Super Smash Bros. 4. For the character in other contexts, see This article is about Link's appearance in. For the character in other contexts, see Link

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

As in Super Smash Bros. Brawl, Akira Sasanuma reprises his role as Link's voice actor, albeit via voice clips recycled from The Legend of Zelda: Twilight Princess.

Link is ranked 31st out of 55 on the tier list, placing him in the D tier. In addition to rendering Link as the second-highest-ranking mid-tier character, this is a significant improvement over his bottom-tier placement in Brawl, where he was ranked 35th out of 38 and his best placement to date. Link possesses multiple projectiles in the form of his Hero's Bow, Gale Boomerang and Bomb, each of which serve as great tools for combos, camping, gimping, and disrupting approaches. Aside from his projectiles, Link's Master Sword grants him disjointed range and above-average power.

In addition to his retained strengths, his recovery has been greatly buffed from Brawl, thanks to Spin Attack and Clawshot covering noticeably more distance, and Bomb's shorter fuse improving its recovery potential. As a heavyweight, his respectable durability allows him to take advantage of the rage mechanic introduced in SSB4, which further bolsters his already powerful attacks.

However, Link remains held back by his relatively sluggish frame data. He has moves that are quite easily punishable if they are whiffed, while his heavyweight and slow mobility without Bomb Sliding render him vulnerable to combos, especially from the fast, rushdown-oriented characters that are prevalent in the metagame. Despite Link's new assets, several of his fellow veterans gained more significant buffs, which downplays the effects that his own buffs grant him in competitive play.

While Link's early tournament results were mediocre at best, he has managed to attain a dedicated player base that consists of professionals such as Izaw, Scizor, Sova Unknown and T, who have managed to achieve top 8 and 16 placements more frequently, even at the national level. T, in particular, has demonstrated Link's viability, placing 3rd at 2GGC: Civil War, one of the most competitive SSB4 tournaments in the world, and being ranked 46th on the PGR 100, the all-time ranking for Smash 4.

Attributes [ edit ]

Link is a heavyweight and the majority of his attributes are largely reflective of his weight class. His only attribute that is atypical of a heavyweight is his walking speed, which is above average. His most unique attribute is his fast fall; while his regular falling speed is tied with that of R.O.B., Ryu, and standard Mii Swordfighter as the 24th fastest in the game, his fast fall is actually the third fastest in the game, behind Fox and King Dedede. This is because Link uniquely increases his falling speed by 90% when fast-falling, as opposed to the standard 60% that all other characters (bar Ryu) adhere to.

Like his alternate timeline counterpart, Link possesses two shields instead of just one. In Link's case, he wields the Hylian Shield, which blocks opposing projectiles if he is standing still or walking. Like Toon Link, Link also wields his respective version of the Master Sword, which grants him disjointed range and above average strength, the latter of which is most evident in his forward tilt, smash attacks, dash attack and Spin Attack. However, his forward, up and down aerials also boast impressive power while possessing certain traits: his forward and back aerials can hit twice, his up and down aerials have long-lasting hitboxes, and his down aerial can meteor smash.

Link is one of the handful of characters in SSB4 with a tether grab, with his Clawshot being a useful supplement to not just his recovery, but also his zoning and combo games. Although its damage output has been lowered since Brawl, Clawshot still boasts impressive range, has minimal landing lag, and comes out even faster than before as an attack. It also assists his combo game, due to his down throw's impressive combo potential, while his up throw possesses KO potential. Lastly and most importantly, Clawshot is a pivotal part of Link's recovery, especially due to his sluggish mobility.

Link's special moves all have their uses. Hero's Bow is a strong option against characters who struggle at approaching and is good for providing long-ranged pressure. Gale Boomerang is a decent spacing option and has follow-up potential upon contact or via its wind-based drag effect. Gale Boomerang's drag effect also grants it gimping potential in the form of Gale Guarding. Spin Attack's overall recovery distance has noticeably improved since Brawl, while its already impressive power has been further increased, which in turn improves its KO potential or as a way to punish rolls. However, Link's Bomb is perhaps the most versatile weapon within his arsenal thanks to its utility. Throwing a Bomb at an opponent can cause enough hitstun to help Link's approach and/or set up combos. Conversely, if the opponent shields it, the Bomb simply bounces off, allowing it to be used for spacing. Even holding a Bomb long enough for it to explode can be useful; while doing so damages Link, it gives him a small vertical boost and removes him from being helpless, aiding his recovery and/or allowing him to break out of combos. Like in Brawl, his bombs can also be used for a technique called Bomb Sliding, which noticeably supplements his ground mobility. When combined with the overall fastest item throw animations in the game, Link's Bomb allows him to pressure opponents at a deceptively fast speed.

Despite his benefits, Link retains some of his flaws from his previous appearances. Even though his recovery has been noticeably improved after formerly being one of his most significant flaws in Brawl, it still limits how far he can go offstage safely. Link is also still susceptible to combos from faster characters, such as Sheik. As a result, he must make good use of reads, spacing, and camping to avoid giving the advantage to such characters. His neutral aerial also allows him to break out of many combos, although its start-up lag is merely average for a sex kick. As a tether, his grab is quite slow and punishable when whiffed. In addition, Link's KO potential is hindered by lag, particularly in regard to his forward tilt, dash attack, forward aerial and down aerial.

In terms of customization, Link's custom moves benefit him. Power Bow grants Link's arrows incredible power, being able to KO significantly easier. However, this comes at the cost of heavily decreased range and increased charge time, with uncharged arrows lacking any utility. Quickfire Bow fires magical arrows at an extremely quick rate that are also unaffected by gravity, granting them spammability. However, they are much weaker and have shorter range. Boomerang removes the wind effect from the Gale Boomerang and makes it act like the Boomerang from Smash 64 and Melee; it can now be angled easier, has four hitboxes instead of two and deals damage when returning to Link. However, most of Link's setups are now removed since the Boomerang can no longer pull opponents in. Ripping Boomerang possesses no windboxes, deals less damage and has shorter range, but it hits multiple times, goes through opponents, has four hitboxes similar to Boomerang, and stuns victims, making it good for setups. Shocking Spin is an electrically charged Spin Attack with significantly stronger damage and KO potential, and the aerial version semi-spikes. However, the grounded version has increased ending lag, while the aerial version lacks back hitboxes and worsens Link's already sub-par recovery by decreasing its horizontal momentum and vertical distance; additionally, while the aerial version can semi-spike, it only works if the opponent is in front. Whirling Leap drastically improves Link's recovery, granting him significantly improved vertical and horizontal distance, alongside very high aerial control during its duration. However, it is solely limited to being a recovery option due to its lack of any hitboxes. Giant Bomb has Link pull out a massive bomb that has a greater explosion radius and damage. However, it has slightly more startup lag and does not explode upon impact, limiting its tactical use compared to the standard Bomb. Meteor Bomb is a much smaller Bomb with a shorter fuse that meteor smashes anyone it hits with moderate knockback. This gives it unique edgeguarding potential and can set up for interesting combos, but as it also affects Link, this prevents him from extending his recovery unless the bomb is used to interrupt potentially deadly vertical KOs.

Overall, Link is very capable at both spacing and camping, yet also possesses impressive power and a deceptively useful combo game. However, Link's sub-par mobility and reliance on both camping and his combo game can result in his playstyle being difficult to utilize at higher levels of play, largely because of the speedy and combo-oriented characters that are prevalent in the metagame.

Link has been buffed significantly in the transition from Brawl to SSB4. Both his ground and aerial games have been improved. His overall mobility has slightly improved and his attacks have seen adjustments to either make them more reliable or to improve their utility. An example of this is with dash attack as while it is much slower and has no followup potential, it is much stronger now being the second strongest dash attack in the game. His air speed has been increased and a few of his aerials have seen some useful adjustments; forward aerial's first hit is much stronger, up aerial is stronger and down aerial's clean hit now meteor smashes granting it edgeguarding potential as well as the later two aerials having less landing lag. His grab game has also considerably improved as his grabs have less ending lag and his down throw is weaker giving it greater followup potential especially when combined with the changes to hitstun canceling. He also is a potent edgeguarder, with his down aerial now being capable of meteor smashing to go alongside his other offensive options against opponents on the edge. Additionally, Spin Attack covers much more distance and is less reliant on momentum while Clawshot has increased range as a tether significantly improving his recovery, removing one of Link's most detrimental flaws in Brawl. Lastly, his camping game has seen some improvements due to his projectiles, most notably Bomb, being buffed in certain ways.

Link also benefits from the general physics changes brought about by SSB4. The edge trump mechanic combined with the increased speed to air dodges immensely improves his recovery allowing him to make much greater use of his new and improved recovery options. The rage mechanic further boosts his power and can be utilized well, due to his excellent endurance. The changes of hitstun canceling has also improved his combo potential especially out of back aerial and down throw.

However, Link has also seen some nerfs. While the removal of hitstun canceling improves his own combo potential, it makes him more susceptible to combos himself and it removes momentum canceling hindering his endurance especially vertically (although Link does notably benefit from the removal of chain grabbing). Link also lost access to the advanced techniques he had in Brawl most notably DACUS which significantly hinders his approach potential combined with his up smash having more ending lag. He also no longer has access to Quickdrawing and the removal of edge momentum shifting has hindered Gale Boomerang's utility. As for his more direct nerfs, his overall damage output is lower (although it is higher relative to the cast) with his forward and down smash seeing significant nerfs to their damage and some of his moves have worse overall KO potential due to their alterations such as with down tilt and down aerial. His grab aerial is also worse on stage as while it connects with the strong hit more reliably, it is weaker, launches opponents at a less favorable angle and has more landing lag hindering its use as a spacing tool. Lastly, while his out of shield game has improved due to his faster Spin Attack and the general changes to shields, his spot dodge is drastically worse going from being one of the best to a very mediocre spot dodge.

Ultimately, Link is considerably better than how he was in Brawl as his buffs are of greater quantity than his nerfs and while most of his direct changes do not greatly benefit him, the changes to the game's mechanics greatly benefit him overall as they improve his combo and KO potential and most importantly, they make his recovery far better fixing one of his main issues in Brawl. Despite this, his other issues including his poor mobility and frame data were not properly addressed and in some cases, worsened and he did see a few notable hindrances from the changes to the game's mechanics. Nevertheless, he is a significantly more effective character relative to the cast and has seen greater tournament results although he still struggles against the higher tiered characters.

Aesthetics [ edit ]

Due to the aesthetic used in SSB4 , Link's overall color scheme is significantly more vibrant, and his hair is of a significantly higher visual quality than in Brawl . Link's hair is also sandy blond instead of blond. As a result, other than his hairstyle, his hair color, and the starched appearance of his clothing, his coloration closely resembles his Skyward Sword incarnation, whom despite being unused in Smash , sports a similar design to his Twilight Princess incarnation.

Due to the aesthetic used in , Link's overall color scheme is significantly more vibrant, and his hair is of a significantly higher visual quality than in . Link's hair is also sandy blond instead of blond. As a result, other than his hairstyle, his hair color, and the starched appearance of his clothing, his coloration closely resembles his incarnation, whom despite being unused in , sports a similar design to his incarnation. Link's blue and Dark Link alternate costumes have been slightly updated. The former's Hylian Shield is now blue instead of black, while the latter now has black sclera and red pupils, and its Hylian Shield is now colored black instead of silver. Link has also received three new alternate costumes, two of which are based on the Hero of the Skies' civilian clothes and Fierce Deity Link.

Link's blue and Dark Link alternate costumes have been slightly updated. The former's Hylian Shield is now blue instead of black, while the latter now has black sclera and red pupils, and its Hylian Shield is now colored black instead of silver. Link has also received three new alternate costumes, two of which are based on the Hero of the Skies' civilian clothes and Fierce Deity Link. Link has a new idle pose. He now readies his sword-wielding arm by slightly rearing it back while keeping his Hylian Shield in front of himself, instead of twirling the Master Sword by his side and bringing his shield-wielding arm to his side. Link also always holds his Hylian Shield in front of himself during his other idle poses. However, he will revert to his idle poses from Brawl while holding a small item.

Link has a new idle pose. He now readies his sword-wielding arm by slightly rearing it back while keeping his Hylian Shield in front of himself, instead of twirling the Master Sword by his side and bringing his shield-wielding arm to his side. Link also always holds his Hylian Shield in front of himself during his other idle poses. However, he will revert to his idle poses from while holding a small item. Backward roll's animation has changed. It is now based on the backflip used by the Hero of Time.

Backward roll's animation has changed. It is now based on the backflip used by the Hero of Time. The Master Sword's trail is now sky blue with white accents and produces afterimages, instead of being a sky blue blur.

The Master Sword's trail is now sky blue with white accents and produces afterimages, instead of being a sky blue blur. The Hylian Shield's metal decals and rim are now silver and polished, instead of gray and tarnished.

Attributes [ edit ]

Link walks slower (1.2 → 1.188).

Link walks slower (1.2 → 1.188). Link dashes faster (1.328 → 1.3944).

Link dashes faster (1.328 → 1.3944). Link's air speed is faster (0.8084 → 0.88).

Link's air speed is faster (0.8084 → 0.88). Link's fast falling speed is faster (2.666 → 3.04).

Link's fast falling speed is faster (2.666 → 3.04). Link's gravity is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his endurance, makes him more susceptible to combos and reduces the height of his jumps. Despite this, his double jump is higher.

Link's gravity is higher (0.089 → 0.096). This slightly improves his aerial mobility, but slightly hinders his endurance, makes him more susceptible to combos and reduces the height of his jumps. Rolls have decreased ending lag (FAF 38 → 31).

Rolls have decreased ending lag (FAF 38 → 31). Rolls have a shorter duration (frames 4-19 → 4-17).

Rolls have a shorter duration (frames 4-19 → 4-17). Air dodge has decreased startup lag (frame 4 → 3) and ending lag (FAF 50 → 34).

Air dodge has decreased startup lag (frame 4 → 3) and ending lag (FAF 50 → 34). Spot dodge has more startup lag with a shorter duration (frame 2-20 → 3-18) and has increased ending lag (FAF 23 → 28), no longer being one of the best in the game.

Spot dodge has more startup lag with a shorter duration (frame 2-20 → 3-18) and has increased ending lag (FAF 23 → 28), no longer being one of the best in the game. Dashing item throw has significantly less ending lag (FAF 42 → 19), making it the fastest in the game. This slightly improves Link's item-based zoning potential although he is still usually better off using his DITCIT.

Dashing item throw has significantly less ending lag (FAF 42 → 19), making it the fastest in the game. This slightly improves Link's item-based zoning potential although he is still usually better off using his DITCIT. The Hylian Shield now blocks projectiles even while Link is walking. Additionally, it now always protects his front while he is idle, due to his idle poses' updated animations. Lastly, Link now raises the Hylian Shield when a projectile or an explosion hits it. Altogether, these changes significantly improve its reliability.

Ground attacks [ edit ]

Neutral attack: Neutral attack's first hit has higher base knockback (16 → 35/30). Along with the changes to its angles and the lower knockback on the second hit, this enables the move to connect all its hits more reliably. Neutral attack's first and second hits deal less damage (4% (hit 1)/3% (hit 2) → 2.5% (both)), and the latter also has lower knockback (40 (base), 20 (scaling) → 38/10), hindering its jab canceling ability. The first hit also has more ending lag (FAF 20 → 28) and different angles across its hitboxes (361° → 95°/80°/361°), making jab locking with it much harder combined with its higher base knockback, as only the hitboxes closest to Link and with the lowest ID can do so rather than all of them. While this would improve its jab canceling potential, this is negated by its higher ending lag.

The increased shieldstun benefits forward tilt and down tilt, as due to their long range, average damage and reduced lag, they are now safe on shield if properly spaced.

The increased shieldstun benefits forward tilt and down tilt, as due to their long range, average damage and reduced lag, they are now safe on shield if properly spaced. Forward tilt: Forward tilt has a longer duration (frames 15-18 → 15-19), decreased ending lag (FAF 40 → 38) and higher knockback (20 (base), 98 (scaling) → 55/82), improving its KO potential near the horizontal blastzone.

Down tilt: Down tilt has less startup (frame 13 → 11) and ending lag (FAF 32 → 29). Combined with its lower knockback and the changes to hitstun canceling, this grants it combo potential from low to mid percents. Down tilt deals less damage (12% → 11%) and its extended hitbox has lower knockback scaling (50 → 30), while its meteor hitbox has a significantly smaller radius (4u/3.5u → 1.5u) and lower knockback (90 (base), 50 (scaling) → 0/62). This worsens the move's KO potential, and renders it nearly useless for edgeguarding even with the removal of meteor canceling, as the meteor hitbox is survivable offstage even at high percents and can no longer hit any character hanging on an edge except for Charizard. Down tilt's hitboxes are distributed differently; instead of having two normal hitboxes that launch targets upward and other two closer to Link that meteor smash, the move has one extended hitbox covering the entire Master Sword that launches upward, and a normal hitbox close to the tip that meteor smashes and only affects aerial targets.

Dash attack: Link has a new dash attack, the Jump Attack from The Legend of Zelda series. Compared to the previous dash attack, it deals more damage (10%/12%/11% → 14%/13%/12%) and has significantly more knockback (30 (base), 80 (scaling) → (70/85/85)/(85/85/77), greatly improving its KO potential. Dash attack has much more startup (frame 8 → 20) and ending lag (FAF 40 → 57) compared to the previous dash attack. Dash attack has different angles (90°/80°/70°/60° → 45°/50°/55°) compared to the previous dash attack. This improves its spacing potential but hinders its followup potential.

Forward smash: Forward smash's first hit has been noticeably altered: the hitbox at the tip of the Master Sword has higher knockback (25 (base), 90 (scaling) → 30/100), while the rest of the hitboxes deal lower damage (15% → 7%) and knockback (25 (base), 90 (scaling) → 47/15), and can no longer send opponents behind Link, enabling them to connect into the second hit beyond low percents. This overall benefits the move, as the setup hitboxes in conjunction with the second hit still deal more damage and can KO earlier than the previous first hit alone, while the tipper hitbox still allows the first hit to KO on its own should opponents potentially be hit too far away for the second hit to connect. Forward smash's second hit has drastically more base knockback (20/25/30 (base), 90 (scaling) → 85/89), allowing it to KO earlier near edges and with rage, despite its much lower damage. Forward smash has increased ending lag (FAF 50 (both hits) → 52 (hit 1)/68 (hit 2)), and the second hit deals much less damage (17%/20%/19% → 13%/12%). The window of time that the attack button can be pressed after forward smash's first hit has been significantly tightened. This decreases the possibility of accidentally using its second hit, but makes it so that the delay between the first and second hits cannot be abused before using the second hit.

Up smash: Up smash's last hit deals more damage (10%/9%/8% → 11%/10%/9%) and has more knockback (70 (base), 80 (scaling) → 60/96), improving its KO potential. Its first and second hits have also received several adjustments to their knockback and angles, which alongside the weakening of SDI enables the move to connect all hits better. Up smash has more ending lag (FAF 70 → 78), now being the up smash with the slowest interruptibility in the game. The removal of DACUS significantly hinders up smash's approach potential.

Down smash: Down smash's first hit launches at a higher angle (75° → 78°) and has more knockback (26 (base), 90 (scaling) → 40/88), improving its KO potential. Down smash's second hit deals less damage (16%/17%/16% → 12%/11%/10%). Down smash's second hit is a semi-spike (75° → 30°) and has higher base knockback, but lower knockback scaling (20 (base), 90 (scaling) → 80/63). Coupled with its lower damage, this hinders its KO potential from center stage, but improves its edgeguarding potential.



Aerial attacks [ edit ]

The increased shieldstun benefits neutral aerial and forward aerial, as due to their low landing lag and higher damage (sweetspotted in the case of neutral aerial), they are now safe on shield with properly timed landings.

The increased shieldstun benefits neutral aerial and forward aerial, as due to their low landing lag and higher damage (sweetspotted in the case of neutral aerial), they are now safe on shield with properly timed landings. Neutral aerial: Clean neutral aerial no longer has a consistent damage output (10% → 11%/9%). This improves the sweetspot's KO potential, but reduces its combo and locking potential, and vice versa for the sourspot. Neutral aerial has a longer duration (frames 7-27 → 7-31). Neutral aerial's initial auto-cancel window is shorter (frames 1-6 → 1-3) and auto-cancels later (frames 32 → 36), no longer auto-canceling in a short hop. Neutral aerial has slightly increased landing lag (9 frames → 10).

Forward aerial: Forward aerial deals more damage (9% (hit 1)/12% (hit 2) → 11%/13%), with knockback noticeably increased on the first hit (5 (base), 100 (scaling) → 20/130) and compensated on the second hit (20 (base), 110 (scaling) → 30/100), improving the former's KO potential. Forward aerial has slightly increased landing lag (10 frames → 12). Link's higher gravity also prevents it from auto-canceling in a full hop.

Back aerial: Back aerial deals less damage (4% (hit 1)/7% (hit 2) → 3%/5%) hindering its edgeguarding potential and each hit has a shorter duration (frames 6-9 → 6-8 (hit 1), frames 18-23 → 18-22 (hit 2)). The second hit's lower damage and the changes to hitstun canceling turn it into a reliable combo starter, allowing Link to follow up with more back aerials and a reverse Spin Attack.

Up aerial: Up aerial launches at a higher angle (80° → 85°) with more knockback scaling (85 → 88), improving its KO potential, and has decreased landing lag (30 → 23 frames). It also has an altered animation where Link leans farther backward while performing the Up Thrust, improving its range and narrowing his hurtbox while performing the move.

Down aerial: Down aerial has received an early hit in addition to its clean and late hits, the former two which take up a longer portion of the move (frame 14 (clean)/frames 15-64 (late) → frames 14-19 (early)/20-22 (clean)/23-64 (late)). The new early hit meteor smashes aerial targets (65°/90° → 270°), significantly improving its edgeguarding ability, while having a different angle (65°/90° → 55°) and much lower knockback (30 (base), 80 (scling) → 25/40) against grounded targets, allowing it to combo into the bouncing hit at a wide range of percents, which also deals more damage (8% → 11%). Lastly, the move has significantly decreased landing lag (50 → 32 frames) and increased range below Link (4.2u → 5.5u (early)/6u (clean, late)). Down aerial deals less damage (22% (clean)/18% (late) → 15% (early, late)/18% (clean)) and has reduced base knockback (40/30 → 30 (clean), 40/50 → 30 (late)). Combined with the aerial early hit meteor smashing and the grounded early hit having much lower knockback and making the clean hit harder to land, this immensely hinders the move's onstage KO potential. The hitbox at the hilt of the Master Sword has also been removed, reducing its range above Link.

Grab aerial: Grab aerial has increased range as a tether recovery, significantly improving its recovery potential when combined with the changes to ledges. It also transitions faster as an attack (frames 11-16 (hit 1)/23-24 (hit 2) → frames 12-21/22-23), has less base knockback (60 → 50) and the first hit launches at a lower angle (45° → 35°), which along with its lower damage allows both hits to connect better. Grab aerial has more startup (frame 11 → 12), deals less damage (4% (hit 1)/6% (hit 2) → 2.5%/4%) and now has 8 frames of landing lag rather than auto-canceling. These changes significantly hinder its safety, spacing and followup potential combined with the first hit's lower angle.



Throws/other attacks [ edit ]

All grabs have decreased ending lag (FAF 86 (standing)/96 (dash, pivot) → 62 (standing)/66 (dash)/67 (pivot)).

All grabs have decreased ending lag (FAF 86 (standing)/96 (dash, pivot) → 62 (standing)/66 (dash)/67 (pivot)). Prior to update 1.0.8, Clawshot came out earlier and went limp when fully extended, but also ended faster. However, this was merely aesthetic.

Prior to update 1.0.8, Clawshot came out earlier and went limp when fully extended, but also ended faster. However, this was merely aesthetic. Clawshot flies and retracts in a straight line like the Hookshot in SSB . However, this is merely aesthetic.

Clawshot flies and retracts in a straight line like the Hookshot in . However, this is merely aesthetic. Pummel: Pummel deals slightly more damage (2% → 2.1%).

Forward throw: Forward throw has decreased ending lag (FAF 41 → 36).

Down throw: Down throw deals less damage (7% → 6%). Down throw has decreased knockback scaling (90 → 85) and its angle has been altered (110° → 83°). Coupled with its lower damage and the changes to hitstun canceling, this significantly improves its combo potential.

Edge attack: Link has a new edge attack, a crouching thrust that resembles the Crouch Stab used by the Hero of Time. New edge attack has less startup lag compared to the previous fast edge attack (frame 27 → 20). New edge attack deals less damage compared to the previous edge attacks (8% (fast)/10% (slow) → 7%).



Special moves [ edit ]

Hero's Bow: Hero's Bow charges faster and has increased knockback (7 (base), 50 (scaling) → 10/66), improving its camping potential. Quickdrawing has been removed, hindering Hero's Bow's utility. Their higher knockback also hinders their locking potential.

Gale Boomerang: Gale Boomerang has slightly improved setup potential at close range and at low percentages. The removal of edge momentum shifting (in version 1.0.8) has hindered Gale Boomerang's approach and edgeguarding potential.

Spin Attack: Uncharged Spin Attack deals 2% more damage (12% → 14%) and its front hit has increased knockback scaling (72 (early), 80 (clean/late) → 86 (early/clean)/82 (late)), improving its KO potential. It also has decreased startup lag (frame 11 → 8). Due to consisting of nine hits instead of five, aerial Spin Attack deals 8% more damage (14% → 22%) and its last hit has increased knockback scaling (160 → 200), significantly improving its KO potential. It can now also hit opponents behind Link. Lastly, aerial Spin Attack covers much more distance and Link retains much more momentum upon performing it. This significantly improves its recovery potential. The weakening of SDI makes aerial Spin Attack significantly more difficult to escape from. Spin Attack's back hit has decreased knockback. The early and clean hits also have reduced base knockback (68 (early)/55 (clean) → 60/48). Spin Attack's animation has slightly changed. Link now spins while swinging the Master Sword in a slight undulating motion. This slightly re-positions its hitboxes.

Bomb: Bomb deals 1% more damage at Link's feet or an opponent's feet when thrown from the ground (7% → 8%). It also deals consistent damage at Link's feet or an opponent's feet when smash thrown in the air (5%-9% → 9%). Bomb no longer damages Link if it explodes by hitting an opponent or another projectile. It also has increased durability. These changes improve its combo potential and safety. Bomb's explosion is now absorbable. Bomb has a shorter fuse, improving its recovery potential, but hindering its mindgame potential. Bomb is slightly larger. However, this is merely aesthetic.

Triforce Slash: Triforce Slash deals much less damage (83% → 60%).



Link has been heavily buffed via game updates. In update 1.0.4, the knockback of the first hit of his forward smash was lowered, allowing it to connect better into the second hit. In update 1.0.6 though, he received a mix of buffs and nerfs, which hindered his KO and damage racking potentials, but improved his range and combo game. However, update 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 helped mitigate the nerfs to his KOing potential that update 1.0.6 brought. In update 1.1.0, his grab game was buffed by slightly decreasing the start-up lag of his dash and pivot grabs.

Updates 1.1.3 and 1.1.5 also brought several buffs, which further increased his already high KO potential. Lastly, he was indirectly buffed due to the changes on the shield mechanics in updates 1.1.0 and 1.1.1, as the increased shieldstun and the fact that hitlag modifiers now apply on shielding opponents improve Link's close-range game by making his moves safer on shield. Altogether, these buffs have resulted in Link being viewed as a better character than how he was in Brawl and even better than during the initial release of SSB4, much like Samus.

1.0.4

Non-tipped forward smash's first hit's base knockback decreased: 60 → 47. This allows it connect together better with the second hit.

1.0.5

Hylian Shield now blocks Blasters, improving its reliability.

Hylian Shield now blocks Blasters, improving its reliability. Due to the release of the , the Quickfire Bow and Power Bow custom moves were altered in order to match the Wii U version. As a result, Power Bow's start-up lag and endlag were dramatically increased. Before, it charged around the same speed as his normal Hero's Bow; now it is one of the slowest charging specials in the game. Conversely, Quickfire Bow's start-up lag and endlag were heavily decreased. This allows it to have better zoning potential and allows Link to more properly keep opponents in check.

Due to the release of the , the Quickfire Bow and Power Bow custom moves were altered in order to match the version.

1.0.6

Neutral attack's first hit's hitbox duration decreased: 27 frames → 19 and its interruptibility frames have been removed. These changes remove its jab cancel "death combo".[1]

Neutral attack's first hit's hitbox duration decreased: 27 frames → 19 and its interruptibility frames have been removed. These changes remove its jab cancel "death combo".[1] Down tilt's knockback growth decreased, hindering its spacing potential.

Down tilt's knockback growth decreased, hindering its spacing potential. Aside from Charizard, down tilt no longer meteor smashes an opponent hanging on an edge.

Aside from Charizard, down tilt no longer meteor smashes an opponent hanging on an edge. Non-tipped dash attack deals 1% less damage: 13% → 12% and its knockback growth decreased: 78 → 72, hindering its KO potential.

Non-tipped dash attack deals 1% less damage: 13% → 12% and its knockback growth decreased: 78 → 72, hindering its KO potential. Dash attack's start-up lag decreased: frame 21 → 20.

Dash attack's start-up lag decreased: frame 21 → 20. Forward smash's sourspot placement adjusted.

Forward smash's sourspot placement adjusted. Parts of forward smash have been made irreversible.

Parts of forward smash have been made irreversible. Down aerial's range increased.

Down aerial's range increased. Uncharged Spin Attack deals 2% more damage: 12% → 14%, although its back hit's knockback was compensated. This improves its front hit's KO potential, but hinders its back half's KO potential.

Uncharged Spin Attack deals 2% more damage: 12% → 14%, although its back hit's knockback was compensated. This improves its front hit's KO potential, but hinders its back half's KO potential. Spin Attack's start-up: frame 11 (front)/frame 13 (back) → 8/10 and ending lag decreased: frame 86 → 82.

Spin Attack's start-up: frame 11 (front)/frame 13 (back) → 8/10 and ending lag decreased: frame 86 → 82. Spin Attack and Shocking Spin Attack's second hitboxes' Z-offsets increased: 6.6u → 7u.

1.0.8

Down tilt deals 1% less damage: 12% → 11%; its knockback decreased; and its start-up lag decreased. Altogether, these changes grant it combo potential at low to medium percentages.

Down tilt deals 1% less damage: 12% → 11%; its knockback decreased; and its start-up lag decreased. Altogether, these changes grant it combo potential at low to medium percentages. Up smash's hits connect together better.

Up smash's hits connect together better. Clawshot's range has been doubled and it now grabs an opponent before falling to the ground.

Clawshot's range has been doubled and it now grabs an opponent before falling to the ground. Clawshot now behaves like it does in the version.

Clawshot now behaves like it does in the version. All grabs' ending lag decreased: frame 66/frame 77/frame 79 → 62/66/67.

All grabs' ending lag decreased: frame 66/frame 77/frame 79 → 62/66/67. Grab's start-up lag decreased: frame 14 → 12.

Grab's start-up lag decreased: frame 14 → 12. Forward throw's ending lag decreased: frame 39 → 34.

Forward throw's ending lag decreased: frame 39 → 34. Down throw deals 1% less damage: 7% → 6% and its angle altered: 110° → 83°, significantly improving its combo potential.

Down throw deals 1% less damage: 7% → 6% and its angle altered: 110° → 83°, significantly improving its combo potential. Spin Attack's knockback growth increased: 84 (stage 1)/80 (stage 2)/80 (stage 3) → 86/86/82, improving its KO potential.

Spin Attack's knockback growth increased: 84 (stage 1)/80 (stage 2)/80 (stage 3) → 86/86/82, improving its KO potential. Stage 2 Shocking Spin Attack's knockback growth increased: 80 → 82, improving its KO potential.

1.1.0

Dash and pivot grabs' start-up lag decreased: frame 15 (dash)/frame 16 (pivot) → 14/15.

Dash and pivot grabs' start-up lag decreased: frame 15 (dash)/frame 16 (pivot) → 14/15. Spin Attack's hitbox placements adjusted.

1.1.1

Shocking Spin deals more damage: 14%/9%/7%/5% → 16%/11%/8%/6% and it received an additional hitbox that deals 14%.

1.1.3

Forward smash second hit knockback growth: 85 → 89.

Forward smash second hit knockback growth: 85 → 89. Down smash first hit angle: 75° → 78°.

Down smash first hit angle: 75° → 78°. Down smash's first hit's knockback altered: 26 (base)/90 (growth) → 40/88. This allows it to KO slightly earlier.

Down smash's first hit's knockback altered: 26 (base)/90 (growth) → 40/88. This allows it to KO slightly earlier. Forward aerial first hit damage: 8% → 11%.

Forward aerial first hit damage: 8% → 11%. Forward aerial first hit base knockback: 10 → 20.

Forward aerial first hit base knockback: 10 → 20. Forward aerial first hit knockback growth: 132 → 130.

Forward aerial first hit knockback growth: 132 → 130. Forward aerial second damage: 10% → 13%.

Forward aerial second damage: 10% → 13%. Forward aerial second hit knockback growth: 105 → 100.

Forward aerial second hit knockback growth: 105 → 100. Down aerial no longer meteor smashes grounded opponents.

Down aerial no longer meteor smashes grounded opponents. Down aerial has a new early hitbox designed to hit only grounded opponents; it deals less knockback (25 base/40 growth) and launches at an angle of 55° instead of meteor smashing. This allows Link to hit foes a second time with the attack right after bouncing off them, dealing a massive amount of damage (26% if both hits connect), which works until they reach about 60% damage.

Down aerial has a new early hitbox designed to hit only grounded opponents; it deals less knockback (25 base/40 growth) and launches at an angle of 55° instead of meteor smashing. This allows Link to hit foes a second time with the attack right after bouncing off them, dealing a massive amount of damage (26% if both hits connect), which works until they reach about 60% damage. Down aerial's second bounce deals more damage: 8% → 11%.

Down aerial's second bounce deals more damage: 8% → 11%. Spin Attack and Shocking Spin are slightly faster.

1.1.5

Down smash hit 2 KBG: 57 → 63

Down smash hit 2 KBG: 57 → 63 Dash attack KBG: 78/72 → 85/77

Dash attack KBG: 78/72 → 85/77 Dash attack angles: 45/60/70° → 45/50/55°

Moveset [ edit ]

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

Appears from within a whirlwind and equips the Master Sword and Hylian Shield. It may be based on the warping animation seen upon using the Recorder.

Up taunt : Swings the Master Sword twice and twirls it behind him before sheathing it. It is very similar to his victory pose in Twilight Princess , which he performs after learning a Hidden Skill or defeating a boss/particularly difficult enemies.

: Swings the Master Sword twice and twirls it behind him before sheathing it. It is very similar to his victory pose in , which he performs after learning a Hidden Skill or defeating a boss/particularly difficult enemies. Side taunt : Link takes out a fairy from his pocket, which proceeds to fly around him as he watches it until it returns to his pocket. While the fairy's design is based on the fairy cursor seen in the Wii version of Twilight Princess , it could also be a reference to Navi, the fairy companion of the Link from Ocarina of Time .

: Link takes out a fairy from his pocket, which proceeds to fly around him as he watches it until it returns to his pocket. While the fairy's design is based on the fairy cursor seen in the Wii version of , it could also be a reference to Navi, the fairy companion of the Link from . Down taunt: Assumes a Fujian White Crane-like stance while rearing the Master Sword behind his head. Originates from SSB and may be loosely based on the attacking pose used by the Link from Zelda II: The Adventure of Link.

Up taunt Side taunt Down taunt

Assumes a battle ready stance.

Looks behind himself.

English Japanese Cheer Description Link! Link! Link! Rin-ku! Pitch Group chant Group chant

The Legend of Zelda and has since become the main theme of The Legend of Zelda series. An orchestral remix of the theme that plays when Link obtains a Triforce Piece inand has since become the main theme ofseries.

Swings the Master Sword three times and then looks to the right. It is based on his "character chosen" animation in SSB , albeit ending with him facing a different direction.

, albeit ending with him facing a different direction. Swings the Master Sword once, twirls it behind his head, then sheathes it while looking at the camera. Like his up taunt, it is based on his victory pose from Twilight Princess .

. Thrusts the Master Sword forward, holds it up to his face, then thrusts it upward while emitting a kiai.

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

Notable players [ edit ]

Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.

Active [ edit ]

Inactive [ edit ]

Tier placement and history [ edit ]

Since SSB4's release, Link's nimbler mobility, stronger projectile game, higher power and improved range saw him perceived as noticeably better than his appearance in Brawl and, according to some players, a mid-tier character like his ancestor was in Melee. However, opinions on Link started to decline in light of more developed metagames and higher popularity of certain other characters, whereas Link's representation in competitive play remained rather poor. This culminated in him being ranked 42nd on the first tier list.

Opinions on Link, however, started to improve after certain respectable placings by dedicated mains, such as Izaw and Scizor. This resulted in him being ranked 43rd on the second tier list, after the inclusion of Corrin and Bayonetta. Thanks to T notably achieving strong results with Link after the second tier list, Link was ranked 39th on the third tier list. This resulted in him being reassessed as a mid-tier character, while his placement itself was also very similar to his ancestor's in Melee.

After T placed 3rd at 2GGC: Civil War, one of the most competitive tournaments in SSB4's lifespan, Link's perception has further improved, to the point that he is viewed as deserving to be in the upper portion of the mid-tier. This has been reflected in the fourth and current tier list, in which Link is ranked 31st.

Trophies [ edit ]

Link Green tunic? 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.

Solo Events [ edit ]

Co-op Events [ edit ]

Gallery [ edit ]

Trivia [ edit ]

During Link's first victory animation, his eyebrows appear lighter than usual, only to revert to their original shade of color once the animation ends.

In Super Smash Bros. for Wii U , a glitch prior to update 1.1.0 enabled the player to see characters' bind poses. In Link's case, it could be seen that his bind pose was modeled in an unusual way, without forming a "T" shape like other bind poses. This pose can still be seen even post-update 1.1.0, albeit only during the Master Core battle. If one looks close enough when Master Shadow begins to form, Link's bind pose is used instead of a normal falling pose.

, a glitch prior to update 1.1.0 enabled the player to see characters' bind poses. In Link's case, it could be seen that his bind pose was modeled in an unusual way, without forming a "T" shape like other bind poses. Link's alt. trophies in Super Smash Bros. for Wii U and Super Smash Bros. for Nintendo 3DS appear very similar to his ancestor's All-Star and Adventure Mode trophies, respectively, in Super Smash Bros. Melee .

and appear very similar to his ancestor's All-Star and Adventure Mode trophies, respectively, in . Not counting Melee , this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage.

, this is the only game where Link simply reuses his onscreen appearance from the previous game instead of having a new animation of him appearing onto the stage. This is the last Smash game where Link has his iconic green tunic as his default costume, and his red and blue costumes being based on the Goron and Zora tunics, respectively, first seen in Ocarina of Time , as well as the final game where he uses a tether, and where he is left-handed.

game where Link has his iconic green tunic as his default costume, and his red and blue costumes being based on the Goron and Zora tunics, respectively, first seen in , as well as the final game where he uses a tether, and where he is left-handed. Despite being relegated to being a trophy in 3DS , Wii U is the only game where Link's adult form from Ocarina of Time (which inspired his appearance in the first two Smash games) does not make any appearance at all.

, is the only game where Link's adult form from (which inspired his appearance in the first two games) does not make any appearance at all. Of all the veterans that retain their voice clips from Brawl, Link, Ganondorf, and Captain Falcon are the only ones to not make use of knockback voice clips that weren't used in-game in Brawl despite having them.

References [ edit ]



