SSB4 Icon.png

Link (SSB4)

Revision as of 14:49, September 30, 2015 by 173.171.38.220 (talk) (Minor edit)
This article is about Link's appearance in Super Smash Bros. 4. For the character in other contexts, see Link.
Link
in Super Smash Bros. 4
Link
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearances in SSB
in Melee
in Brawl
Availability Starter
Final Smash Triforce Slash
Link's stock icon in Super Smash Bros. for Wii U.

Link (リンク, Link) was confirmed to be a playable character in Super Smash Bros. 4 on June 11th, 2013 during the E3 2013 Nintendo Direct.[1] He was also among the first wave of amiibo figures that are compatible with SSB4.

As in Brawl, Akira Sasanuma reprises the voice of Link in all versions, but through voice clips recycled from The Legend of Zelda: Twilight Princess.

Changes from Brawl

Although Link has, aside from Melee, been one of the most sub-par characters in the Super Smash Bros. series, many of his attacks have been revamped and buffed in the transitions from Brawl to SSB4. Even though Link has also gained some nerfs as well, the potency of his buffs largely mitigate these nerfs, such as some of his attacks having been weakened slightly, yet having had both their speed and knockback increased. Both his ground and aerial games have been improved, and his comboing ability has strengthened as a whole. His grab game has also been considerably buffed, with some grabs having better angle placements or knockback altogether. He also is one of the more potent edge-guarders in the game, with his down aerial now capable of meteor smashing, as well as more offensive options against opponents on the ledge. Additionally, significant buffs to Spin Attack and his Clawshot as a tether recovery grant him excellent survivability.

Link also benefits from the general physics changes brought to SSB4, such as the new edge-trump mechanic further helping his already great recovery. In particular, the transition has given Link a subtle but effective buff in that he is one of the few characters that benefit heavily from the rage mechanic due to his heavy weight. While under the effect of rage, most of his attacks while will KO early, even at the middle of the stage; this is especially evident with his up tilt, forward tilt, dash attack, smash attacks, and some of his aerials. Game updates brought Link a mix of buffs and nerfs. 1.0.4 and 1.0.6 nerfed him slightly by reducing his KOing potential and ability to rack up damage. However, 1.0.8 brought Link significant buffs in the form of a much more effective grab game and better KOing options; the latter of which helps mitigate the nerfs to his KOing potential that updates 1.0.4 and 1.0.6 brought. This has resulted in him being viewed as slightly more viable than how he was during the initial release of SSB4. Ultimately, Link is significantly better than how he was in Brawl and is virtually as good as was in Melee, though he is still widely considered to be a mid-tier character by many professionals due to the majority of the returning cast having also been buffed to varying degrees.

Aesthetics

  •   Link once again appears as his Twilight Princess incarnation. However, instead of retaining the subdued color scheme that was used in Twilight Princess and carried over to Brawl, his overall color scheme is, like a number of other characters, now noticeably brighter to appear in line with the more vibrant aesthetics used within SSB4. This is coincidentally similar to Link's appearance in other Zelda games that used a more colorful aesthetic than Twilight Princess.
  •   The trail on the Master Sword's blade is now an afterimage-heavy blue blur with white accents, whereas it was a fully blue blur in Brawl.

Attributes

  •   Link's walks slightly slower (1.2 → 1.188).
  •   Link's dashes slightly faster (1.328 → 1.3944).
  •   Link's air speed is faster (0.8084 → 0.88).
  •   Link's roll animations are now based on those of the Link from Ocarina of Time.
  •   Link will now flinch when a projectile or bomb explosion hits his Hylian Shield, making his Hylian Shield more reliable when attempting to block multiple projectiles. It will normally block any projectile in front of him, no matter where it is placed or if he is crouching or not and idle poses will no longer render it useless. His shield can now block projectiles even when walking.

Ground attacks

  •   Neutral attack deals 2% less damage.
  •   Forward tilt has less ending lag.
  •   Dash attack is far stronger, to the point that it can KO under 150%. Also, it can hit horizontally, vertically, diagonally or even backwards depending on which hitbox connects.
  •   Dash attack has considerably more start up.
  •   Up tilt's knockback has been significantly increased, now being able to KO at low percentages.
  •   Dash attack now resembles the Jump Attack, a technique used in a number of The Legend of Zelda games, as it is now a jumping slash rather than a running thrust. It resembles the one used by the Links in Twilight Princess and Skyward Sword the most.
  •   Forward smash is stronger, and the second hit can be comboed into from the first hit like Toon Link's.
  •   Forward smash's second hit has more ending lag.
  •   Both hits of forward smash deal less damage (15%/20% → 14%/13%), and the first hit can only KO if it hits close to or at the tip.
  •   The window of time that the A button can be pressed after the first hit of forward smash in able to activate the second hit has been significantly tightened, leading to less accidental activation of the second hit, but making it so that one cannot use the delay as much in order to hit with the second hit.
  •   Up smash's final hit deals 1% more damage and deals much more knockback.
  •   Down smash is now a powerful semi spike during the second hit and deals more knockback at the base on the first.

Aerial attacks

  •   Neutral aerial's clean hit has been split into two parts: the front half does 11% damage, while the back half does 9% damage. Previously, it did 10% damage overall.
  •   Neutral aerial's late hits have lower knockback overall and are capable of setting up combos, thanks to its very low ending lag.
  •   Forward aerial is much faster and has less ending lag and landing lag.
  •   Forward aerial does less damage (9%/12% → 8%/10%).
  •   Back aerial comes out much faster.
  •   Back aerial does less damage (11% → 8%).
  •   Down aerial can meteor smash during the start of the attack, similar to Toon Link's in Brawl. Link's down aerial also experiences significantly less ending lag and landing lag, providing him now with a safer attack when bouncing off opponents, and allowing him to recover if falling off the stage.
  •   Outside the new meteor smash, down aerial is significantly weaker overall, dealing a maximum of 18% damage as opposed to 22%. The strong hit can KO in the 110-130% range instead of under 75% and is more difficult to land.
  •   Up aerial's hitbox is more disjointed, allowing for Link to get in better KOs, as well as being his primary KO move in general. It also has shorter landing lag than before, makes Link's hitbox shorter for a bit, has less ending lag and can even be capable of juggling, all of which improves the move overall.
  •   Grab aerial covers much more distance when used as a tether and comes out much faster as an attack.
  •   Grab aerial has more landing lag when performed with air dodge + A.
  •   Grab aerial does less damage (10% → 6%).

Throws/other attacks

  •   Grab has less startup and far less ending lag.
  •   Link has a new edge attack based on the Crouch Stab used by the Link from Ocarina of Time.

Special moves

  •   Hero's Bow charges faster.
  •   Gale Boomerang has more knockback and now sends opponents at a vertical trajectory, making it much better for follow ups.
  •   Link's recovery with Spin Attack is much better overall, as it needs much less momentum than before and its vertical and horizontal reaches are much higher and farther, respectively, compared to Brawl.
  •   Spin Attack has a slightly altered animation in which Link spins his sword at subtly different heights. However, it has no obvious change in power or range compared to Brawl.
  •   If a Bomb explodes due to colliding with an opponent, the explosion does not hurt Link.
  •   Bomb fuses are shorter and Link can attack and explode his own bombs in the air after throwing them, improving his Bomb-aided recovery.
  •   Bombs only deal 5% damage at point-blank range, but deal 8% damage when hitting the feet of the opponent.
  •   Bombs will absorb blasts from large projectiles such as a fully charged Charge Shot and Aura Sphere, aiding his defensive and camping options threefold.
  •   Triforce Slash does less damage (83% → 60%).

Version exclusives

  •   In the Wii U version of the game, Bombs are bigger. This does not seem to affect gameplay.
  •   In the Wii U version of the game prior to 1.0.8, Clawshot, as a grab, will come out shorter and will drop, but end quicker.
  •   In the 3DS version, the Clawshot no longer falls to the ground as it retracts, much like the Hookshot in SSB.

Update history

  1.0.4

  •   The non-tip of the first hit of forward smash has significantly reduced base knockback (60 → 47). This causes it to more easily set up the second hit, but in turn reduces its KOing ability even further.

  1.0.5

  •   Quickfire Bow and Power Bow have been changed to match how they function in the Wii U version. The Quickfire Bow charges, comes out and ends faster, while the Power Bow is the opposite.

  1.0.6

  •   Spin Attack comes out 3 frames sooner, ends 4 frames sooner, KOs 17% earlier, and has increased damage when uncharged: 12% → 14%.
  •   The back half of Spin Attack KOs 19% later.
  •   Spin Attack and Shocking Spin Attack hitbox 2 Z-offset: 6.6 → 7
  •   First hit of jab lasts 27 frames instead of 19 and no longer has any IASA frames, removing his "Jab Cancel Death Combo".[1]
  •   Up throw has less KOing potential.
  •   Dash attack damage (non-tip): 13% → 12%.
  •   Dash attack knockback growth: 78 → 72
  •   Dash attack's hitbox comes out sooner: frame 21 → frame 20.
  •   Down tilt's knockback growth has been drastically reduced and no longer meteor smashes characters hanging on a ledge except for Charizard.
  •   Up smash has slightly reduced startup: frame 25 → frame 24.
  •   Forward smash 1 sourspot given altered position.
  •   Portions of forward smash made irreversible.
  •   Hylian Shield now blocks Blaster shots.
  •   Down air's reach has increased by 50%.

  1.0.8

  •   Down tilt comes out faster, but does less knockback and damage: 12% → 11%.
  •   Up Smash links better now, with all three hits hitting when the attack connects. The first two hits, instead of stunning the opponent, now drag them toward Link.
  •    Link's grab range has been doubled in terms of Clawshot length and grab distance. It also grabs just before the Clawshot droops back down to the ground. Speed is up by a mere two frames on an idle grab. This makes the Clawshot's behavior identical to 3DS.
  •   Standing grab, dash grab and pivot grab all have less endlag.
  •   Link's down throw trajectory is reduced: : 110° → 83°, which allows for better follow ups and juggling.
  •   Down throw second hit deals slightly less damage: 4% → 3%, though this causes the knockback to be lower which allows for better follow ups and juggling.
  •   Spin Attack knockback growth (stages 1-3): 84/80/80 → 85/85/82
  •   Shocking Spin Attack stage 2 knockback growth: 80 → 82

  1.1.0

  •   Spin attack's hitbox placements adjusted.
  •   Dash grab and pivot grab both 1 frame faster.

Moveset

  Name Damage Description
Neutral attack   2.5% A diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. Loosely based the final blow that the Link from Ocarina of Time dealt to Ganon. Is a natural combo with fast startup and little knockback.
2.5%
5%
Forward tilt   13% An overhand sword swing with moderate startup but high knockback.
Up tilt   9% A half-moon slice above Link's head. Has good juggling capabilities at low percentages, great combo potential at medium percentages and decent KOing potential at somewhat higher percentages.
Down tilt   11% A low-angled sword swipe across the ground with vertical knockback. Meteor smashes opponents (except those hanging on the ledges as of update 1.0.6) in contact with the base of the sword to Link's arm. Has great combo potential and is sometimes safe on block due to its fast startup and ending lag.
Dash attack   14% (tip), 12% (non-tip) The Jump Attack, a leaping downward slash used by the Link from Ocarina of Time. Deals horizontal knockback when tipped and vertical knockback when hit close, and will KO at early percents.
Forward smash   14% (tip), 7% (non-tip) Link lunges forward with a wide sword swing in front of him, dealing good damage and knockback when tipped. The base of his sword has extremely little knockback, designed to naturally combo into an optional second hit: a sword swing with greater KO power.
13% (tip), 12% (non-tip)
Up smash   4% (hit 1), 3% (hit 2), 11%/10%/9% (hit 3) Three half-moon sword swings above Link's head, which the first two slashes combo naturally into each other, and the third finishes off. Has great KO potential at higher percentages.
Down smash   17%/16%/14% (hit 1), 12%/11%/10% (hit 2) A low slash in front and then behind Link. First hit sends opponents at a vertical trajectory while having slightly increased damage and knockback the closer one is to Link. Second hit is a powerful semi-spike with slightly increased damage and knockback on his blade.
Neutral aerial   11%/9% (clean), 6% (late) Link performs a flying kick. Acts as a sex kick with relatively fast startup and little landing lag. Deals more damage closer to his boot, as well as more knockback during the first few frames of hit.
Forward aerial   8% (hit 1), 10% (hit 2) Swings his sword twice while spinning 360˚. While the second hit has more knockback, it is inconvenient to use, as it can only be landed if the first hit misses.
Back aerial   3% (hit 1), 5% (hit 2) Two back kicks. The have very little landing lag, but deal low damage.
Up aerial 15% (clean), 13% (late) The Up Thrust, a leaping upward thrust used by the Link from Zelda II: The Adventure of Link. It has moderate landing lag unless used alongside a full hop.
Down aerial 15% (early), 18% (clean), 15% (late) The Down Thrust, a leaping downward thrust used by the Links in The Adventure of Link, Four Swords, Four Swords Adventures and The Minish Cap. It's possible for Link to "bounce" on opponents into a second hit. The early hit is a powerful meteor smash. If the strong non-meteor hitbox lands, it results in considerable knockback being capable of KOing under 130%. However, it is difficult to land a strong non-meteor hitbox than the meteor hitbox, as it requires Link to hit with the rising hilt on startup, or immediately after the initial meteor hit, but before the weak hit.
Grab aerial   2.5% (hit 1), 4% (hit 2) Fires his Clawshot forward in the air with great range and no landing lag. Link can cancel his air dodge at any point via his tether, however it will not cancel the landing lag suffered from the dodge. The Clawshot also serves as a tether recovery that auto-snaps the ledge, covering great horizontal distance.
Grab   Link fires his Clawshot forwards. In Super Smash Bros. for Nintendo 3DS, the chain snaps straight back once fully extended, like the Hookshot from Super Smash Bros.; in Super Smash Bros. for Wii U, the chain drags on the ground as it does in Melee and Brawl.
Pummel   2.1% Hits the opponent with the hilt of the Master Sword. A fairly fast pummel.
Forward throw   3% (hit 1), 4% (throw) Link releases the opponent from his pummel and front kicks them away.
Back throw   3% (hit 1), 4% (hit 2) Link takes his opponent behind him and back kicks them away.
Up throw   5%/4% (hit 1), 2% (throw) Link raises the opponent above him and slashes upward.
Down throw   3% (hit 1), 4% (throw) Link drops the opponent onto the ground and elbow drops them. It can combo reliably into his up tilt.
Floor attack (front)   7% Does two slashes front and back.
Floor attack (back)   7% Does another two slashes front and back.
Floor attack (trip)   5% Essentially the same as his other two floor attacks.
Edge attack   7% Stabs forwards while climbing up.
Neutral special Default Hero's Bow 4%-12% Link equips his bow, with the arrows serving as projectiles. Charging increases the speed, distance and damage dealt by an arrow.
Custom 1 Power Bow 4%-20% At the cost of heavily increasing the charge time of the move, the arrows deal very heavy knockback when fully charged, enough to KO at medium high percents. Uncharged or half-charged arrows have extremely limited range and power, dropping near Link's feet with no charging.
Custom 2 Quickfire Bow 4%-8% Shoots magical arrows that charge quickly and travel in a straight line. Decently spammable, but with low range and damage.
Side special Default Gale Boomerang 7% (near), 5% (middle), 0% (far/return) A projectile which damages opponents as it flies away and drags opponents towards Link during its return. Can be angled up or down. A "smash throw" (similar to performing a smash attack) increases the distance the boomerang can travel.
Custom 1 Boomerang 9% (near), 7% (middle), 5% (far), 3% (return) Behaves like the Boomerang from both SSB and Melee, which deals damage both when the boomerang is thrown and when it returns. It has less knockback, but can be aimed easier.
Custom 2 Ripping Boomerang 4% (near), 2% (middle), 1.5% (far), 0.7% (return) Travels across a much shorter range than the Gale Boomerang, but also deals multiple hits of low damage and adds a stunning effect to the opponents. Great for setting up combos.
Up special Default Spin Attack 12%/9%/7%/5% (ground), 4% (air hit 1), 2% (air hits 2-8), 4% (air hit 9) This move functions differently when grounded and airborne; an aerial Spin Attack is used as recovery which grants Link great vertical distance. Hits 8 times in the air. A grounded Spin Attack is akin to most Zelda games, and functions similarly to a smash attack with great knockback.
Custom 1 Shocking Spin 14%/9%/7%/5% (ground), 4% (air hit 1), 1% (air hits 2-4), 6% (air hit 5) A much more powerful electric version of the Spin Attack that has enough power to KO around the 90% range. The downside is that Link's recovery is much shorter and has poor horizontal motion, almost like how his Spin Attack functioned in Brawl. The aerial version can semi-spike, but cannot hit backwards.
Custom 2 Whirling Leap 0% A special type of Spin Attack that can only be used as a recovery move. It produces no hits and thus, no damage whatsoever, but actually travels much higher and much further than the normal recovery, even to the point of not relying on momentum and performing multiple left and right movements.
Down special Default Bomb 5% (upper body), 8% (feet), 9% (down smash aerial, feet) An item based projectile Link pulls out. On contact with a surface, it detonates, dealing damage to opponents and can hurt Link as well (though the bombs do not cause damage to Link if the explosion hits an opponent). The explosion can grant him an extra Spin Attack if used skillfully. An odd function is that it will deal 8% damage when it hits the feet.
Custom 1 Giant Bomb 8%-10% A massive bomb with a huge explosion hitbox, which deal more damage and knockback. However, they cannot blow up when thrown at the opponent, and blow up based on time or an attack. They deal damage based on range.
Custom 2 Meteor Bomb 5% Weaker bombs with a noticeably short fuse. However, they meteor smash anyone hit by them with moderate knockback, which can affect Link as well if a bomb detonates in his hand. On the ground, it will halt opponents in their tracks, giving considerable stun. It is not practical for recoveries in any way, as the bombs simply meteor smash Link, though it allows him to survive vertical KOs longer with luck.
Final Smash Triforce Slash 1% (first hit), 3% (hits 2-15), 2% (hit 16), 15% (hit 17) Link sends out a beam of light from the Triforce of Courage symbol on the back of his hand to stun enemies in front of him. If the beam comes in contact with an enemy, Link dashes forward and slashes them repeatedly while they are trapped in a Triforce-shaped energy field, with the last hit being a powerful stab and launching the trapped enemies away.

Taunts

  • Up Taunt: Swings his sword twice and twirls the sword before sheathing it. Similar to his Twilight Princess victory pose, which he performs after defeating a boss, learning a hidden sword technique, or sheathing his sword upon the defeat of harder-to-defeat enemies.
  • Side Taunt: Link takes out a fairy that appears similar to Navi from Ocarina of Time. The fairy then proceeds to fly around as Link watches it until it returns to his pocket.
  • Down Taunt: Link pulls in his right knee and draws his sword back behind his head in a threatening battle pose. It originates from Super Smash Bros. and may be loosely based on the attacking pose used by the Link from The Adventure of Link.

Idle Poses

  • Takes a battle ready stance.
  • Looks behind himself.

On-Screen Appearance

Small whirlwinds appear on the battlefield, from which Link appears. Link then proceeds to equip the Master Sword and Hylian Shield.

Victory Fanfare

A flourished remix directly from Brawl. It is a remix of the tune that will play when Link obtained a Triforce Piece in The Legend of Zelda for the Nintendo Entertainment System. It is shared with Zelda, Sheik, Ganondorf, and Toon Link.

Victory Poses

  • Link stabs his sword fowards, holds it up to his face, then thrusts it to the sky while yelling "EH-AH!".
  • Three swipes with his sword and looks to the right. (His "character chosen" animation in Super Smash Bros., but ends with him facing a different direction.)
  • Swipes his sword once, spins it behind his head, then sheaths it. This is based on his special sheathing animation in Twilight Princess which occurs if he puts away his sword immediately after defeating an enemy. Link does a similar thing during his up taunt.

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
  Link 1211 1213 2211 2213 1311
1313 2311 2313 1231 3211

Notable players

In Event Matches

Solo Events

Co-op Events

Alternate costumes

 
               

Trophies

Link
  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?
  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!
 : The Legend of Zelda (08/1987)
 : The Legend of Zelda: A Link to the Past (04/1992)
Link (Alt.)
  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.
  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.
 : The Legend of Zelda (08/1987)
 : The Legend of Zelda: A Link to the Past (04/1992)
Triforce Slash (Link)
  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.
  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.

Gallery

Trivia

  • Link is the only Legend of Zelda character (besides Toon Link) to lack an alternate costume based on his Ocarina of Time incarnation; however, he has a costume based on Fierce Deity Link, who is one of the Hero of Time's transformations in Majora's Mask.
  • Link's Alt. trophy in the Wii U version resembles his All-Star trophy in Melee except with a different costume.
  • Link is the only character in SSB4 to have a fast-fall increase higher than 60%, with 90%.
  • On Link's first victory animation, if the player looks at Link's eyebrows, they can see that Link's eyebrows are lighter, only to go back to their original darker shade once the victory animation ends.

References