% when it first comes out.
*[[Neutral aerial]]: [[Sex Kick]]. Link's neutral aerial is best used as a defensive move, seeing how even when it first comes out, there is not much KO power unless used in the air for an edgeguard. 6-10% when it first comes out.
*[[Forward aerial]]: Spin Sword, 20%, 10%. Link slashes once in front of him, swirls in a complete circle and sticks out his sword again (best viewed on 1/4 speed in training). The first hit does 20% damage with a good amount of knockback, the second doing half that amount, but still with strength. Extremely unlikely that the two hits will combine into each other.
*[[Forward aerial]]: Spin Sword, 9-20%. Link slashes once in front of him, swirls in a complete circle and sticks out his sword again (best viewed on 1/4 speed in training). The first hit does 20% damage with a good amount of knockback, whereas the second doing 60% of that amount, but still with strength. It is not possible that the two hits will combine into each other.
*[[Up aerial]]: Upwards Thrust, 16%. Decent KO power, can also juggle. The hitbox of this move is Link's blade, which is directly aimed up.
*[[Up aerial]]: Upwards Thrust, 16%. Decent KO power, can also juggle. The hitbox of this move is Link's blade, which is directly aimed up.
*[[Back aerial]]: Double kick. They both combine into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is unsafe for Link player to use this move near a ledge due to the length of this move, as Link's recovery may not always be good enough to make it back to the stage. 10%, 10%
*[[Back aerial]]: Double kick. They both combine into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky going for a Link player to use this move near a ledge due to the length of this move. Now, considering Link's recovery is as bad as it already is, his recovery may not always be good enough to make it back to the stage. 20% total damage.
*[[Down aerial]]: Down Thrust Sword. Link aims his sword directly below him for a long duration. This move has great knockback. This move can be used to KO recovering foes by jumping directly at them (do NOT start this technique by leaping off a ledge), using his down aerial to KO them, and using the small amount of height gained from hitting the foe (in a "Leap Frog" like way), recover back to the stage. It should be noted that this move's downwards decent can be fastened by fast falling, though doing so isn't recommended near ledge, as this move can potentially doom Link players who use this move off a ledge. Also has substantial ending lag when the player lands on the ground whilst using the move. To avoid the ending lag, press Z just before the sword touches the ground (called L-canceling). This will cause Link to bring the sword back up before it plunges into the ground, avoiding the ending lag. This is an imperative tactic to master to play well with Link. 16%
*[[Down aerial]]: Downward Sword. Link aims his sword directly below him for a long duration. This does 16% and has great knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but do NOT start this technique by leaping off a ledge. That way one uses his down aerial to KO them, and using the small amount of height gained from hitting the foe in a "Leap Frog" like way, recover back to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is not a good idea near ledge, as this move will ''definitely'' doom Link players who use this move off a ledge. Also has substantial landing lag when the player lands on the ground whilst using the move, and that's not good. To avoid the landing lag, press Z right before the sword touches the ground (called L-canceling). This will cause Link to bring the sword back up before it plunges into the ground, avoiding the landing lag. This is an imperative tactic to master to play well with Link.


====Grabs & [[Throw]]s====
====Grabs & [[Throw]]s====
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Link's boomerang ([[neutral special]] attack) goes farther if it is treated as a [[smash]] attack. Quickly tap the control stick to the side while hitting [[B]] to extend the range.  
Link's boomerang ([[neutral special]] attack) goes farther if it is treated as a [[smash]] attack. Quickly tap the control stick to the side while hitting [[B]] to extend the range.  
===[[Bomb Recovery]]===
===[[Bomb Recovery]]===
Like [[Samus]], Link can use his bombs to aid his [[recovery]].  However, unlike [[Samus]], Link must use a bit of technical skill and timing.  While recovering, pull out a bomb and drop it slowly below Link.  Continue to DI toward the [[stage]] and then use his [[bair]].  This will cause Link to explode toward the platform.  Use his [[Up B]] and land back safely.  Note that Link will not be able to grab the [[edge]] because the explosion causes him to face the other direction.  To counter this, throw his [[boomerang]] before using his [[Up B]]. This technique is extremely situational, and poorly helps to recover in very few cases.
Like [[Samus]], Link can use his bombs to aid his [[recovery]].  However, unlike [[Samus]], Link must use a bit of technical skill and timing.  While recovering, pull out a bomb and drop it slowly below Link.  Continue to DI toward the [[stage]] and then use his [[bair]].  This will cause Link to explode toward the platform.  Use his [[Up B]] and land back safely.  Note that Link will not be able to grab the [[edge]] because the explosion causes him to face the other direction.  To counter this, throw his [[boomerang]] before using his [[Up B]]. This technique is extremely situational and extremely difficult to perform. Even if one could perform it poorly helps to recover in very few cases.
==Bomb damages==
==Bomb damages==
*Explosion: 5%
*Explosion: 5%

Revision as of 17:28, January 11, 2011

This article is about Link's appearance in Super Smash Bros. For other uses, see Link.
Link
Link
ZeldaSymbol.svg
Universe The Legend of Zelda
Appears in SSB
SSBM
SSBB
Availability Starter
Tier C (11)


Link (Japanese: リンク, Rinku) appears as a starter character in Super Smash Bros. He is the sole representative of the Zelda series. Having many disjointed melee attacks and two projectile weapons, Link can be a hassle to approach. However, his lack of speed and maneuverability cause problems for Link in approaching an opponent. In fact, much of Link's strategy consists of standing back, throwing a few projectiles, and waiting for an opening. Due to his slow ground movements and attacks, it is imperative that Link players be able to not only short hop but be able to input an attack immediately afterward.

Link is known in high level competitive play as a very defensive character, relying on bombs and boomerangs to prevent gimps and using back air, up tilt, and up air for combos while using down air, f-smash, down smash, and projectiles for edgeguarding. Link's recovery is that poor that he cannot ever be close to a ledge. Link's poor recovery and the fact that he is very easily comboed make it difficult for him to win. Link has barely any good match-ups due to this and is usually considered the worst character to use on Dreamland. For this he is second to last, 11th, on the tier list.

Attributes

File:Linkending.jpg
Link's ending picture in Super Smash Bros.

Link has long ranged attacks due to his sword, and they also have good power and priority. On the down side, he also has slow attack and movement speed. His grab is long like his attacks due to being a tether grab, but it leaves him vulnerable if it misses. Link also has two good projectiles, which can lead to some very aesthetic combos. This makes Link tough to approach, and can be used to edge-guard. Link is also heavy, which means he is harder to knock around but easier to combo.

Link's biggest problem is his recovery. His very short jumps, fast falling speed (the second fastest in the game) and poor distance both horizontally and vertically of Spin Attack (even descends before the animation is over) makes his recovery arguably the worst in the game. It is also easily edge guarded, especially by characters with spikes.

Link is very low on the tier list because he is easily gimped and very easily comboed. He doesn't have the large priority of such characters as Falcon or Ness, the combo ability of Falcon or Jigglypuff, or the priority of Pikachu or Kirby, making the best way for Link to win vs these characters is to camp and space.

Moveset

SSB64 Link.gif

Ground attacks

Normal
  • Neutral attack- Sword Swipe, 5%, then another swipe, 3%, and a last stab for 4% before a series of quick sword stabs, 1% each. This move comes out fast and has decent range right in front on Link.
  • Forward Tilt: Sword Chop. Link brings his sword up and slashes down. Somewhat slow but above average damage and knockback for a forward tilt. 18%
  • Up Tilt: Overhead Sword Swipe. Link quickly swings his sword in a small arch above him. Can be chained together and good for leading into combos, usually foward tilt or neutral aerial. There is the slighted arch in the foe's upward trajectory; When facing right, there's a slight right angle, and vice versa. This move can usually KO a foe reliably above very high damages such as 200%. 10% damage.
  • Down Tilt: Ground Swipe. He slashes his sword sluggishly below him. Usually knocks foes upwards. At lower percents, this can be followed by a F-Smash, a F-Tilt, or even a grab attack. At higher damages, in most cases, it knocks the foe far enough such that there's no way to quickly follow it up. 12%
  • Dash attack: Running Sword Swipe. He sticks his sword straight out mid-dash and stops. Good range and speed, and can KO usually around 150%. Great for combo finishers. There is, however, some cooldown lag. 16%
Smash attacks
  • Side Smash: Super Sword Slice. He quickly twirls his sword twice and then slashes forward in a similar fashion to his F-Tilt, but has a bigger blue effect if it hits. Good finisher. 9-20%
  • Up Smash: Triple Vertical Sword Slice, 22% total. Good move for damage racking, as long as the foe doesn't DI out of it. Best suited for heavier characters. This move is somewhat weak for KO-ing, however, at lower percents it can lead into itself, and aerial follow up, or Up B. In most other cases, though, a up aerial or simply some other juggling plan (usually a Bomb readied before the move) is recommended or used. The range of the move itself isn't that far, it resembles a bunch of Link's up tilts in rapid succession, though with less of an arch.
  • Down Smash: Grass Cutter, 16% damage. Link swiftly slashes in front of him and then back. The move is a good close up defensive move but also has a good KO-ing property. This move is one of Link's few moves that come out near-instantaneously, and the ending lag isn't that bad either. Assuming the Link player is facing right, when the foe is hit on either side while being closest to Link, they will be sent upwards at a slightly angled trajectory. When hit at the end of Link's blade, it'll knock the foe in a 45° angle in the direction depending on what side they were hit on.
Other attacks
  • Ledge attack: Flips over and slashes outwards. Decent range. 4% damage.
  • 100% ledge attack: Slowly picks himself up and stabs at a slight upward angle. 4% damage.
  • Floor attack: Slashes on both sides and gets up. 6% damage.

Aerial attacks

  • Neutral aerial: Sex Kick. Link's neutral aerial is best used as a defensive move, seeing how even when it first comes out, there is not much KO power unless used in the air for an edgeguard. 6-10% when it first comes out.
  • Forward aerial: Spin Sword, 9-20%. Link slashes once in front of him, swirls in a complete circle and sticks out his sword again (best viewed on 1/4 speed in training). The first hit does 20% damage with a good amount of knockback, whereas the second doing 60% of that amount, but still with strength. It is not possible that the two hits will combine into each other.
  • Up aerial: Upwards Thrust, 16%. Decent KO power, can also juggle. The hitbox of this move is Link's blade, which is directly aimed up.
  • Back aerial: Double kick. They both combine into each other for a good amount of knockback, though the second hit can be DI'd out of. In addition, it is risky going for a Link player to use this move near a ledge due to the length of this move. Now, considering Link's recovery is as bad as it already is, his recovery may not always be good enough to make it back to the stage. 20% total damage.
  • Down aerial: Downward Sword. Link aims his sword directly below him for a long duration. This does 16% and has great knockback. It is possible to hit the same enemy twice to have this move inflict 32% altogether. This move can be used to KO recovering foes by jumping directly at them, but do NOT start this technique by leaping off a ledge. That way one uses his down aerial to KO them, and using the small amount of height gained from hitting the foe in a "Leap Frog" like way, recover back to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is not a good idea near ledge, as this move will definitely doom Link players who use this move off a ledge. Also has substantial landing lag when the player lands on the ground whilst using the move, and that's not good. To avoid the landing lag, press Z right before the sword touches the ground (called L-canceling). This will cause Link to bring the sword back up before it plunges into the ground, avoiding the landing lag. This is an imperative tactic to master to play well with Link.

Grabs & Throws

Link, along with Samus, has an "extended grab"- meaning they use a grappler in order to increase their grab length, leading to various combos due to the large grab range.
  • Forward Throw: Kick. Link violently kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials. 14%
  • Back Throw: Kick back, 16% damage. Link takes the foe and kicks them directly behind him. Somewhat better KOing power than his forward throw.

Special Moves

Taunt

  • Lowers his right leg and raises his left arm (his sword arm), then pulls his right leg up, pushes his right knee out to his left, points his foot downwards so that the end of his left boot comes to about halfway up his left shinguard.


Matchups

Super Smash Bros. (N64) Character Matchups
  PikachuIcon(SSB).png KirbyIcon(SSB).png CaptainFalconIcon(SSB).png FoxIcon(SSB).png YoshiIcon(SSB).png JigglypuffIcon(SSB).png MarioIcon(SSB).png SamusIcon(SSB).png DonkeyKongIcon(SSB).png NessIcon(SSB).png LinkIcon(SSB).png LuigiIcon(SSB).png Avg.
LinkIcon(SSB).png 25:75 40:60 40:60 30:70 40:60 50:50 40:60 60:40 50:50 50:50 Mirror match 60:40 45:55

In Single-player

  • In the game's single-player mode, Link is the first character the player battles, in which they must face him on Hyrule Castle.
  • If the player is against Link in Single Player Mode on Very Easy, he will not attack or move until the player makes the first strike or after a period of time.

Strategies

Extended Boomerang

Link's boomerang (neutral special attack) goes farther if it is treated as a smash attack. Quickly tap the control stick to the side while hitting B to extend the range.

Bomb Recovery

Like Samus, Link can use his bombs to aid his recovery. However, unlike Samus, Link must use a bit of technical skill and timing. While recovering, pull out a bomb and drop it slowly below Link. Continue to DI toward the stage and then use his bair. This will cause Link to explode toward the platform. Use his Up B and land back safely. Note that Link will not be able to grab the edge because the explosion causes him to face the other direction. To counter this, throw his boomerang before using his Up B. This technique is extremely situational and extremely difficult to perform. Even if one could perform it poorly helps to recover in very few cases.

Bomb damages

  • Explosion: 5%
  • Throws
    • Tilt: 5%
    • Tilt Up: 5%
    • Tilt Down: 0%+5% (5%)
    • Dash: 9%+5% (14%)
    • Smash: 8%+5% (13%)
    • Smash Up: 8%+5% (13%)
    • Smash Down: 0%+5% (5%)
  • Air Throws
    • Tilt: 7%+5% (12%)
    • Tilt Up: 8%+5% (13%)
    • Tilt Down: 8%+5% (13%)
    • Smash: 9%+5% (14%)
    • Smash Up: 11%+5% (16%)
    • Smash Down: 11%+5% (16%)

Description

Link is the valiant boy hero of "Legend of Zelda" series in which he fights against the evil Ganon to recover the Triforce. Though his tools may change with each adventure, his strength and righteousness remain constant. With his trusty sword and a variety of weapons, he takes his adventures head on!

Works:

Costume Gallery

File:Alt-link.jpg
Link's changeable clothing in SSB

Trivia

  • When Link picks up a battering item, his dash attack will show him using his sword and the item he's wielding.
  • A level 3 Link CPU on any stage will always use a bomb as his first attack and a level 9 Link on the Hyrule Castle stage will always use his boomerang as his first attack, making them very predictable and easy to approach.
  • Link is stronger in the European version of SSB, as his Side Smash causes 24% instead of 20% and he has better air speed, improving his recovery.
  • In the Japanese Version of SSB, Link's sword has a reflection metal effect, while the western version does not, making his sword more plastic looking.
  • Link, along with Kirby, Pikachu, and Yoshi, is the only character to open his mouth in SSB.