|Universe||The Legend of Zelda|
|Also appears in||SSB|
|Final Smash||Triforce Slash|
|Number of Jumps||2|
|Can Wall Jump||No|
|Can Wall Cling||No|
|Has a Tether||Yes|
|Voiced by||Akira Sasanuma|
Despite his projectiles and large number of advanced techniques, he is currently ranked 35th in the tier list (fourth from bottom and second-to-lowest of the twelve characters who have appeared in all three Super Smash Bros. games). This is due to his poor speed, bad options out-of-shield, sluggish moves with poor frame data (his fastest ground attack, jab, is 7 frames, and fastest aerial, back air, is 6 frames), vulnerability to chain grabs, and abysmal recovery (although projectiles, good DI and a tether grab grant him some options, it is still poor), resulting in poor match-ups against most characters.
Link may be a character of poor speed, but he makes up for that with a versatile moveset. His sliding DACUS also helps his slow mobility. Link is moderately heavy, having the same weight as Captain Falcon. Link is also one of the heaviest characters in the game with good Directional Influence and momentum canceling, especially vertically, which along his extremely quick fast fall allows him to live almost as long as Snake, but he has arguably one the worst recoveries in the game, and sometimes his fast fall can also give him problems while recovering. His heavyweight backfires, however, by making him extremely vulnerable to chain grabs because of his high falling speed that force him offstage. Link's tilts are fast and powerful, and his down tilt is particularly good for getting opponents into the air. It can also meteor smash at the tip of the sword or hitting behind Link. His up tilt is fast and good for juggling, and his forward tilt can easily kill at high percentages. Link's forward smash can become a two hit combo; it is also a great kill move, depending from where the sword connects.
His down smash is an easy kill move at fairly high percentages, and is Link's quickest smash. However, it is predictable, making it easy to watch out at higher percents, and has some ending lag. Link's up smash doesn't kill easily, but it racks up a good amount of damage. Link's aerial attacks are also good, as both his Nair and Zair, combined with a short hop and fast falling, is a great option for approach. Link's back aerial is good for spacing when needed. Link's forward air is fairly fast, is a good set-up move and its second hit is powerful, but this killing move is hard to land, since the first hit only set ups the second hit at very low percentages and the first hit lacks KO power. Link's up and down aerials are some of his best kill moves, having high duration and high knockback, but have high ending and landing lag. Even though his aerial attacks are effective, his slow air speed, fast falling speed, and small jumps give Link problems against characters like Marth, whose neutral air always seems to land the first hit. His grab, like all tether grabs, has good range but has 12 frames start-up and is laggy if missed. Specials for Link are also good for keeping distance, racking up damage, and great for survival. A good Link player should be able to dominate the field with well timed set ups. One good example is to use a combination of Zair then neutral A then repeat.
On the ground, Link can charge his Up special (spin attack). It is a good edge guarding tool, but is predictable. Spin attack can also deflect projectiles if used in the air. His Neutral Special is a bow that charges and shoots high-speed projectiles. If activated in the air, just before hitting the ground, an uncharged arrow will shoot instantly, making it a fast attack that will often hit unsuspecting enemies. Link's down special allows him to pull out a bomb and throw it, which can be used for mind games and is also his ace in battle. His Gale Boomerang, Link's side special move, has good range and can gimp an opponent's recovery. Smashing the side special will cause the boomerang to reach farther. The gale boomerang is also Link's best and safest edge-guarding tool when used properly. It can cause a number of problems to an unwary opponent. Link's shield can act as a shield on its own: when Link doesn't move, many projectiles coming from the opposite direction he's facing can't hit him. Crouching can also block most attacks as well, but leaves his upper hit-box open. Link's defensive options are good as well. He also has one of the best Spot dodges.
Link's critical problem is his recovery, making him easy to KO despite being a heavyweight with great Momentum Canceling. Although his projectiles, particularly Gale Boomerang help him some-what, his poor jumping, quick fall speed, slow air speed, and poor distance on the Spin Attack make his recovery arguably one of the shortest in the game both horizontally and vertically and also very predictable, so it's suggested that all Link mains have good Directional Influence and more importantly, good stage awareness so as not to get into a situation where Link ends up off stage since he can get KO'd offstage with a fairly low amount of hits and not being able to recover. this is especially true when he loses his 2nd jump, and due to his poor vertical distance, that also means spikes are devastating for his recovery. Link's most effective mode of recovery is to first throw the Gale Boomerang to disrupt the opponent, then use his up special right after doing his second jump to give more momentum so he can gain more height, but even this is a poor recovery option. Using Spin Attack immediately after being hit while recovering makes it give almost no horizontal distance at all. His Clawshot is also useful, being the second longest tether grab in the game, but, like all tether recoveries, it is easily edgehogged. Another method of recovery is where Link pulls out a bomb, uses his Spin Attack, and his bomb blows up on him for little damage but gives Link another Spin Attack. At higher percentages the knockback from the bomb can be used for additional height. Although, Link has a large ledge sweetspot, which helps, but due to his poor recovery, Link heavily relies on edge grabbing, leaving him vulnerable to edgehogging, though, this can be prevented with his projectiles.
Link has suffered a great nerf, though he has not changed drastically from Melee to Brawl. His recovery is worse due to his much slower air speed and shorter grappling device. The grapple is now a tether recovery and can no longer be used on any part of a stage, but it finds and tracks the wall, automatically sweetspotting a nearby ledge instead of just latching onto it when it touches. Link's arrows are faster (but are unable to shield him from projectiles now) and deals do much less damage 18-12, but the infinite sword stab in his neutral combo has been removed. The first hit of Link's side smash and his bombs cause greater knockback (it can now KO). Link now has a larger character model. His spin attack can be charged on the ground, but the uncharged Spin Attack has lower knockback and longer start-up and it no longer semi-spikes (although in the PAL version it didn't semi-spike). If Link uses Spin Attack in mid-air after just getting hit, it will almost never move horizontally anymore. Link's boomerang (now called Gale Boomerang) pulls opponents toward him on the way back without causing damage. It also does slightly less damage and has set knockback. Unfortunately, the absence of L-canceling reduces the speed he needs for his laggy finishing moves, particularly for his dair, his best KO move.
Link also had several cosmetic changes from Melee to Brawl. His design and voice actor are now from The Legend of Zelda: Twilight Princess, with his weapons and projectiles matching their appearance from the game. He also has two new costumes; Dark Link (which replaces his previous black tunic) and a "gold" costume. His forward helpless state is now the animation of Link when he finishes his double jump (from both Melee and Brawl), but his back and neutral helpless states are the same. Link's taunt from SSBM has been replaced by his one in SSB. Also, Link has a new standing animation making his Hylian Shield less useful.
- Neutral attack - Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed into many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up b, down smash or even to Jab again if the opponent doesn't Smash DI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled Nair can set-up at lower percents. First slash does 4%, second does 3%, and the stab does 5%. Slow for a jab, first hit on frame 7.
- Dash attack - Swings sword from head to toe. Good combo starter. Does 12% normally, 10% if hit with the tip of the sword, and 11% if hit at very close range. Hits on frame 8.
- Strong Side - An overhead swipe. Does 13% damage and is an efficient kill move at higher damages. Hits on frame 15.
- Strong Up - Swings sword in an arc. It is quick and does 9% damage and has good range and knockback. Good for juggling heavy opponents at low percentage. Frame 8 startup.
- Strong Down - Swipes sword across ground. Does 12% damage, hits on frame 13. Meteor smashes aerial opponents in contact with Link's body, and opponents hanging on a ledge. Unlike Ike's strong down, Link's strong down is more difficult to use as a meteor smash.
- Side Smash - Holding the sword with both hands, he swings his sword forward; if the attack button is pressed again, he swings again but with more force. This move comes out faster than "strong forward" but is a few frames laggier, especially the 2nd swing. Both hits can be used to rack up damage quickly at very low damages. First hit is stronger in the tip, while the 2nd hit is stronger if hit from close. First hit, 15% (14% if hit at very close range) uncharged, 22% (19% if hit at very close range) fully charged. Second hit, 18% (24% if hit at very close range) uncharged, 23% (26%-28% if hit at very close range) fully charged. Can be used to perform Bomb Smashing.
- Up Smash - Swings sword in an arc three times. First hit, 4% uncharged, 5% fully charged. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily Smash DIed out of the last hit. Second hit, 3% uncharged, 4% fully charged. Third hit, 10% (8%-9% at very close range, depending on distance) uncharged, 14% (11%-13% at very close range, depending on distance) fully charged. This move is very effective at racking up a lot of damage. First hit on frame 10.
- Down Smash - Swipes sword from front to back, very quick start up (frame 9) but moderately long ending lag; like his down tilt but with more force and it aims behind him too, however it does not spike if sweetspotted, but it can sometimes spike opponents when they are trying to recover and the hit-stun is very effective and can leave opponents open. Forward hit, 14% uncharged (16%-17% at very close range, depending on distance), 19% (23% at very close range) fully charged. Backward hit, 16% (17% at just the right distance) uncharged, 22% (23% at just the right distance) fully charged. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link. However, good timing is required. 31%-35% uncharged, and 42%-48% charged if both hits connect.
- Ledge attack - Pulls himself up into a front flip and slices downward. Does 8% damage.
- 100% ledge attack - Slowly climbs up and stabs in front of him. Does 10% damage.
- Floor attack - Does two slashes front and back. Does 6% damage.
- Nair - Does a flying jump-kick. 6% normally, 10%, sweetspotted. Sex kick. Good priority. Hits on frame 7. Has almost no landing lag at all.
- Fair - Swings his sword twice while spinning 360 degrees. Second hit has great knockback, though the first hit only set ups the second hit at very low percentages, making it hard to use as a killing move. First hit, 9%. Second hit, 12%. First hit on frame 14, second on 26.
- Bair - Does a two kick combo. First kick does 4%, second does 7%. Has almost no landing lag, 1st hit truly combos into his Up Tilt. Can combo into many of his throws and other moves. Fast startup, first kick on frame 6, second on frame 19.
- Uair - Thrusts his sword upward, just like the upward thrust attack in Zelda II: The Adventure of Link. Long duration and can Star KO at higher damages, though it has fairly slow start-up (15 frames), little horizontal range and significantly high ending lag, with 30 frames landing lag. 15% in the first several frames, 13% in the rest with slightly lower knockback.
- Dair - A very powerful finisher that can K.O. as low as 75% or as low as 55-60 if hit with the activation frame (which has a lot of stun power as well as knockback.). Extremely high landing lag if missed (51 frames), leaving him open to some slow, powerful moves. Holds his sword downward, this time based on the downward thrust from Zelda II. Can bounce off when the attack lands, scoring an additional hit. Hitting during the very start (frame 15) deals 22% with very high knockback,hitting a right after activation frame does 22 as well but without significant knockback, hitting in later frames deals 17% with still high knockback, although less than the 22% one. Bouncing after hitting an opponent or their shield deals 8% damage with little knockback. Can't be auto-canceled in flat platforms, even if started at the highest height jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can truelly set-up the Dair. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the Dair. Link learns a similar-looking move in Twilight Princess, which is called the Ending Blow; used as a finishing move, the attack was used to defeat Ganondorf.
- Zair - Fires his Clawshot forward, scoring two hits. Has no landing lag at all. Can be used as a tether recovery. First hit, 4%. Second hit, 6%. Very useful for spacing, and stopping approaches against taller characters. This move can rack up serious damage over a short period of time. It also is links most effective set up move and combo move and can set up into almost all of his moves due to no landing lag. This tether recovery can be used to save Link from a KO at extremely high damages ranging up to even higher than 300%. This can be done by simply air dodging and then immediately using Zair (or pressing Z twice or more) after getting hit by an attack that can semi-spike, such as Fox's, Jigglypuff's, or Zelda's Down Smashes. Link's Zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover or attack with a Bomb still in hand allowing for even more options. Link has the 2nd longest Zair in Brawl, though is only a bit shorter than Samus'.
Grabs & Throws
- Grab - Holds opponent with his right hand after grabbing them with the Clawshot. Very high ending lag if this move misses, leaving him open to slow, powerful moves.
- Pummel - Hits opponent with the hilt of the Master Sword. A fairly fast pummel. Does 2% damage.
- Forward Throw - Lets go of foe then kicks them, football punt style. Does 7% damage.
- Back Throw - Throws foe back then back kicks. Does 7% damage.
- Down Throw - Throws foe down then elbow drops them. If Link and Toon Link use their down throw on Jigglypuff it will only do 4% damage. This is because their down throw hits twice and Jigglypuff is too light to get hit on the first strike (as the second strike does 4 damage and the first does 3). Does 7% damage.
- Up Throw - Throws foe a very short distance above him, then slashes. Guaranteed KO at 160%. Does 7% damage.
|Link's Special Moves|
|Standard Special||Boomerang||Bow||Hero's Bow|
|Side Special||—||Boomerang||Gale Boomerang|
|Up Special||Spin Attack|
|Final Smash||—||Triforce Slash|
- Up: Twirls his sword twice and spins the sword while sheathing it. Similar to his Twilight Princess "victory pose", which he performs after defeating a boss, learning a hidden sword technique, or putting his sword away at a specific moment after beating a common enemy.
- Down: Link's mysterious taunt from the original. He pulls his knee to his chest and draws his sword back behind his head. Similar to Lucario's down taunt. May be loosely based on Link's attacking pose from Zelda II.
- Side: Takes out Navi, a fairy, who will fly around him.
- Twirls his sword around.
- Looks to his side.
- Link flies in his Recorder's tornado and lands on the stage.
In competitive play
Role In Subspace Emissary
Link's role begins with him walking through a forest with his fairy companion, Navi. Upon reaching the Master Sword's resting place, Link pulls the sword from its pedestal, wielding it once more. In a clearing of the forest is a napping Yoshi, who Link at first pays no mind to. However, the Halberd soon flies over the clearing, dropping Shadow Bugs which soon form into Primids. At this point, Link and Yoshi form a team and battle through the enemies while in pursuit of the Halberd, only to lose their aforementioned target as it flies far off into the distance, though they quickly continue their pursuit.
Link's next appearance plays out depending on which princess is saved earlier on in the story. If Peach was saved, Link and Yoshi do battle with a Shadowbug clone of Peach (who had recently been turned into a trophy by Bowser) after it attempted to turn an unsuspecting Mario and Pit into trophies until Link prevented the attack by slicing the Dark Cannon in half. Upon defeating the clone of Peach, Link is attacked by Mario, who witnessed the defeat of Peach's copy as it reverts into Shadowbugs and drifts away, apparently mistaking it for the real Peach. Then Link and Yoshi fight him and Pit. If Zelda is saved earlier on, then it is she who is cloned, and Mario and Pit fight the clone of her, and must then fend off an attack by Link and Yoshi, as Link thinks Mario killed the real Zelda. After the defeat (and subsequent trophification) of Mario and Pit/Link and Yoshi, King Dedede arrives in a cargo, and snatches the trophies of the fallen duo with an arm attached to it. Fortunately, Kirby (who had accompanied Peach/Zelda earlier) appears and frees the two trophies, and revives them as well. Upon revival, Pit/Link fires an arrow at the incoming cargo, slowing it down a little. The five characters then form an alliance and pursue Dedede.
During their pursuit, they find Dedede's cargo (now empty) parked outside of a cave, and decide to enter it. After getting out of the cave, they find Dedede's trashed hideout, and, upon finding a hole in the wall, they decide to enter it. After they get out of the hole, they find Bowser, who Mario tries to attack until Bowser raises Peach/Zelda's trophy as a shield, forcing him to miss. Pit then fires an arrow at Bowser, which he barely dodges, before escaping in his Koopa Clown Car.
They then pursue the Ancient Minister in a desert, trying to stop him from detonating another Subspace Bomb. Mario and Link begin to approach the Minister while dodging the lasers he fires at them. Despite their best efforts, the Subspace Bomb still explodes while the heroes barely escape the blast.
Link later appears after the team makes its way to the desert, where they aid another group (consisting of Marth, Ike, the Ice Climbers, Lucas, and the Pokémon Trainer) in fighting off the Subspace Army. Later, Link and Zelda are both present when meeting Tabuu, but they are defeated by Tabuu's Offwaves. If Link and Zelda's trophy forms are retrieved after the initial attack by Tabuu, they will both be shown agreeing to revive Ganondorf (who was turned into a trophy earlier on when he tried to attack Tabuu on his own), at which point they show him where their common target is. Link helps the other heroes throughout the rest of the story.
- Link, Olimar, the Ice Climbers and Toon Link are the only characters in Super Smash Bros. Brawl who are left-handed.
- Link, Bowser, Luigi, Toon Link, and Yoshi are the only characters to wear their default costumes in team battles, when they are on the green team.
- Closely viewed, one can see that Link wears chain mail under his tunic.
- Link's bomb, along with Snake's grenade can deal damage to his teammate when fighting Team Battles.
- Link's different Tunics are reminiscent of the 6 medallions from Ocarina of Time with the exception of the Spirit Medallion which is not featured. The Red and Blue Tunics also relate towards the Goron and Zora Armour respectively.
- His K.O. scream is simillar to his cry from Twilight Princess if he were to die from lava.
- Link's page at Smash Bros. DOJO!!.
- Link Character Guide at SWF
- Link's hitbox size of each of his moves
- Link's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice (part 1) (part 2)