Link (SSB): Difference between revisions

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Link is voiced by Nobuyuki Hiyama, who also voiced him in ''Ocarina of Time'', with his voice clips recycled from the game.
Link is voiced by Nobuyuki Hiyama, who also voiced him in ''Ocarina of Time'', with his voice clips recycled from the game.


Link is currently ranked 11th on the [[tier list]], the second lowest ranked character, outranking only {{SSB|Luigi}}. Link is known in high level competitive play as a very defensive character, relying on {{b|bomb|Link}}s and [[Boomerang]]s to prevent gimps and using his up tilt and up and back aerials for combos, while using his forward and down smash, down aerial, and [[projectile]]s for [[edgeguarding]]. Having many disjointed melee attacks and his aforementioned two projectiles, Link can be a hassle to [[approach]], while also having an average approach himself courtesy of his extremely high traction.
Link is currently ranked 11th on the [[tier list]], the second lowest ranked character, outranking only {{SSB|Luigi}}. His placement in ''Smash 64'' is also tied with [[Link (SSBB)|his later iteration in ''Brawl'']] as his worst placement in the series. Link is known in high level competitive play as a very defensive character, relying on {{b|bomb|Link}}s and [[Boomerang]]s to prevent gimps and using his up tilt and up and back aerials for combos, while using his forward and down smash, down aerial, and [[projectile]]s for [[edgeguarding]]. Having many disjointed melee attacks and his aforementioned two projectiles, Link can be a hassle to [[approach]], while also having an average approach himself courtesy of his extremely high traction.


However, his lack of speed and maneuverability cause problems for Link in approaching the opponent. In fact, much of Link's strategy consists of standing back, throwing [[projectile]]s, and waiting for an opening. Due to his slow ground movement and attacks, it is imperative for Link players to be able to not only [[short hop]] but be able to input an attack immediately afterward. Link's [[recovery]] is awful, and widely considered to be one of the worst recoveries in the series, making offstage play very risky. He is also very easy to combo due to his weight and being a fast faller. Link's recovery and combo vulnerability make many of his matchups difficult. Link is slightly better in the [[PAL]] version due to having faster [[air speed]] (improving his recovery and some of his combo ability), and his forward smash dealing 4% more damage, and much better in the Japanese version where he is ranked 9th on the tier list, due to Link's up tilt having more reliable combo ability and sending opponents on a more favorable angle to combo, as well as his bombs being much easier to use in combos. Regardless, he has poor matchups on the NTSC-U version, and poor results due to his low playerbase.
However, his lack of speed and maneuverability limit his ability to safely approach. As a result, Link's game plan is largely attacking from afar with thrown [[projectile]]s and waiting for an opening. Due to his slow ground movement and attacks, it is imperative for Link players to be able to not only [[short hop]] but be able to input an attack immediately afterward. Link's [[recovery]] is awful, and widely considered to be one of the worst recoveries in the series, making offstage play very risky. He is also very easy to combo due to his weight and being a fast faller. Link's recovery and combo vulnerability make many of his matchups difficult. Link is slightly better in the [[PAL]] version due to having faster [[air speed]] (improving his recovery and some of his combo ability), and his forward smash dealing 4% more damage, and much better in the Japanese version where he is ranked 9th on the tier list, due to Link's up tilt having more reliable combo ability and sending opponents on a more favorable angle to combo, as well as his bombs being much easier to use in combos. Regardless, he has poor matchups on the NTSC-U version, and poor results due to his small playerbase.


==Attributes==
==Attributes==
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==Differences between game versions==
==Differences between game versions==
===NTSC-J to NTSC-U===
===NTSC-J to NTSC-U===
Link was significantly nerfed in his transition to the NTSC-U version compared to his original Japanese incarnation. Link's gravity was increased which reduced the height of his jumps and Spin Attack, notably making his recovery even more limited than it already was. A handful of Link's moves were also made noticeably less effective. Up tilt received a huge damage/knockback reduction which both significantly hindered Link's combo potential at lower percents and his shield pressuring potential. Down aerial also saw a significant power reduction which made it far less effective as a combo ender. While the higher [[SDI]] presence/hitlag does make it easier for Link to escape combos, this overall does not help Link too much (due to his susceptibility to combos) and Link's higher gravity made him more susceptible to combos. In addition to this, these factors also hindered some of Link's main combo tools, particularly up smash and back aerial due to their multi hitting nature. Link is overall significantly worse in the NTSC-U version, as his combo game is weaker and his biggest weakness (his recovery) was made even worse. Link ended up going from a solid mid tier in the Japanese version to one of the worst characters in the North American version.
Link was greatly nerfed in his transition to the NTSC-U version compared to his original Japanese incarnation. Link's gravity was increased which reduced the height of his jumps and Spin Attack, notably making his recovery even more limited than it already was. A handful of Link's moves were also made noticeably less effective. Up tilt received a huge damage/knockback reduction which both significantly hindered Link's combo potential at lower percents and his shield pressuring potential. Down aerial also saw a significant power reduction which made it far less effective as a combo ender. While the higher [[SDI]] presence/hitlag does make it easier for Link to escape combos, this overall does not help Link too much (due to his susceptibility to combos) and Link's higher gravity made him more susceptible to combos. In addition to this, these factors also hindered some of Link's main combo tools, particularly up smash and back aerial due to their multi hitting nature. Link is overall significantly worse in the NTSC-U version, as his combo game is weaker and his biggest weakness (his recovery) was made even worse. Link ended up going from a solid mid tier in the Japanese version to one of the worst characters in the North American version.


====Aesthetics====
====Aesthetics====
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===NTSC-U to PAL (EUR)===
===NTSC-U to PAL (EUR)===
Link received some notable buffs in the transition to the European PAL version. His air speed is much higher (now being almost as high as Pikachu's) and he is also significantly heavier which noticeably increases his survivability. Link's recovery covers significantly more distance (although it still remains linear and exploitable) and his higher weight means that a vast majority of hits do not send him as far, giving him the potential to live for significantly longer. Link's forward smash also saw a rather large increase to its power, making it significantly more powerful as a combo ender. Link's combo game in general was improved as his higher air speed gave him access to combos he could not perform previously (or in situations where certain combos would not work) and his stronger forward smash allows him to get KOes off combos where he previously could not score KOes. Ultimately, Link is considerably stronger in the European version than in the North American version, although he is still regarded to be slightly weaker than his Japanese counterpart, being considered to be no higher than mid tier.
Link has been noticeably buffed in the transition to the European PAL version. His air speed is much higher (now being almost as high as Pikachu's) and he is also significantly heavier which noticeably increases his survivability. Link's recovery covers significantly more distance (although it still remains linear and exploitable) and his higher weight means that a vast majority of hits do not send him as far, giving him the potential to live for significantly longer. Link's forward smash also saw a rather large increase to its power, making it significantly more powerful as a combo ender. Link's combo game in general was improved as his higher air speed gave him access to combos he could not perform previously (or in situations where certain combos would not work) and his stronger forward smash allows him to get KOes off combos where he previously could not score KOes. Ultimately, Link is considerably stronger in the European version than in the North American version, although he is still regarded to be slightly weaker than his Japanese counterpart, being considered to be no higher than mid tier.


*{{buff|Link is significantly heavier (0.96 → 0.9) going from being tied for the 4th heaviest to the 2nd heaviest.}}
*{{buff|Link is significantly heavier (0.96 → 0.9) going from being tied for the 4th heaviest to the 2nd heaviest.}}
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===PAL (EUR) to PAL (AUS)===
===PAL (EUR) to PAL (AUS)===
In a rather unique case, Link was changed in the Australian version, being the only character in the game who differs between the European and Australian versions. Link was significantly nerfed in his transition to the Australian PAL version, even beyond his NTSC-U counterpart. The higher weight and stronger forward smash Link received in the European version were reverted to how they were in the NTSC versions, hindering his endurance and KO potential. His air speed received a rather drastic decrease, being a considerable amount lower than in the NTSC versions and his double jump gains even less height. Both of these factors not only made Link's recovery the worst it had ever been by a significant margin but they also made Link's combo potential the worst it had ever been. Link's lower air speed removed combos Link could do in every other version while his lower double jump also meant that certain combos would stop working sooner. As a result of these factors, Link is considerably worse than in any other version, likely being the definitive worst character in the Australian version.
In a rather unique case, Link was changed in the Australian version, being the only character in the game who differs between the European and Australian versions. Link was heavily nerfed in his transition to the Australian PAL version, even beyond his NTSC-U counterpart. The higher weight and stronger forward smash Link received in the European version were reverted to how they were in the NTSC versions, hindering his endurance and KO potential. His air speed received a rather drastic decrease, being a considerable amount lower than in the NTSC versions and his double jump gains even less height. Both of these factors not only made Link's recovery the worst it had ever been by a significant margin but they also made Link's combo potential the worst it had ever been. Link's lower air speed removed combos Link could do in every other version while his lower double jump also meant that certain combos would stop working sooner. As a result of these factors, Link is considerably worse than in any other version, likely being the absolute worst character in the Australian version.


*{{nerf|Link is significantly lighter (0.9 → 0.96), with Link being reverted to his NTSC weight.}}
*{{nerf|Link is significantly lighter (0.9 → 0.96), with Link being reverted to his NTSC weight.}}
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|dairname=Downward Thrust ({{ja|下突き|Shita Dzuki}})
|dairname=Downward Thrust ({{ja|下突き|Shita Dzuki}})
|dairdmg=16%, 18% (NTSC-J)
|dairdmg=16%, 18% (NTSC-J)
|dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. This has great horizontal 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 this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Has substantial landing lag when the player lands on the ground while using the move if not [[L-canceling|Z-cancelled]]. Usually considered to be Link's best aerial for shield pressure when Z-cancelled. Used competitively to end combos due to its knockback. Along with [[Pikachu]]'s, this is the only down aerial in SSB to lack a [[meteor smash]] hitbox.
|dairdesc=Aims his sword directly below him for a long duration, similarly to his {{iw|zeldawiki|Down Thrust}} from ''Zelda II: The Adventure of Link''. This has great horizontal 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 this is only safe if the bounce of the connected hit allows Link to return to the stage. It should be noted that this move's downwards descent can be hastened by fast falling, although doing so is unwise near ledges. Has substantial landing lag when the player lands on the ground while using the move if not [[Z-cancel]]led. Usually considered to be Link's best aerial for shield pressure when Z-cancelled. Used competitively to end combos due to its knockback. Along with [[Pikachu]]'s, this is the only down aerial in SSB to lack a [[meteor smash]] hitbox.
|grabname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}})
|grabname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}})
|grabdesc=Uses the Hookshot while standing. Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to Link's high grab range.
|grabdesc=Uses the Hookshot while standing. Link, along with {{SSB|Samus}} and {{SSB|Yoshi}}, has an "extended grab". This allows him to grab opponents from a distance, but the grab is very laggy if it misses. This can lead to various unique combos due to Link's high grab range.
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===[[Announcer]] call===
===[[Announcer]] call===
<gallery>
<gallery>
File: Link Announcer SSB.wav|English/Japanese/Chinese
Link Announcer SSB.wav|English/Japanese/Chinese
File: Link French Announcer SSB.wav|French
Link French Announcer SSB.wav|French
File: Link German Announcer SSB.wav|German
Link German Announcer SSB.wav|German
</gallery>
</gallery>


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===Tier placement and history===
===Tier placement and history===
Throughout the history of Smash 64, Link has always been regarded as one of the worst characters in the game. On the first tier list for 64, he was dead last in bottom tier, sharing it with Samus. He rose up to 11th on the second tier list then he would remain, but share the same placement of 10th-11th with Luigi on the third list. He would regain the placement of 11th tier on the fourth and most current tier list where he remains the second worst character in the game.
Throughout the history of ''Smash 64'', Link has always been regarded as one of the worst characters in the game. On the first tier list for ''64'', he was ranked dead last in bottom tier, sharing it with Samus. He rose up to 11th on the second tier list then he would remain, but share the same placement of 10th-11th with Luigi on the third list. He would regain the placement of 11th tier on the fourth and most current tier list where he remains the second worst character in the game.


However, in spite of his placement, Link has achieved high results in a few tournaments due to the performance of players such as Isai, Gyaki and Sekirei. Even with these impressive placements, it is unknown if Link will ever get out of the bottom two spots that he has consistently remained in throughout the game's lifespan.
However, in spite of his placement, Link has achieved high results in a few tournaments due to the performance of players such as Isai, Gyaki and Sekirei. Even with these impressive placements, it is unknown if Link will ever get out of the bottom two spots that he has consistently remained in throughout the game's lifespan.
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==Techniques==
==Techniques==
===Extended Boomerang===
===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.  
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 the special button to extend the range.  


===Extended boomerang ledge boost===
===Extended boomerang ledge boost===
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===Bomb recovery===
===Bomb recovery===
{{Main|Bomb recovery}}
{{Main|Bomb recovery}}
Like {{SSB|Samus}}, Link can use his bombs to aid his [[recovery]]. However, unlike {{SSB|Samus}}, Link must use a bit of technical skill and timing. While recovering, one should pull out a bomb and drop it slowly below Link, then continue to DI towards the [[stage]], and use a back aerial. This will cause Link to explode toward the platform. One should then 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, one must throw his [[boomerang]] before using his [[Up B]]. This technique is extremely situational and difficult to perform. Despite the difficulty of pulling off the technique, it does not greatly help Link's recovery.
Like {{SSB|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, one should pull out a bomb and drop it slowly below Link, then continue to DI towards the [[stage]], and use a back aerial. This will cause Link to explode toward the platform. One should then use his [[up special]] 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, one must throw his [[boomerang]] before using his up special. This technique is extremely situational and difficult to perform. Despite the difficulty of pulling off the technique, it does not greatly help Link's recovery.


===Black-cat setup===
===Black-cat setup===
A technique popularized by {{Sm|Kort}} involving a set up of positioning a bomb for a boomerang hit as an edgeguarding technique. The technique requires Link to throw a bomb on stage opposite to where the enemy is (preferably when the enemy is offstage), followed by a toss of a boomerang against the bomb, causing the boomerang to 1) ricochet flying in the opposite direction towards the enemy, 2) accelerate at a faster speed then the previous speed then initially thrown, and finally 3) will go through Link without causing Link to catch the boomerang, allowing for Link to reduce lag caused by the grab of a returning boomerang.<ref name="youtube">[https://www.youtube.com/watch?v=uLEqW5gOSVA]</ref>
A technique popularized by {{Sm|Kort}} involving a set up of positioning a bomb for a boomerang hit as an edgeguarding technique. The technique requires Link to throw a bomb on stage opposite to where the enemy is (preferably when the enemy is offstage), followed by a toss of a boomerang against the bomb, causing the boomerang to 1) ricochet flying in the opposite direction towards the enemy, 2) accelerate at a faster speed then the previous speed then initially thrown, and finally 3) will go through Link without causing Link to catch the boomerang, allowing for Link to reduce lag caused by the grab of a returning boomerang.<ref>[https://www.youtube.com/watch?v=uLEqW5gOSVA]</ref>


==Description==
==Description==
===From the Game===
===From the Game===
''Link is the valiant boy hero of "[[The Legend of Zelda (universe)|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!''
''Link is the valiant boy hero of "[[The Legend of Zelda (universe)|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!''
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