Link (SSBB): Difference between revisions

976 bytes added ,  14 years ago
I've never heard that Link can combo with 9 attacks, especially because this isn't Melee, and if it was true then Snake could probably Grenade out of it.
m (Undid edit by Zeldasmash: wat)
(I've never heard that Link can combo with 9 attacks, especially because this isn't Melee, and if it was true then Snake could probably Grenade out of it.)
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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 amount of advanced techniques, he is currently ranked 36th (second from bottom) in the tier list due to his slow mobility, poor air game, high learning curve, slow start up and ending lag on some moves (meaning they are easily punished), vulnerability to chain grabs and abysmal recovery resulting in terrible match-ups against many 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. Link is also the lowest tiered character to appear in all three ''Smash'' games.
Despite his [[projectile]]s and large amount of advanced techniques, he is currently ranked 36th (second from bottom) in the tier list due to his slow mobility, poor air game, high learning curve, slow start up and ending lag on some moves (meaning they are easily punished), poor frame data (has no ground move that is faster than 7 frames, which is his jab and his dash attack, and his fastest aerial is 6 frames which is his Back Aerial), having some trouble landing KO moves due them being predictable and punishable, vulnerability to chain grabs and abysmal recovery resulting in terrible match-ups against many 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. Link is also the lowest tiered character to appear in all three ''Smash'' games.


==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, which along his extremely quick [[fast fall]] allows him 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. 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. Links back aerial is good for spacing when needed. Links forward air is fairly fast and is powerful. Link's up and down aerials are some of his best kill moves, having high duration and high [[knockback]], but have high ending 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. 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 can't hit him. Crouching can also block most attacks as well, but leaves his upper hitbox open.  
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, which along his extremely quick [[fast fall]] allows him 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 lag. 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. Links back aerial is good for spacing when needed. Links forward air is fairly fast and is powerful. Link's up and down aerials are some of his best kill moves, having high duration and high [[knockback]], but have high ending 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. 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 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. 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. 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, but, like all [[Tether Recovery|tether recoveries]], it is easily edgehogged.  
Link's critical problem is his abysmal recovery, making him easy to KO despite being a heavyweight. 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. 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, but, like all [[Tether Recovery|tether recoveries]], it is easily edgehogged.  


===Changes from [[Super Smash Bros. Melee|''Melee'']] to [[Super Smash Bros. Brawl|''Brawl'']]===
===Changes from [[Super Smash Bros. Melee|''Melee'']] to [[Super Smash Bros. Brawl|''Brawl'']]===
Link has not changed drastically from ''Melee'' to ''Brawl'' but he has been [[nerfed]]. His recovery is worse due to his much slower air speed and shorter [[Clawshot|grappling device]]. The grapple is now a [[tether recovery]] and can no longer be used on any part of a stage, but it finds and tracks the wall, automatically sweetspotting a nearby ledge instead of just latching onto it when it touches. Link's arrows are faster (but are unable to shield him from projectiles now), but the infinite sword stab in his neutral combo has been removed. The first hit of Link's side smash and his bombs cause greater knockback. Link now has a larger character model. His spin attack can be charged on the ground, but the uncharged Spin Attack has lower knockback and longer start-up and it no longer semi-spikes (although in the PAL version it didn't semi-spike). If Link uses Spin Attack in mid-air after just getting hit, it will almost never move horizontally anymore. Link's [[boomerang]] (now called [[Gale Boomerang]]) pushes opponents on the way back without causing damage. It also does lower damage and has a [[set knockback]] now.  Further, the absence of L-canceling makes his poor aerial game even worse, particularly for his dair, his best kill move.  
Link has not changed drastically from ''Melee'' to ''Brawl'' but he has been [[nerfed]]. His recovery is worse due to his much slower air speed and shorter [[Clawshot|grappling device]]. The grapple is now a [[tether recovery]] and can no longer be used on any part of a stage, but it finds and tracks the wall, automatically sweetspotting a nearby ledge instead of just latching onto it when it touches. Link's arrows are faster (but are unable to shield him from projectiles now), but the infinite sword stab in his neutral combo has been removed. The first hit of Link's side smash and his bombs cause greater knockback. Link now has a larger character model. His spin attack can be charged on the ground, but the uncharged Spin Attack has lower knockback and longer start-up and it no longer semi-spikes (although in the PAL version it didn't semi-spike). If Link uses Spin Attack in mid-air after just getting hit, it will almost never move horizontally anymore. Link's [[boomerang]] (now called [[Gale Boomerang]]) pushes opponents on the way back without causing damage. It also does lower damage and has a [[set knockback]] now.  Further, the absence of L-canceling makes his poor aerial game even worse, particularly for his dair, his best KO move.  


Link also had several cosmetic changes from ''Melee'' to ''Brawl''. His design and voice actor are now from ''The Legend of Zelda: Twilight Princess''. He also has two new costumes; Dark Link (which replaces his previous black tunic) and a "gold" costume. His forward [[helpless]] state is now the animation of Link when he finishes his double jump (from both ''Melee'' and ''Brawl''), but his back and neutral helpless states are the same. Link's taunt from SSBM has been replaced by his one in SSB. Also, Link has a new standing animation making his Hylian Shield less useful.
Link also had several cosmetic changes from ''Melee'' to ''Brawl''. His design and voice actor are now from ''The Legend of Zelda: Twilight Princess''. He also has two new costumes; Dark Link (which replaces his previous black tunic) and a "gold" costume. His forward [[helpless]] state is now the animation of Link when he finishes his double jump (from both ''Melee'' and ''Brawl''), but his back and neutral helpless states are the same. Link's taunt from SSBM has been replaced by his one in SSB. Also, Link has a new standing animation making his Hylian Shield less useful.
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====Ground Attacks====
====Ground Attacks====
====Normal====
====Normal====
*Neutral attack - Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based off of Link's final blow to Ganon in ''The Legend of Zelda: Ocarina of Time''. First slash does 4%, second does 3%, and the stab does 5%.
*Neutral attack - Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based off of Link's final blow to Ganon in ''The Legend of Zelda: Ocarina of Time''. The first 2 hits are great when jab canceled, as it can lead into his grab, up b, down smash or even to Jab again if the opponent doesn't Smash DI out of it. First slash does 4%, second does 3%, and the stab does 5%.
*Dash attack - Swings sword from head to toe. Good combo starter. Does 12% normally, 10% if hit with the tip of the sword, and 11% if hit at very close range.
*Dash attack - Swings sword from head to toe. Good combo starter. Does 12% normally, 10% if hit with the tip of the sword, and 11% if hit at very close range.
*Strong Side - An overhead swipe. Does 13% damage and is an efficient kill move at higher damages.
*Strong Side - An overhead swipe. Does 13% damage and is an efficient kill move at higher damages.
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*Strong Down - Swipes sword across ground. Does 12% damage. Meteor smashes aerial opponents in contact with Link's body, and opponents hanging on a ledge. Unlike [[Ike]]'s strong down, Link's strong down is more difficult to use as a [[meteor smash]], because the [[sweetspot]] is significantly smaller ranging only from his head to his body (while crouching). There is also a small sweetspot on his sword that can be found by playing on [[Final Destination]] and examining the vertical lines that range across its surface. This move will meteor smash a character hanging on a ledge if the tip of Link's toes are touching the very last line on either side of the stage. The same place on Link's sword will also be the sweetspot for meteor smashing aerial opponents, although usually opponents will not be meteor smashed due to the low chance of this sweetspot connecting.
*Strong Down - Swipes sword across ground. Does 12% damage. Meteor smashes aerial opponents in contact with Link's body, and opponents hanging on a ledge. Unlike [[Ike]]'s strong down, Link's strong down is more difficult to use as a [[meteor smash]], because the [[sweetspot]] is significantly smaller ranging only from his head to his body (while crouching). There is also a small sweetspot on his sword that can be found by playing on [[Final Destination]] and examining the vertical lines that range across its surface. This move will meteor smash a character hanging on a ledge if the tip of Link's toes are touching the very last line on either side of the stage. The same place on Link's sword will also be the sweetspot for meteor smashing aerial opponents, although usually opponents will not be meteor smashed due to the low chance of this sweetspot connecting.
====Smash====
====Smash====
*Side Smash - Swings sword forward, if attack button is pressed again, he swings again but with more force. Both hits can be used to rack up damage quickly at very low damages. First hit is stronger in the tip, while the 2nd hit is stronger if hit from close. First hit, 15% (14% if hit at very close range) uncharged, 21% (19% if hit at very close range) fully charged. Second hit, 17% (20% if hit at very close range) uncharged, 23% (26%-28% if hit at very close range) fully charged. Can be used to perform [[The bomb smash|Bomb Smashing]].
*Side Smash - Swings sword forward, if attack button is pressed again, he swings again but with more force. Both hits can be used to rack up damage quickly at very low damages. First hit is stronger in the tip, while the 2nd hit is stronger if hit from close. First hit, 15% (14% if hit at very close range) uncharged, 21% (19% if hit at very close range) fully charged. Second hit, 17% (20% if hit at very close range) uncharged, 23% (26%-28% if hit at very close range) fully charged. Can be used to perform [[The bomb smash|Bomb Smashing]]. Although the first hit has 15 frames start-up, it has almost 0 animation until hit frame, making it near, if not impossible to react to.
*Up Smash - Swings sword in an arc three times. First hit, 4% uncharged, 5% fully charged. Second hit, 3% uncharged, 4% fully charged. Third hit, 10% (8%-9% at very close range, depending on distance) uncharged, 14% (11%-13% at very close range, depending on distance) fully charged.
*Up Smash - Swings sword in an arc three times. First hit, 4% uncharged, 5% fully charged. First two hits have no knockback, while the 3rd hit has below average knockback. Second hit, 3% uncharged, 4% fully charged. Third hit, 10% (8%-9% at very close range, depending on distance) uncharged, 14% (11%-13% at very close range, depending on distance) fully charged.
*Down Smash - Swipes sword from front to back, very quick; like his down tilt but with more force and it aims behind him too, however it does not spike if sweetspotted, but it can sometimes spike opponents when they are trying to recover. Forward hit, 14% uncharged (16%-17% at very close range, depending on distance), 19% (23% at very close range) fully charged. Backward hit, 16% (17% at just the right distance) uncharged, 22% (23% at just the right distance) fully charged. Opponents can be hit by both swipes if they are between Link and the [[Gale Boomerang]] during it's second phase as it pulls the opponent towards Link. However, good timing is required. 31%-35% uncharged, and 42%-48% charged if both hits connect.
*Down Smash - Swipes sword from front to back, very quick start up but moderately long ending lag; like his down tilt but with more force and it aims behind him too, however it does not spike if sweetspotted, but it can sometimes spike opponents when they are trying to recover. Forward hit, 14% uncharged (16%-17% at very close range, depending on distance), 19% (23% at very close range) fully charged. Backward hit, 16% (17% at just the right distance) uncharged, 22% (23% at just the right distance) fully charged. Opponents can be hit by both swipes if they are between Link and the [[Gale Boomerang]] during it's second phase as it pulls the opponent towards Link. However, good timing is required. 31%-35% uncharged, and 42%-48% charged if both hits connect.
====Other====
====Other====
*Ledge attack - Pulls himself up into a front flip and slices downward. Does 8% damage.
*Ledge attack - Pulls himself up into a front flip and slices downward. Does 8% damage.
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*Floor attack - Does two slashes front and back. Does 6% damage.
*Floor attack - Does two slashes front and back. Does 6% damage.
====Aerial Attacks====
====Aerial Attacks====
*[[Nair]] - Does a flying jump-kick. 6% normally, 10% sweetspotted. [[Sex kick]]. Good priority. Can be auto-canceled.
*[[Nair]] - Does a flying jump-kick. 6% normally, 10% sweetspotted. [[Sex kick]]. Good priority. Has almost no landing lag at all, being great to use to land safely from juggles.
*[[Fair]] - Swings his sword twice while spinning 360 degrees. Second hit has great knockback, though the first hit only set ups the second hit at very low percentages. First hit, 9%. Second hit, 12%.
*[[Fair]] - Swings his sword twice while spinning 360 degrees. Second hit has great knockback, though the first hit only set ups the second hit at very low percentages. First hit, 9%. Second hit, 12%.
*[[Bair]] - Does a two kick combo. First kick does 4%, second does 7%. Can be auto-canceled.
*[[Bair]] - Does a two kick combo. First kick does 4%, second does 7%. Has almost no landing lag, 1st hit truelly comboes into his Up Tilt.
*[[Uair]] - Thrusts his sword upward, just like the upward thrust attack in ''[[Zelda II: The Adventure of Link]]''. Long duration and can [[Star KO]] at higher damages, though it has significantly high ending lag. 15% in the first several frames, 13% in the rest.
*[[Uair]] - Thrusts his sword upward, just like the upward thrust attack in ''[[Zelda II: The Adventure of Link]]''. Long duration and can [[Star KO]] at higher damages, though it has significantly high ending lag, with 30 frames landing lag. 15% in the first several frames, 13% in the rest.
*[[Dair]] - A very powerful finisher that can K.O as low as 75%, although extremely high landing lag if missed, leaving open to some slow, powerful moves. Holds his sword downward, this time based off of the downward thrust from ''Zelda II''. Can bounce off when the attack lands, scoring an additional hit. Both hits can do anywhere from 8% to 22%. The pogo effect can be canceled by a fast fall. Link learns a similar-looking move in ''Twilight Princess'', which is called the '''Ending Blow'''; used as a finishing move, the attack was used to defeat Ganondorf.
*[[Dair]] - A very powerful finisher that can K.O as low as 75%, although extremely high landing lag if missed (51 frames), leaving open to some slow, powerful moves. Holds his sword downward, this time based off of the downward thrust from ''Zelda II''. Can bounce off when the attack lands, scoring an additional hit. Both hits can do anywhere from 8% to 22%. The pogo effect can be canceled by a fast fall. Link learns a similar-looking move in ''Twilight Princess'', which is called the '''Ending Blow'''; used as a finishing move, the attack was used to defeat Ganondorf.
*[[Clawshot|Zair]] - Fires his Clawshot forward, scoring two hits. Auto-cancels. Can be used as a tether recovery. First hit, 4%. Second hit, 6%. Very useful for spacing, and stopping approaches.  This tether recovery can be used to save Link from a KO at extremely high damages ranging up to even higher than 300%. This can be done by simply air dodging and then immediately using Zair after getting hit by an attack that can [[semi-spike]], such as [[Fox (SSBB)|Fox]]'s, [[Jigglypuff (SSBB)|Jigglypuff]]'s, or [[Zelda (SSBB)|Zelda]]'s Down Smashes. Link's Zair can also be used while a bomb is held to cancel an airdodge. Link has the 2nd longest Zair in [[Brawl]], though is only a bit shorter than [[Samus (SSBB)|Samus]]'
*[[Clawshot|Zair]] - Fires his Clawshot forward, scoring two hits. Has no landing lag at all. Can be used as a tether recovery. First hit, 4%. Second hit, 6%. Very useful for spacing, and stopping approaches.  This tether recovery can be used to save Link from a KO at extremely high damages ranging up to even higher than 300%. This can be done by simply air dodging and then immediately using Zair after getting hit by an attack that can [[semi-spike]], such as [[Fox (SSBB)|Fox]]'s, [[Jigglypuff (SSBB)|Jigglypuff]]'s, or [[Zelda (SSBB)|Zelda]]'s Down Smashes. Link's Zair can also be used while a bomb is held to cancel an airdodge. Link has the 2nd longest Zair in [[Brawl]], though is only a bit shorter than [[Samus (SSBB)|Samus]]'


====Grabs & Throws====
====Grabs & Throws====
*Grab - Holds opponent with his right hand after grabbing them with the Clawshot. Very high ending lag if this move misses, leaving him open to slow, powerful moves.
*Grab - Holds opponent with his right hand after grabbing them with the Clawshot. Very high ending lag if this move misses, leaving him open to slow, powerful moves.
*Pummel - Hits opponent with the hilt of the Master Sword. Does 2% damage.
*Pummel - Hits opponent with the hilt of the Master Sword. A fairly fast pummel. Does 2% damage.
*Forward Throw - Lets go of foe then kicks them, football punt style. Does 7% damage.  
*Forward Throw - Lets go of foe then kicks them, football punt style. Does 7% damage.  
*Back Throw - Throws foe back then back kicks. Does 7% damage.
*Back Throw - Throws foe back then back kicks. Does 7% damage.
*Down Throw - Throws foe down then elbow drops them. If Link and [[Toon Link (SSBB)|Toon Link]] use their down throw on Jigglypuff it will only do 4% damage. This is because their down throw hits twice and Jigglypuff is too light to get hit on the first strike (as the second strike does 4 damage and the first does 3). Does 7% damage.
*Down Throw - Throws foe down then elbow drops them. If Link and [[Toon Link (SSBB)|Toon Link]] use their down throw on Jigglypuff it will only do 4% damage. This is because their down throw hits twice and Jigglypuff is too light to get hit on the first strike (as the second strike does 4 damage and the first does 3). Does 7% damage.
*Up Throw - Throws foe a very short distance above him, then slashes. Can kill at high percentages. Does 7% damage.
*Up Throw - Throws foe a very short distance above him, then slashes. Can KO at high percents. Does 7% damage.
====Special Moves====
====Special Moves====
{{specialmoves|Hero's Bow|Gale Boomerang|Spin Attack|Bomb (Link)|Triforce Slash}}
{{specialmoves|Hero's Bow|Gale Boomerang|Spin Attack|Bomb (Link)|Triforce Slash}}
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*In addition to alternate costume colors, the color pattern of Link's shield changes with some of his costumes, unlike in ''SSB'' or ''SSBM''.
*In addition to alternate costume colors, the color pattern of Link's shield changes with some of his costumes, unlike in ''SSB'' or ''SSBM''.
*Link's [[On-Screen Appearance]] appears to be based off of the Recorder from the original ''The Legend of Zelda'', which allowed him to warp to any dungeon via usage of a tornado, making Link the only character to have a different On-Screen Appearance than the one in ''SSB'' (although they are very similar in that they warp Link).
*Link's [[On-Screen Appearance]] appears to be based off of the Recorder from the original ''The Legend of Zelda'', which allowed him to warp to any dungeon via usage of a tornado, making Link the only character to have a different On-Screen Appearance than the one in ''SSB'' (although they are very similar in that they warp Link).
*Link has a higher match-up with [[Snake (SSBB)|Snake]] than his faster counterpart [[Toon Link (SSBB)|Toon Link]] does, despite being a lower-tier character. Also, it is possible for Link to combo Snake and KO him with 9 attacks.
*Link has a better match-up with [[Snake (SSBB)|Snake]] than his faster counterpart [[Toon Link (SSBB)|Toon Link]] does, despite being a bottom-tier character.
 
==External links==
==External links==
*[http://www.smashbros.com/en_us/characters/link.html Link's page at Smash Bros. Dojo!!.]
*[http://www.smashbros.com/en_us/characters/link.html Link's page at Smash Bros. Dojo!!.]
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