SSBU Icon.png

Young Link (SSBU): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Differences from {{SSB4|Link}} in SSB4: More detailed changelist about their differences. I'll finish it later.)
Line 55: Line 55:
*{{nerf|It has a shorter duration (15-18 → 10-12).}}
*{{nerf|It has a shorter duration (15-18 → 10-12).}}
Up tilt:
Up tilt:
*{{change|Up tilt deals less damage (9% → 8%) and knockback (base 30/ scaling /122/130/124 →
*{{change|Up tilt deals less damage (9% → 8%) and knockback (base 30/ scaling /122/130/124 → (20/130/128/126). This hinders its KO power, but makes it better for combos.}}
20/130/128/126). This hinders its KO power, but makes it better for combos.}}
*{{buff|It has a longer duration (8-12 → 9-14) and less ending lag ( FAF 36 → 32), further improving its juggling and combo potential.}}
*{{buff|It has a longer duration (8-12 → 9-14) and less ending lag ( FAF 36 → 32), further improving its juggling and combo potential.}}
*{{nerf|It has more startup (frame 8 → 9).}}
*{{nerf|It has more startup (frame 8 → 9).}}

Revision as of 18:46, February 8, 2020

This article is about Young Link's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Young Link.
Young Link
in Super Smash Bros. Ultimate
Young Link SSBU.png
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearance in Melee


Availability Unlockable
Final Smash Triforce Slash
YoungLinkHeadSSBU.png
He’s back after 17 years! Young Link is faster than Link but he’s also lighter, making him easier to launch.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Young Link (こどもリンク, Young Link) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed as playable on June 12th, 2018. Young Link is classified as fighter #22.

Fujiko Takimoto's portrayals of Young Link from The Legend of Zelda: Ocarina of Time and Majora's Mask were repurposed for Ultimate, with mostly returning voice clips from Super Smash Bros. Melee, and in addition to some new ones sourced from these games.

How to unlock

Complete one of the following:

  • Play VS. matches, with Young Link being the 8th character to be unlocked.
  • Clear Classic Mode with Link or any character in his unlock tree, being the 6th character unlocked after Snake.
  • Have Young Link join the player's party in World of Light.

With the exception of the third method, Young Link must then be defeated on Great Bay.

Differences from Link in SSB4

Despite not being an Echo Fighter, Young Link is still a faster and lighter clone of Link. However, since Link has been heavily reworked to match his appearance in Breath of the Wild, Young Link effectively functions as a stand-in for Link’s older appearances. Furthermore, as Young Link is based off of Ocarina of Time rather than Twilight Princess, he is closest to Link’s appearances in Smash 64 and Melee. He retains moves and characteristics from Melee that Link himself no longer possesses, such as a rapid jab, dash attack, and Hookshot. Their moves largely appear and function similarly, but some of them have different attributes.

Aesthetics

  • Change Young Link is based on The Legend of Zelda: Ocarina of Time rather than The Legend of Zelda: Twilight Princess. This means that Young Link’s clothes are much brighter and less shabby.
  • Change Young Link wields the Kokiri Sword and Deku Shield instead of the Master Sword and Hylian Shield.
  • Change Young Link's on-screen appearance, taunts, idle poses, and two of his victory animations are different from Link's.

Attributes

  • Change Young Link is shorter than Link. While this does make him harder to hit, it also results in him having less reach in his attacks.
  • Nerf Young Link will sometimes hold his Deku Shield to the side during his walking and idle animations. This makes it less reliable for blocking projectiles.
  • Nerf Young Link's Kokiri Sword has less of a disjointed range advantage on his attacks than Link, which gives him inferior range when combined with his shorter height.
  • Buff Young Link's air speed is faster than Link's (0.88 → 0.966).
  • Buff Young Link walks faster than Link (1.188 → 1.26).
  • Buff Young Link dashes faster than Link (1.3944 → 1.749).
  • Change Young Link falls faster (1.6 → 1.8) than Link.
  • Buff Young Link's traction is significantly higher than Link's (0.064 → 0.105).
  • Buff Young Link has a greater jump height than Link.
  • Change Young Link deals less knockback for most of his attacks. This overall weakens his KO potential in comparison to Link, but it also grants Young link access to new combos.
  • Buff Unlike Link, Young Link can wall jump.
  • Nerf Young Link's Hookshot is shorter than Link's Clawshot, reducing its utility as a recovery tool.
  • Change Young Link is significantly lighter than Link (104 → 88). While this drastically worsens his endurance for horizontal and vertical survival, his faster falling speed lessens his otherwise reduced weakness to combos.
  • Nerf Except for the downward throw, Young Link releases items 1 frame later than Link does then throwing them (7/9/11/4/5 (forward/backward/up/dash/drop) → 8/10/12/5/6).
  • Buff Young Link releases heavy items 1 frame earlier than Link when throwing them either forward or backwards (20 → 19).

Ground attacks

Neutral attack:

  • Buff Young Link's neutral attack can be followed by neutral infinite and a finisher, unlike Link's.
  • Nerf His basic jab deals less damage than Link's (3%,3%,4% → 2%, 1.5%, 3.5%), total (10% → 7.5).
  • Buff The first hit has less startup lag than Link's (frame 7 → 4) and transitions into the second hit faster (10 → 8), which transitions faster into the third hit (frame 10 → 9). All hits also have less ending lag (FAF 27 → 18, (hit 1), FAF 21 → 17 (hit 2) , FAF 37 → 36 (hit 3)).

Forward tilt:

  • Buff Forward tilt has noticeably less startup lag (frame 15 → 10 and less ending lag (FAF 38 → 34), making it safer to use.
  • Nerf It deals less damage with a sourspot at the tip of the Kokiri Sword (13% → 12%/12/11%) and much less knockback (base 55/82 scaling → 30/25/85), KOing much later than Link's.
  • Nerf It has a shorter duration (15-18 → 10-12).

Up tilt:

  • Change Up tilt deals less damage (9% → 8%) and knockback (base 30/ scaling /122/130/124 → (20/130/128/126). This hinders its KO power, but makes it better for combos.
  • Buff It has a longer duration (8-12 → 9-14) and less ending lag ( FAF 36 → 32), further improving its juggling and combo potential.
  • Nerf It has more startup (frame 8 → 9).

Down tilt:

  • Buff Down tilt has less startup (frame 11 → 8) and ending lag (FAF 30 → 26), as well as less knockback (base 90/scaling 30 → 80/25), making it better for combos.
  • Nerf However, it doesn't have a meteor smash hitbox, making it useless for edgeguarding and reducing its versatility.
  • Nerf It deals less damage and has sourspots (11% → 10%/9%/7%).
  • Change Instead of using a extended hitbox, it uses three unextended hiboxes that are overall larger (3.1u → 3.4u, 3.4u, 3.0u).

Dash attack:

  • Change Young Link has a different dash attack: instead of performing the Jump Attack from Ocarina of Time, he performs a lunging downwards slash.
  • Buff It has much less startup (frame 20 → 8) and ending lag ( FAF 57 → 35), making it much safer.
  • Nerf It has a shorter duration (20-23 → 8-10).
  • Nerf It deals less damage (14%/13%12% → 11/10%/10%) and less knockback, (base 70/85/85 scaling 85/85/77→ 70/70), making it worse for KOing. It also has range due to Young Link not jumping.

Smash attacks

Forward smash:

  • Buff The first hit has less ending lag (FAF 52 → 48) when not followed into the second.
  • Buff The second hit has less startup ( frame 12 → 11) and much less ending lag (FAF 68 → 50).
  • Nerf It deals less damage (7%/7%/14% → 6%) (hit 1), (13%/13%/12%/12% → 12%/10%/12% (hit 2) without a hitbox on the first hit that deals 14% and the second hit has less base knockback and more knockback scaling, but wasn't compensated enough (base 85/scaling 89 → 43/115), hindering its damage racking and KO potential.
  • Buff However, the hitboxes in the first hit have less base knockback with its knockback scaling unchanged (base 47 → 35/40), allowing it to connect better into the second hit.

Up smash:

  • Buff It has less ending lag (FAF 78 → 70).
  • Nerf The first two hits have a slightly shorter duration (10-15 → 10-14 (hit 1), 25-30 → 25-29)
  • Nerf The first and third hits deal less damage (4% → 3%) (hit 1) (11%/10%/9% → 8%/7%/8%/8%/) and the knockback in the final hit wasn't fully compensated (base 60/ scaling 96 → 75/108), hindering its KO potential.

Down smash:

  • Buff Unlike Link's, the first hit is a semi-spike like the second hit, making it better for edgeguarding.
  • Nerf Both hits deal less damage (14%/17%/16% → 13%/10%/13%) (hit 1) (12%/12%/11%/10% → 12%/9%/12%) (hit 2) and knockback (base 40/88 → 30/90 (hit 1), 80/63 → 25/90), hindering their KO potential.

Aerial attacks

  • Buff All aerials have less noticeably landing lag (10 frames → 6 (neutral, back), 12 → 6 (forward), 23 → 14 (up), 32 → 17), making them harder to punish if not autocanceled.

Neutral aerial:

  • Buff Young Link's neutral aerial autocancels earlier than Link's neutral aerial (frame 36 → 32). Because of this, unlike Link's , it can autocancel in a short hop.
  • Buff It has less startup (frame 7 → 4).
  • Nerf Young Link's neutral aerial has a shorter duration (7-31 → 4-21), causing it to have six more frames of ending lag than Link's version despite the earlier FAF (FAF 39 → 36).
  • Buff Unlike Link's, the clean hit of Young Link's version doesn't have sourspots on his leg.
  • Nerf It deals less damage (11%/9% → 10%) (clean), (6% → 5%) (late) with the clean hit's knockback mostly (but not fully) compensated (base 22/scaling 100 → 20/108), causing it to KO slighly later than Link's.
  • Buff The late hit has less base knockback (base 15 → 10). Combined with its lower damage, this allows it to combo and lock for longer.

Forward aerial:

  • Buff Unlike Link's, it's interruptible, giving it less ending lag (FAF 50 → 41).
  • {{nerf|It deals much less damage (11% → 6%) (hit 1) (13% → 8%) and the second hit has less knockback than the first hit of Link's version (base 20/ scaling 130 → 45/125).
  • Buff However, the first hit has more base knockback but drastically less knockback scaling and uses the autolink angle instead of launching diagonally (base 20/ scaling 130 → 25/30), allowing it to connect better into the stronger second hit.
  • Buff The second hit comes out faster (frame 26 → 24).
  • Buff It autocancels earlier (frame 51 → 41). Unlike Link, this allows it to autocancel in a full hop.

Back aerial:

  • Buff Both hits deal more damage, increasing its damage output (3% → 5%) (hit 1), (5% → 7%) (hit 2), (8% → 12%) (total)
  • Change The second kick has noticeably less base knockback and much more knockback scaling (base 70/ scaling 70 → 40/102). This improves its KO potential, but this also means its combos will stop working earlier.
  • Nerf The second hit has a shorter duration (18-22 → 18-20), giving it one more frame of ending lag despite the shorter FAF (FAF 31 → 30).

Up aerial:

  • Buff It has noticeably less startup lag with a longer active duration (11-40 → 5-49), making it safer to use and decreasing its ending lag compared to the hitbox despite the later FAF (FAF 59 → 60).
  • {{nerf|The clean hit has more base knockback, but less knockback scaling, KOing slighly later (base 25/ scaling 93 → 25/85).
  • Nerf The late hit deals less damage and knockback (13% → 12%) (base 18/ scaling 88 → 25/82. *Buff However, the reduced damage and knockback makes slightly better for juggling when combined with its lower ending lag.
  • Nerf Because of its longer duration, it autocancels later (47 → 56). Unlike Link's, it cannot autocancel in a full hop and can only autocancel in a double jump.

Down aerial:

  • Nerf Down aerial does not have a meteor smash hitbox.
  • Nerf The clean hit has a shorter duration, being halved, compared to Link's version (14-19 → 13-15).
  • Nerf The late hit deals less damage (18% → 15%) and knockback (base 30/ scaling 80 → 30/83).
  • {{buff|The clean hit deals more damage (15% → 18%) and knockback (base 30/ scaling 80 → 30/83) than Link's version.
  • Buff It has less startup (frame 14 → 13).

Throws and other attacks

  • Buff All grabs have less ending lag (FAF 62 → 53 (standing) /(66 → 61 (dash) /67 → 56 (pivot)

Pummel:

  • Buff It has more hitlag (4 frames → 13) but much less startup (frame 10 → 1) and ending lag (16 → 7) making it faster overall, to the point it's one of the fastest pummels.
  • Nerf It deals less damage (2.1% → 1%)

Forward throw:

  • {{nerf|The throw hitbox deals less damage (3% (collateral),(4%→ 3%) (throw) total (7% → 6%)
  • Buff However, it launches at the Sakurai angle and has slighty less base knockback but much more knockback scaling (base 50/ scaling 120 → 48/184), making it among the strongest forward throws and allowing it to KO at around middleweights at around 130% near the ledge.
  • Change Edge attack has Young Link swipe his sword in front of himself, unlike Link who stabs forward.

Special moves

  • Buff Fire Arrows deal more knockback than Link's arrows, and launch upwards instead of away, increasing his combo ability and making the move safer on hit up close. It also has a slightly faster startup than Link's Hero's Bow.
    • Change Fire Arrow deals flame damage (hence the name).
    • Nerf Fire Arrows travel less distance.
  • Change Instead of the Gale Boomerang, Young Link retains his standard Boomerang, which does not have a windbox.
    • Nerf Boomerang travels less distance compared to Link's Gale Boomerang.
    • Buff Boomerang can damage opponents on the way back.
  • Buff Spin Attack lands multiple hits instead of one, allowing it to trap opponents within its hitboxes, and the late hitboxes inflict more damage.
    • Nerf Nonetheless, it is still weaker than Link's clean Spin Attack in damage. Also, it is not a viable KO move unlike Link's.
  • Change Young Link's Bomb looks slightly different from Link's, as it is smaller; it has a smaller projectile hitbox but is slightly harder to track visually when thrown.
    • Buff Young Link's bombs have four hitboxes as opposed to Link's two, increasing their hitstun and combo ability.
    • Buff Young Link's bombs do more damage to opponents than Link's, given that all of their hitboxes connect.
    • Nerf The multi-hit property of the bombs means that their explosion can affect Young Link more often in close range.
    • Nerf Young Link's Bombs travel a shorter distance when thrown.
  • Change For Triforce Slash, the final flourish and slash have altered animations, as Young Link rears his hand back and does an outward slash, instead of a stab.

Changes from Super Smash Bros. Melee

Young Link has been significantly buffed in the transition from Melee to Ultimate. Young Link's speed has been improved from Melee not just in terms of his mobility but also his attacks. Many of his attacks have decreased ending lag and his aerials have heavily decreased landing lag (even compared to their L-canceled counterparts). Some of his moves have also been reworked to make them more reliable and effective, such as his up smash and his forward and back aerials, and the weakening of SDI heavily benefits his multi-hit attacks.

However, he has also seen a few nerfs. Some of Young Link's attacks deal less damage, while others have shorter durations, and a few of his attacks even have slightly increased startup and ending lag. His aerial mobility is also worse (especially when relative to the cast), and his down tilt and down aerial no longer have meteor smash hitboxes, meaning that Young Link gains no benefits from the removal of meteor canceling. The changes to air dodging also hinder his mobility, as wavedashing and wavelanding are significantly less effective.

Overall, Young Link is a significantly better character than he was in Melee, with professional players such as Tweek and T demonstrating Young Link’s strong potential and, as a result, he is commonly considered to be a high tier character in spite of currently having low tournament representation.

Aesthetics

  • Change Due to the game's graphical improvements, Young Link's design is drastically more detailed, particularly in his hair. His colors are more subdued than they were in Melee, while his eye color is more vibrant.
  • Change The Kokiri Sword now has a bronze hilt and leaves behind new sword trails:
    • All standard sword attacks have a white trail with blue accents, as opposed to a pure white trail in Melee.
    • Spin Attack has a yellow and blue trail, similar to the one Link had in SSB4, instead of purple as in Melee.
  • Change Young Link is much more expressive. He appears angry while attacking, and smiles in his taunts and one of his victory poses.
  • Change Young Link has been updated with universal features introduced in Brawl and SSB4.
    • Change Young Link now has an on-screen appearance, a Boxing Ring title, a Palutena's Guidance conversation, and two new taunts. His taunt from Melee has been moved to his down taunt and executes significantly faster.
    • Change Young Link has gained three additional alternate costumes, bringing his total up to the standard eight. His Dark Link costume now has the same color scheme as Link and Toon Link's corresponding counterparts, making the costume appear virtually almost identical to Dark Young Link in Hyrule Warriors: Definitive Edition, albeit with gray hair.
    • Change Young Link uses various voice clips for any move between the third hit of his neutral attack, any tilt attack, his dash attack, and any aerial attack (except grab aerial), and always uses specific clips for each of his smash attacks.
    • Change Young Link has new voice clips for taking medium and heavy knockback, when Star KO'd, when waking out of sleep status when not suffering any knockback, and a second KO voice clip.
      • Change Young Link also has a voice clip when emerging from underwater, although it now uses the voice clip previously used for his taunt in Melee, which now uses a new voice clip.
  • Change All sword attacks make a standard slash sound effect on hit, instead of a punch/kick sound effect like in Melee.
  • Change Young Link's victory pose where he adjusts his belt is slightly different. After adjusting his belt, he holds the Kokiri Sword and flicks his nose with his thumb.

Attributes

  • Change Young Link is relatively bigger than in Melee. This increases his range, but also increases his hurtbox.
  • Buff Like all characters, Young Link's jumpsquat animation takes 3 frames to complete (down from 4).
  • Buff Young Link walks faster (1.2 → 1.26).
  • Buff Young Link runs faster (1.6 → 1.749).
  • Nerf Young Link's air speed is slower (1 → 0.966), one of the few exceptions to returning veterans. It has gone from the 6th highest air speed to only the 60th highest.
  • Change Young Link's falling speed has been reduced (2.13 → 1.8), but is now faster relative to the roster.
  • Buff Young Link's midair jump is significantly higher. This improves his ability to recover back to the stage.
  • Buff Young Link's fast falling speed is much more in line with the rest of the roster (2.2 → 2.88), in comparison to his almost unnoticeable fast fall in Melee. This greatly increases the versatility of his air game, and allows him to use various mixups like other characters.
  • Buff Young Link's Deku Shield now protects him from projectiles while walking, similar to the shields of all other Link incarnations.
  • Buff Young Link is slightly heavier (85 → 88), improving his survivability, while still being less susceptible to combos than in Melee due to the changes to hitstun and his decreased falling speed.
  • Nerf The removal of meteor canceling harms Young Link more than any other returning veteran, as he no longer has access to any meteor smashes of his own, whereas his endurance is significantly hindered against opponents' meteor smashes.
  • Buff Both rolls have noticeably less ending lag (FAF 38 → 29 (forward), 34 (back)), making them safer to use for repositioning and escaping pressure.
  • Nerf Both rolls grant less intangibility (frames 4-19 → 4-14 (forward), 4-15 (back)).
  • Nerf Spot dodge has more startup (frame 2 → 3) and ending lag (FAF 23 → 25).
  • Buff Air dodge has less startup (frame 4 → 2), making it better for escaping combos. Due to its altered mechanics, it also no longer causes helplessness, and allows Young Link to sweetspot edges with directional air dodges.
  • Nerf Air dodge grants less intangibility (frames 4-29 → 2-26 (neutral), 2-19 (directional)), and due to the altered mechanics, directional air dodges have more landing lag (10 frames → 11-19) and are significantly less effective for wavedashing. Young Link can also no longer use his grab aerial out of an air dodge, hindering his recovery.

Ground attacks

  • Buff The increased shieldstun for ground attacks makes Young Link's slightly to moderately safer on shield, especially his tilt attacks (although not his smash attacks due to their increased ending lag).
  • Neutral attack:
    • Buff The first and second hits deal less knockback (10 base/60 scaling → 25/20 base/25/15 scaling), and launch opponents towards Young Link with the farthest hitboxes (361° → 180°), akin to other neutral attacks. This allows them to connect more reliably.
    • Buff The first hit transitions faster into the second hit (frame 10 → 9), which transitions faster into the third hit (frame 11 → 9).
    • Buff All hits have less startup (frame 6 (first hit)/frame 7 (second & third) → 4/6), with the first and second's total duration decreased as well (FAF 20/18 → 18/17).
    • Buff The third hit has greatly increased base knockback (10 → 75/70), and launches at a lower angle much like Link's (361° → 30°), increasing its safety on hit at low percents and allowing it to set up tech-chases.
    • Change Neutral infinite has a different animation: rather than repeatedly stabbing at different angles, Young Link performs a flurry of slashes.
    • Buff Neutral infinite has faster startup (frame 10 → 6), a shorter gap between hits (7 frames → 2), and deals less knockback (10 base/40/50/60 scaling → 8/15) while gaining a hitstun modifier of 2 on each hit, allowing it to connect much more reliably. Like all neutral infinites since Smash 4, it has also gained a finisher in the form of an ascending slash, making it significantly safer.
    • Buff Neutral infinite has gained a lower hitlag multiplier (0.5×) and SDI multiplier (0.4×), which alongside the changes to DI and SDI from Melee to Ultimate make it much harder to escape from, increasing its reliability for racking up damage.
    • Nerf Neutral attack deals less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2), 5% → 3.5% (hit 3), 1% → 0.3% (infinite)).
    • Nerf The first three hits have shorter durations (frames 6-8 (hit 1), 7-9 (hit 2), 7-11 (hit 3) → 6-7 (all)).
    • Nerf The third hit has more ending lag (FAF 33 → 36), and decreased knockback scaling (100 → 70), causing it to KO later from center stage despite its higher base knockback.
    • Change Like most neutral attacks from Brawl onward, the full sequence of hits can be unleashed by simply holding the attack button instead of pressing it multiple times. Likewise, the neutral infinite can be looped by holding the button instead of having to mash it.
      • Change The second hit can transition into the neutral infinite if the attack button is pressed three times in quick succession, with the third hit now being activated by holding it or pressing it at a slower rate. In Melee, it would only transition into the infinite if the button was pressed more than three times.
    • Change The infinite has gained a shieldstun multiplier of 6×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Young Link more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt has less startup lag (frame 11 → 10).
    • Buff It has more vertical range.
    • Buff It has higher base knockback (5/2 → 30/25), although with its knockback scaling reduced to compensate (100 → 85). This increases its safety on hit at low percents, while keeping its KO ability at high percents.
    • Buff The weaker sourspots have been replaced by sweetspots (12%/11%/10%/10% → 12%/11%/12%), making the move's power more consistent.
    • Change The sweetspot has a higher hitlag multiplier (1.2×).
  • Up tilt:
    • Nerf Up tilt has a shorter duration (frames 9-15 → 9-14) and more ending lag (FAF 30 → 32), hindering its combo potential.
    • Change It has an altered animation, with Young Link slashing in a faster and heavier arc, akin to Link in Brawl and Smash 4.
  • Down tilt:
    • Buff Down tilt has much faster startup (frame 14 → 8), with its total duration reduced as well (FAF 32 → 26). This makes it safer and more reliable as a combo starter.
    • Buff It has considerably reduced knockback scaling (50 → 25), allowing it to combo for longer.
    • Nerf It has a shorter hitbox duration (frames 14-16 → 8-9), and less vertical range.
    • Nerf It launches at a consistent angle (280°/70° → 80°). While this slightly improves its combo potential, it most notably removes its ability to meteor smash.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 40 → 35).
    • Buff It has significantly higher base knockback (10 → 70), increasing its safety on hit at lower percents.
    • Buff It has less sourspots (11%/10%/10%/10% → 11%/10%/11%), making its power more consistent.
    • Nerf It has more startup lag with a shorter duration (frames 7-12 → 8-10).
    • Nerf It has lower knockback scaling (100 → 70), reducing its KO ability.
    • Change It launches at higher angles (361° → 45°/50°/55°).
    • Change The sweetspot has a higher hitlag multiplier (1.2×).
  • Forward smash:
    • Buff The first hit has less ending lag (FAF 50 → 48).
    • Buff The second hit's damage output is properly affected by charging.
    • Buff Due to the changes to jostle mechanics, the second hit of forward smash no longer misses when Young Link is extremely close to the opponent, improving its reliability.
    • Nerf Both hits have a shorter duration (frames 15-17 → 15-16 (hit 1), 10-13 → 10-11 (hit 2)).
    • Nerf The first hit deals less damage (10% → 6%), and no longer has set knockback (40 set/100 scaling → 35/40 base/15 scaling), hindering its reliability at higher percents.
    • Nerf The second hit has more startup (frame 10 → 11) and ending lag (FAF 40 → 50).
    • Nerf The second hit launches at a higher angle (361° → 48°) with more base knockback (30 → 43), but less knockback scaling (120 → 115), hindering its KO potential if not used near the edge.
    • Change The first hit has different angles (75° → 65°/50°).
    • Change The second hit has a higher hitlag multiplier (1.5×).
    • Change The second hit's two previous sourspots have been merged into one, with its damage being the average of both (11%/9% → 10%).
  • Up smash:
    • Buff Up smash's first two hits have lower hitlag (0.6×) and SDI multipliers (0.5×), and use weight-independent knockback, which alongside the changes to DI and SDI allows them to connect much more reliably.
    • Buff The first two hits have less startup lag and longer durations (frames 11-14/26-28 → 10-14/25-29).
    • Buff The second hit deals more damage (2% → 3%), which alongside the changes to stale-move negation increases the move's total damage (12.1%/11.19% → 14%/13%).
    • Buff The third hit deals much more knockback (70 base/70 scaling → 75/108), allowing it to KO at realistic percents.
    • Nerf Up smash has significantly more ending lag (FAF 52 → 70), removing its combo potential.
    • Nerf The third hit has more startup lag (frame 40 → 41).
    • Nerf The third hit no longer has a late hit that deals more damage (8%/9% → 7%/8%) and is a semi-spike (30° → 100°), removing its edgeguarding potential.
  • Down smash:
    • Buff Down smash's sourspots deal more damage (7% → 10% (hit 1), 6% → 9% (hit 2)), and thus have increased knockback.
    • Buff The first hit no longer has hitboxes that launch opponents vertically (30°/70°/70°/30° → 30°), improving its consistency in edgeguarding and KOing.
    • Nerf It has more ending lag (FAF 42 → 50).
    • Nerf Both hits have a shorter duration (frames 9-12 → 9-10 (hit 1), 21-23 → 21-22 (hit 2)).
    • Nerf The second hit no longer has a hitbox on Young Link's foot, preventing it from hitting opponents in front of him.

Aerial attacks

  • Buff All aerials have significantly less landing lag (15 frames → 6 (neutral, forward, back), 30 → 14 (up), 50 → 17 (down)) having even less than when L-canceled in Melee.
  • Nerf The decreased shieldstun for aerial attacks makes Young Link's slightly to moderately less safe on shield compared to their L-canceled versions in Melee, despite their reduced landing lag.
  • Neutral aerial:
    • Nerf Neutral aerial deals less damage (12% → 10% (clean), 8% → 5% (late)), with knockback not fully compensated on the clean hit (15 base/100 scaling → 20/108), slightly hindering its KO potential.
      • Buff However, this allows the late hit to combo for longer.
  • Forward aerial:
    • Buff Forward aerial is no longer a single degrading hit, and instead hits twice like Link's. It deals more damage if both hits connect (12%/11%/9% (clean), 8%/7%/5% (late) → 6% (hit 1), 8%/7% (hit 2); 14%/13% total), and has increased knockback on the second hit (5 base/100 scaling → 45/125), improving its KO potential.
    • Buff It has less ending lag (FAF 47 → 41).
    • Buff It always launches opponents in the direction Young Link is facing, even if they are hit from behind, making it more reliable for edgeguarding.
    • Buff The first hit can lead into combos if Young Link lands before the second hit comes out, which gives him more options to rack up damage or secure a KO.
    • Nerf Forward aerial has a much shorter hitbox duration (frames 14-32 → 14-15 (hit 1), 24-25 (hit 2)).
    • Change It launches at a consistent angle (361° (clean), 76° (late) → 48°).
    • Change The second hit has a higher hitlag multiplier (1.2×).
  • Back aerial:
    • Buff Back aerial's first hit has set knockback (0 base/100 scaling → 50/20 set/100 scaling) and launches at higher angles (361° → 75°/72°/70°), allowing it to connect more reliably into the second hit.
    • Buff It always launches opponents opposite the direction Young Link is facing, even if hit from the front, making it more reliable for edgeguarding.
    • Nerf Both hits have shorter durations (frames 6-9 → 6-8 (hit 1), 18-23 → 18-20 (hit 2)).
    • Nerf The first hit deals less damage (7% → 5%).
    • Change The second hit deals much more knockback (15 base/100 scaling → 40/102), improving its KO potential, but hindering its combo potential.
    • Change The second hit has a higher hitlag multiplier (1.2×).
  • Up aerial:
    • Nerf Up aerial has lower knockback scaling (85 → 82), slightly hindering its KO potential.
    • Nerf It has smaller hitboxes (4.8u/2.4u → 3.4u/2.6u). Combined with the changes to jostle mechanics, landing an up aerial on a grounded opponent is much more difficult than before.
  • Down aerial:
    • Buff Down aerial's early hit deals more damage (14%/16% → 18%).
    • Nerf It no longer has a flame hitbox near Young Link's head that deals more damage and is a meteor smash, removing its extreme edgeguarding potential against opponents hit from below.
    • Nerf The late hit deals less damage (17%/21% → 15%).
    • Nerf The move deals less knockback (40/70 base/100 scaling → 30/83), especially with the late hit due to its decreased damage, significantly hindering its KO potential.
    • Change It has a higher hitlag multiplier (1.2×).
  • Grab aerial:
    • Buff Grab aerial has less startup with a longer hitbox duration (frames 11-15 → 9-16).
    • Buff It has significantly less landing lag (30 frames → 8) and no longer causes helplessness, making it much more useful offensively.
    • Buff It launches at a higher angle (361° → 60°) and has gained a hitstun modifier of 4, which alongside its reduced landing lag grants it combo potential even up to high percents.
    • Nerf It deals less damage (5% → 4%).
      • Buff However, it deals additional shield damage to compensate (0 → 1).
    • Nerf It causes the Hookshot to retract upon hitting an opponent, hindering its utility in battles with multiple opponents.
    • Change It has more base knockback (40 → 70), but even less knockback scaling (40 → 20), no longer KOing opponents even at 999%.
    • Change It has a lower hitlag multiplier (0.8×).
    • Change It is now affected by stale-move negation, reducing its damage output with consecutive uses, but allowing it to refresh other moves.
    • Change Due to universal changes, grab aerial functions like a tether recovery rather than a wall grapple.
      • Buff This allows it to be shot much faster to ledges if used close enough to them, leaving opponents with a shorter window to edgeguard Young Link.
      • Nerf However, this removes its ability to grapple to any wall, reducing its versatility.

Throws and other attacks

  • Grabs:
    • Buff Standing and dash grabs have significantly less ending lag (FAF 85 → 53 (standing), FAF 95 → 61 (dash)), leaving them much less punishable if they miss.
    • Buff Both grabs have longer durations (4 frames → 7), and the hitbox on the Hookshot's end now affects aerial opponents.
    • Nerf Standing grab has one frame more startup lag (frame 11 → 12).
  • Pummel:
    • Buff Pummel deals more hitlag (4 frames → 13), but has significantly less startup (frame 10 → 1) and ending lag (FAF 26 → 7), shortening its duration.
    • Nerf It deals much less damage (3% → 1%).
  • Change Forward and back throw release the opponent faster (frame 16 → 13), although with their total duration unchanged, and the former's first hit is faster (frame 12 → 11). This reduces the time for the opponent to DI them properly, but increases their ending lag.
  • Forward throw:
    • Buff Forward throw launches at a slightly lower angle (55° → 52°), and deals much more knockback (25 base/110 scaling → 48/184), allowing it to KO under 170% at the edge.
  • Back throw:
    • Buff Back throw deals much more knockback (24 base/110 scaling → 45/140), allowing it to KO under 200% at the edge.
  • Up throw:
    • Buff Up throw releases the opponent slower (frame 27 → 29) with its total duration unchanged, increasing its combo potential at low percents.
    • Change It has more base knockback (18 → 30), but less knockback scaling (230 → 210). This further improves its combo potential at low percents (due to its previously lacking hit advantage), but hinders its KO potential at high percents.
    • Change Young Link jumps a bit higher during up throw.
  • Down throw:
    • Nerf Down throw deals much more knockback (60 base/50 scaling → 70/115), drastically hindering its combo potential beyond mid percents. Most notably, it no longer has a guaranteed KO confirm into an up aerial at high percents.
    • Nerf Its speed is no longer weight-dependent, further diminishing its combo ability on lightweights, while still being worse on heavyweights due to its increased knockback.
    • Change Its damage values have been redistributed (2% → 3% (hit 1), 4% → 3% (throw)).
    • Change It launches opponents at a slightly more horizontal angle (90° → 86°).
  • Floor attacks:
    • Buff Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
    • Change Their angles have been altered (361° → 48°).
  • Edge attack:
    • Buff Edge attack deals more damage (8% → 9%) and no longer has set knockback (90 set/100 scaling → 90 base/20 scaling).

Special moves

  • Buff Due to the changes to Perfect Shielding, Young Link's projectiles can no longer be reflected back at him by any character.
  • Nerf The decreased shieldstun for projectiles hinders their safety at close distances.
  • Fire Arrow:
    • Change Fire Bow has been renamed to Fire Arrow.
    • Buff Fire Arrow has one frame less ending lag (FAF 39 → 38).
    • Buff It can be B-reversed.
    • Buff Arrows fly much further, especially when uncharged. This greatly increases Fire Arrow's zoning and pressing ability, making it a more essential part of Young Link's toolkit.
    • Buff Arrows have more knockback scaling (30 → 70), increasing their combo potential despite launching at a slightly lower angle (80° → 78°).
    • Nerf They stay active for a shorter period of time.
    • Nerf They deal less damage (8%-15% → 4%-12%), and have received negative shield damage (0 → -2.5).
    • Nerf The move can no longer be held indefinitely upon reaching full charge, instead firing the arrow automatically if held for more than three seconds.
    • Change Fire Arrows are ablaze when being charged and fired, compared to Melee where the arrow does not light up at all.
    • Change Fire Arrows have been redesigned to more closely resemble the artwork found in the manual for Ocarina of Time.
    • Bug fix Ghost Arrow glitch has been removed.
  • Boomerang:
    • Buff Boomerang is bigger, and Young Link throws it vertically instead of horizontally, increasing its coverage immensely.
    • Buff It can be B-reversed.
    • Nerf It deals much less damage at point-blank range (16% → 11% (normal), 19% → 13.2% (smash input)), and has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.
      • Buff However, its knockback has not been compensated, improving its combo potential.
    • Change Boomerang cannot be angled as sharply as in Melee; however, this makes its more useful angles easier to use.
    • Change Young Link has a new throwing animation for the boomerang.
    • Bug fix The boomerang superjump and chain dance glitches have been removed.
  • Spin Attack (grounded):
    • Buff Grounded Spin Attack has less ending lag (FAF 80 → 71), while its last hit is slower (frame 44 → 49), allowing it to combo reliably into aerial attacks even up to high percents.
    • Buff Its linking hits have set, weight-independent knockback (80/60 base/40 scaling → 55/10 set/100 scaling), and lower hitlag (0.4×) and SDI multipliers (0.5×), which combined with the weakening of SDI allows them to connect much more reliably.
    • Buff The last hit has higher base knockback (60 → 71), but lower knockback scaling (100 → 85), and launches at a higher angle (80° → 84°), further improving its combo potential.
    • Buff It can be charged to increase its damage and knockback, as with the other incarnations of Link.
    • Nerf Grounded Spin Attack has one frame more startup (frame 8 → 9), and its linking hits have a slightly longer duration (frames 8-43 → 9-45), but a slower rehit rate (3 → 4). As a result, it deals a total of 11 hits instead of 13, reducing its total damage when uncharged despite the changes to stale-move negation (13.74% → 13%).
    • Change The last hit has a higher hitlag multiplier (1.8×).
  • Spin Attack (aerial):
    • Buff Aerial Spin Attack has increased vertical distance, preserves much more momentum after being used, and Young Link can drift more in the air during its animation.
    • Buff Like most recovery moves from Brawl onward, it sweetspots the edge much earlier, making it safer to recover with.
    • Buff The multi-hits have a lower SDI multiplier (0.3×), weight-independent knockback, and use the autolink angle (367°), which alongside the changes to DI and SDI allows them to connect much more reliably.
    • Buff It deals more total damage due to the changes to stale-move negation (11.19% → 12%).
    • Change The last hit has a higher hitlag multiplier (2×).
  • Bomb:
    • Buff Like with Link's Bombs in Smash 4, the explosions from Young Link's bombs do not damage him if they hit an opponent.
    • Buff The bombs travel further when thrown.
    • Buff Their multi-hits accumulate much faster, making their damage more consistent.
    • Buff Similarly to Link in Smash 4, Young Link can "soft-toss" his Bombs, which lets him lay them on the floor with a throw without having them explode. This allows Young Link to set traps on the floor to hinder his opponent, and also allows for mindgame potential. Additionally, Young Link can Z-drop Bombs without them exploding much easier than in Melee.
    • Nerf Bomb's damage output is lower, even with all hits connecting (13% → 8%).
    • Bug fix The bomb dash glitch has been removed.
  • Change Young Link now has a Final Smash, that being Triforce Slash. Visually, it resembles Link's version from Smash 4, but it has completely unique animations for attacks, including a shield bash, kicks, and a different finisher in an outward slash.

Update History

Young Link received a mix of buffs and nerfs in, but was buffed overall. The nerfs to the shield damage of various projectiles in update 3.0.0 affect Young Link more negatively than most other characters. However, the version 7.0.0 update gave Young Link increased knockback on many of his attacks, allowing for more KO options.

Super Smash Bros. Ultimate 1.2.0

  • Bug fix Fixed the Invisible Bomb glitch.

Super Smash Bros. Ultimate 3.0.0

  • Nerf Fire Arrow has received negative shield damage (0 → -2.5).
  • Nerf Boomerang has received negative shield damage (0 → -5.5 (clean), -3.5 (late), -1 (return)), effectively dealing half its usual damage to shields.
  • Bug introduced An unknown bug was created where opponents would unexpectedly teleport in any direction upon releasing Boomerang.

Super Smash Bros. Ultimate 3.1.0

  • Bug fix Boomerang teleportation glitch fixed.

Super Smash Bros. Ultimate 4.0.0

  • Buff Young Link can now shield SDI if a projectile hits his Deku Shield.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased.
  • Buff Neutral attack's first hit has less startup lag (frame 6 → 4), with its total duration reduced as well (FAF 20 → 18).
  • Buff Up smash has more knockback scaling (100 → 108), improving its KO potential.
  • Buff Up aerial has more knockback scaling (77 → 82), slightly improving its KO potential.
  • Buff Forward throw deals more knockback (45 base/165 scaling → 48/184), allowing it to KO at realistic percents.
  • Buff Grab aerial has less startup lag (frame 11 → 9).
  • Buff Grab aerial launches at a higher angle (38˚ → 60˚), and inflicts 4 additional frames of hitstun, giving it combo potential even up to high percents.

Moveset

  • While standing still, walking, or crouching, incoming projectiles that hit Young Link's Deku Shield will deal no damage and simply push him back. It can block any amount of projectiles regardless of power.
  • Young Link can wall jump.
  • Young Link possesses a tether attack and grab.

For a gallery of Young Link's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% Two forward swings, followed by either a stab or a loop of quick slices ending with a forward thrust.
1.5%
3.5%
0.3% (loop), 2.5% (final hit)
Forward tilt   12% (base), 11% (tip) Raises the Kokiri Sword over his head, and then brings it down in front of himself.
Up tilt   8% An arcing swing with the Kokiri Sword. Combos into itself at medium percents.
Down tilt   10% (base), 9% (middle), 7% (tip) A crouching slash in front of himself. Has low, vertical knockback, allowing it to easily chain into all of his aerials at almost any percent. One of Young Link's best combo tools.
Dash attack   11% (base), 10% (tip) A dashing swing.
Forward smash   6% Winds up and swings the Kokiri Sword forwards. Pressing the button again allows for a second, more powerful slash. The first hit deals almost no knockback, but is a natural combo into the second hit.
12% (base), 10% (tip)
Up smash   3% (hits 1-2), 8% (hit 3, base), 7% (hit 3, tip) Three upwards overhead slashes. The first two slashes trap opponents, with the third slice launching them vertically. Decently powerful, but the move's long duration makes it easy to punish if whiffed.
Down smash   13% (front, base), 10% (front, tip), 12% (back, base), 9% (back, tip) A crouching slash in front of Young Link, immediately followed by a second slash behind himself.
Neutral aerial   10% (clean), 5% (late) A standard sex kick. One of the fastest aerials in the game, making it a very good option to get opponents off of him. Additionally, it has a just as strong of an offense use, as the late hit can function both as a combo starter or can be used in the middle of a combo to lead into a variety of moves. Overall, it is commonly regarded as one of the best aerials in the game and is a vital part of Young Link’s combo game.
Forward aerial   6% (hit 1), 8% (hit 2, base), 7% (hit 2, tip) Quickly slices twice in the air. The first hit traps opponents into the second hit, which deals reasonably high knockback, making it useful for knocking opponents offstage or killing them outright at higher percents. Landing on the ground after the first hit but before the second will cancel the move, allowing for a follow-up into a different attack.
Back aerial   5% (hit 1), 7% (hit 2) Performs a double backwards kick. Functions similarly to his forward aerial, including the ability to drag-down foes with the first hit, but trades range and power for reduced startup.
Up aerial   15% (clean), 12% (late) An upwards thrust. Has a deceptively long duration, and can KO at around 130% with the clean hit. Despite that, it has very fast startup at frame 5.
Down aerial   18% (clean), 15% (late) Performs the Down Thrust. Unlike Link's similar move, it does not meteor smash even with the clean hit. Deals enough knockback to KO at high percents, but is dangerous to use offstage due to its long duration and high ending lag. Landing the clean hit on an opponent or their shield will cause Young Link to bounce upwards.
Grab aerial Midair Hookshot 4% Shoots his Hookshot forward. Can be used to grab stage ledges.
Grab Hookshot Fires his Hookshot straight forward. Functions as a Tether Grab, and can be used for tether recovery.
Pummel   1% Quickly hits the opponent with the pommel of the Kokiri Sword.
Forward throw   3% (hit 1), 3% (throw) A forward kick. It is easily Young Link's strongest throw, and one of the strongest forward throws in the game, starting to KO middleweights around 130% from the edge of Final Destination.
Back throw   3% (hit 1), 3% (throw) Swings his opponent to his back, and kicks them away. Launches at a high angle, but has low endlag and relatively low knockback growth, potentially leading into edgeguard setups. It is also capable of KOing around 180% from the edge of Final Destination.
Up throw   4% (hit 1), 2% (throw) Tosses the opponent up into the air and performs a spinning upwards slash. Starts to KO around 190% on Final Destination. If the initial sword slash hits another opponent, they will be launched at a very low angle, allowing for edgeguard setups.
Down throw   3% (hit 1), 3% (throw) Pins the opponent to the ground and performs an elbow drop.
Floor attack (front)   7% Slashes in front and behind himself while getting up.
Floor attack (back)   7% Slashes in front and behind himself while getting up.
Floor attack (trip)   5% Slashes in front and behind himself while getting up.
Edge attack   9% Climbs up the ledge and performs a slash.
Neutral special Fire Arrow 4%-12% Uses the Fairy Bow to fire a Fire Arrow. Can be charged up for more power and range. The arrows send opponents at an upwards angle with low knockback, making it a good aerial combo starter. In addition, it has low startup and ending lag, making it an excellent combo/spacing tool all around.
Side special Boomerang 11% (close, normal throw), 13.2% (close, smash throw), 7% (far), 2% (return) Throws his Boomerang forward. It can be angled diagonally and deals damage when returning to Young Link. Can combo into an aerial at most percents.
Up special Spin Attack 1%-1.6% (grounded hits 1-10), 3%-4.8% (grounded hit 11), 3% (aerial hit 1), 2% (aerial hits 2-4), 3% (aerial hit 5) Spins with his sword outwards, slashing opponents nearby. Has very quick startup, making it a potent out-of-shield option. Just like the Spin Attack of the other two Link incarnations, it can be charged when grounded for more damage. Similarly to Toon Link's version of the move, it hits multiple times on the ground, with the final hit launching opponents. However, while Toon Link's deals strong horizontal knockback, Young Link's deals weak vertical knockback, making Young Link's version unviable as a KO tool but useful as a combo starter. The aerial version can carry opponents to the upper blast line, and KO them there at high enough percents.
Down special Bomb 2%-2.4% (hits 1-4) Pulls out a Bomb. Just like in Melee, the explosion from the bomb hits multiple times. The bomb explodes after hitting a surface or enemy, or after enough time passes. The bomb's weak knockback makes it useful as a combo starter. Can be used to extend Young Link's recovery, as the damage from the explosion will take him out of helplessness.
Final Smash Triforce Slash 60% Uses the Triforce of Courage to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them and any bystanders.

On-screen appearance

  • Floats down from the sky while surrounded by a blue magical field, referencing the Ocarina of Time's powers. Upon landing, he equips the Kokiri Sword and Deku Shield. This is akin to his older self's on-screen appearance in SSB.

Idle poses

  • Looks around himself.
  • Kicks the toes of his boots on the ground, as if knocking off dirt.

Taunts

  • Up taunt: Holds the Kokiri Sword up in the air.
  • Side taunt: Places the Deku Shield on his back and watches Navi fly around him.
  • Down taunt: Sheaths the Kokiri Sword and places the Deku Shield on his back and takes a drink of Lon Lon Milk.

Victory poses

  • Left: While holding his sword in a reverse grip, adjusts his belt and flicks his nose. Based off one of Young Link's idle animations in Ocarina of Time.
  • Up: Stabs forward with his sword, then holds it up, giving off a battle cry. This is identical to one of Link's poses other than the camera angle.
  • Right: Sheathes his sword, dusts his hands off, and puts them on his hips while grinning.
A flourished and abridged remix of the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda and has since become the main theme of The Legend of Zelda series.

In competitive play

Notable players

Active

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Inactive

Classic Mode: Hyrule Smash

Young Link's congratulations screen.

Young Link's opponents are all from the Zelda series. Additionally, to go with the theme of the route, all stages, items and assist trophies are from the The Legend of Zelda universe.

Round Opponent Stage Music Notes
1 Zelda ZeldaHeadSSBU.png Hyrule Castle Hyrule Main Theme
2 Young Link YoungLinkHeadBlackSSBU.png Temple Song of Storms If the player is using the Dark Young Link costume, the CPU player will be default Young Link YoungLinkHeadSSBU.png.
3 Sheik SheikHeadSSBU.png Gerudo Valley (Ω form) Gerudo Valley
4 Toon Link (x4) ToonLinkHeadSSBU.pngToonLinkHeadRedSSBU.pngToonLinkHeadBlueSSBU.pngToonLinkHeadPurpleSSBU.png Pirate Ship The Great Sea / Menu Select The multicolored Toon Links is a references to The Legend of Zelda: Four Swords.
5 Ganondorf GanondorfHeadSSBU.png Bridge of Eldin (Ω form) Main Theme - The Legend of Zelda: Twilight Princess
6 Link LinkHeadSSBU.png Great Plateau Tower Main Theme - The Legend of Zelda: Breath of the Wild
Bonus Stage
Final Ganon Sacred Realm Calamity Ganon Battle - Second Form

Credits roll after completing Classic Mode. Completing it as Young Link has Termina Field (Remix) accompany the credits.

Role in World of Light

Young Link's location in World of Light.
Finding Young Link in World of Light

Although Young Link does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Young Link was one of the many imprisoned fighters that fell under Dharkon's control upon Galeem's first defeat. He is a necessary unlock found in the Sacred Realm sub-area on the bottom right corner of the land which makes up the Triforce of Courage. The player must rely on the owl statues which will guide the player to Saria's spirit battle. Unlocking her spirit clears out a tree stump that blocked access to his unlock battle. Once Young Link is unlocked, the Triforce of Courage appears in the center of the map. If Zelda is unlocked, the path leading to Cloud's unlock battle and the Master Sword clears out.

Fighter Battle

No. Image Name Type Power Stage Music
22
Young Link SSBU.png
Young Link Grab 10,300 Temple (Ω form) Saria's Song

Template:-

Spirits

Young Link's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Young Link in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, this incarnation of Link makes an appearance in a few Primary and Support Spirits under other forms.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
178
Spirit Link TLOZ.png
Link (The Legend of Zelda) The Legend of Zelda series Young Link YoungLinkHeadRedSSBU.png
Neutral
13,500 Find Mii (hazards off) N/A •The enemy's melee weapons have increased power
•The enemy's FS Meter charges quickly
•The enemy has increased attack power
Overworld Theme - The Legend of Zelda
184 Fairy Bottle The Legend of Zelda series Young Link YoungLinkHeadPinkSSBU.png
Grab
3,700 Fountain of Dreams •Sudden Damage •All fighters take serious damage
•The enemy has increased defense
Saria's Theme
194
Kaepora Gaebora Spirit.png
Kaepora Gaebora The Legend of Zelda series Young Link YoungLinkHeadOrangeSSBU.png
Grab
3,700 Distant Planet (Battlefield form) •Hazard: Screen Flip •The screen will suddenly flip after a little while Ocarina of Time Medley
212 Happy Mask Salesman The Legend of Zelda series Young Link YoungLinkHeadBlackSSBU.png
Shield
4,300 Umbra Clock Tower •Attack Power ↑
•Move Speed ↑
•Jump Power ↑
•Timed battle
•All fighters have increased jump power
•All fighters have increased move speed after a little while
Song of Storms
213
Kafei Spirit.png
Kafei The Legend of Zelda series •Bunny Young Link YoungLinkHeadBlueSSBU.png
Grab
4,600 Skyloft N/A •Timed battle
•The enemy tends to avoid conflict
Termina Field (Remix)
235
Ravio Spirit.png
Ravio The Legend of Zelda series •Bunny Young Link YoungLinkHeadBlueSSBU.png
Shield
4,000 Skyloft N/A •Timed battle
•The enemy favors special moves
•The enemy is easily distracted by items
Hyrule Main Theme
364
Poppybrosjr.png
Poppy Bros. Jr. Kirby series Young Link YoungLinkHeadCyanSSBU.png (×2)
Grab
1,500 Yoshi's Island •Item: Bob-omb •The enemy's down special has increased power
•The enemy favors down specials in the air
Green Greens (for 3DS / Wii U)
876 Cut Man Mega Man series Young Link YoungLinkHeadOrangeSSBU.png (x2)
Grab
3,700 Wily Castle (Ω form) N/A •The enemy's side special has increased power
Stamina battle
•The enemy favors side specials
Cut Man Stage
879 Bomb Man Mega Man series Young Link YoungLinkHeadOrangeSSBU.png (×2)
Grab
3,500 Wily Castle (Ω form) N/A •The enemy's explosion and fire attacks have increased power
Stamina battle
•The enemy favors down specials
Bomb Man Stage
1,127 Diskun Disk System Young Link YoungLinkHeadRedSSBU.png
Pit PitHeadYellowSSBU.png
Simon SimonHeadRedSSBU.png
Samus SamusHeadBlueSSBU.png
Attack
9,100 Temple (Battlefield form) N/A •Take your strongest team into this no-frills battle Famicom Medley Link (The Legend of Zelda for the Famicom Disk System)
1,130 Donbe & Hikari Famicom Mukashibanashi series Young Link YoungLinkHeadCyanSSBU.png
Villager VillagerHeadPinkSSBU.png
Falco FalcoHeadOrangeSSBU.png
Diddy Kong DiddyKongHeadBlueSSBU.png
Duck Hunt DuckHuntHeadTanSSBU.png
Neutral
3,500 Duck Hunt (hazards off) N/A •Defeat an army of fighters Shin Onigashima Medley Donbe
1,145
Prince Richard Spirit.png
Prince Richard Kaeru no Tame ni Kane wa Naru Young Link YoungLinkHeadCyanSSBU.png
Neutral
9,900 Dream Land GB •Temporary Invincibility
•Assist Trophy Enemies (Sablé Prince)
•The enemy will occasionally be invincible after a little while
•The enemy can unleash powerful critical hits at random
•Hostile assist trophies will appear
Castle Lololo
1,280
Tethu.png
Tethu Ever Oasis Young Link YoungLinkHeadRedSSBU.png
Attack
3,700 Gerudo Valley (hazards off) •Flowery
•Item: Deku Nut
•You constantly take minor damage
•The enemy starts the battle with a Gust Bellows
Struggle Against Chaos
1,282
Musashi Spirit.png
Musashi Sushi Striker: The Way of Sushido Young Link YoungLinkHeadCyanSSBU.png
Grab
2,400 Onett •Item Tidal Wave
•Hazard: Heavy Wind
•Dangerously high winds are in effect after a little while
•The enemy favors side specials
•Certain items will appear in large numbers after a little while
Gourmet Race (Brawl)

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
189
Young Zelda.png
Young Zelda The Legend of Zelda series Zelda ZeldaHeadPurpleSSBU.png
Young Link YoungLinkHeadRedSSBU.png
Shield
3,700 Hyrule Castle N/A •Take your strongest team into this no-frills battle Ocarina of Time Medley Young Link (Ocarina of Time)
192
Saria Spirit.png
Saria The Legend of Zelda series Isabelle IsabelleHeadTealSSBU.png
Young Link YoungLinkHeadRedSSBU.png
Shield
9,900 Garden of Hope •Hazard: Fog •The stage is covered in fog
•The enemy will charge up a powerful Final Smash
Saria's Theme Young Link (Ocarina of Time)
211
Tingle.png
Tingle The Legend of Zelda series Villager (×3) (VillagerHeadCyanSSBU.pngVillagerHeadPurpleSSBU.pngVillagerHeadYellowSSBU.png)
Young Link YoungLinkHeadRedSSBU.png
Grab
9,000 Great Bay •Uncontrollable Speed
•Slippery Stage
•Defeat the main fighter to win
•All fighters move faster and can't stop quickly after a while
•The enemy loves to taunt
Termina Field (Remix) Link (Majora's Mask)
218 Dimitri The Legend of Zelda series Yoshi YoshiHeadRedSSBU.png
Young Link YoungLinkHeadRedSSBU.png
Shield
1,700 Great Bay N/A •The enemy favors neutral specials Tal Tal Heights Link (Oracle of Ages/Oracle of Seasons)
233
Link Drawing Spirit.png
Wall-Merged Link The Legend of Zelda series Mr. Game & Watch MrGame&WatchHeadSSBU.png
Young Link YoungLinkHeadOrangeSSBU.png
Neutral
3,500 Flat Zone X N/A •Reinforcements will appear after an enemy is KO'd Lorule Main Theme Link (A Link Between Worlds)
236 Hilda The Legend of Zelda series Zelda ZeldaHeadBlackSSBU.png
•Bunny Young Link YoungLinkHeadBlueSSBU.png
Shield
9,100 Temple Assist Trophy Enemies (Nightmare) •Hostile assist trophies will appear Lorule Main Theme Ravio
1,319
Professor Riggs Spirit.png
Professor Riggs & Plaise & Lerna Nintendo Labo series Dr. Mario DrMarioHeadYellowSSBU.png
Bayonetta BayonettaHeadBlueSSBU.png
Young Link YoungLinkHeadRedSSBU.png
Neutral
2,500 Paper Mario •Attack Power ↑
•Defense ↑
•The enemy has increased defense after a little while
•The enemy has increased attack power after a little while
Title Theme - Super Mario Maker Plaise Allatyme

Alternate costumes

Young Link Palette (SSBU).png
YoungLinkHeadSSBU.png YoungLinkHeadRedSSBU.png YoungLinkHeadBlueSSBU.png YoungLinkHeadWhiteSSBU.png YoungLinkHeadPinkSSBU.png YoungLinkHeadCyanSSBU.png YoungLinkHeadOrangeSSBU.png YoungLinkHeadBlackSSBU.png

Gallery

Character Showcase Video

Trivia

  • Young Link's official artwork is based upon the pose he strikes after using his grounded Spin Attack.
  • Young Link and Pichu share the longest gap between playable appearances in the Super Smash Bros. series, with seventeen years between Melee and Ultimate.
    • This has been noted by both of their Super Smash Bros. blog's "Today's Fighter" descriptions.
  • Young Link's light blue costume gives him a pair of beige trousers. Although it may appear that his legs were just recolored, the fabric and seams can be seen by zooming in on his legs during gameplay.
  • Due to Young Link's hair having more physics-based movement, in certain animations such as taking damage, it's possible to see that his sideburns get cut off rather than being connected to his cap.[1][2]
    • Additionally, when looking at the cuffs of his boots from below, there's a visible gap.[3]
  • Young Link is among the few voiced fighters in Ultimate whose voice clips are recycled from their own games rather than specifically recorded for a Smash game. He shares this trait with Banjo & Kazooie, Daisy, Inkling, Rosalina & Luma, Sonic, Toon Link and Yoshi.
  • An animation error is present in Young Link's up tilt; the Kokiri Sword rotates in his hand as he returns to his idle stance.
  • When Young Link activates his side taunt where Navi flies around his head, if the game is slowed down to 1/4 speed, she can be seen flying in to her initial position from offscreen. This suggests that Navi's model is kept somewhere offscreen and changes location on activation of the taunt, however, when the taunt ends, she returns back into his hat like normal and does not appear to fly back offscreen.
  • Young Link, Marth, Lucina, Roy, Chrom and Wolf are the only characters that uses their crouching animation from their previous Smash Bros. game when holding a small item.
    • Out of all of them, Young Link is the only one who's doesn't revert to his previous idle pose when holding a small throwable item.
  • When performing a wall jump, Young Link does not directly touch the wall before the jump.
  • Young Link's Star KO voice clip, unusually, begins with a short pause.
  • In German, the name tag and voice clip from the announcer on the victory screen is slightly different from the one used on the character select screen, instead featuring a noticeable translation of "the" (der Jonger Link). He shares this trait with Dark Pit.

References