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Link FAQ

by TakerVersion1

Super Smash Bros. Brawl
Link Character Guide
Latest Version: 1.5

Written: Matt J.D. (TakerV1)
Copyright� TakerVersion1 2008

This document was written entirely by me, and thus I own and reserve all
rights to it. If anyone wishes to use this guide for any reasons, on any
site, please ask me for permission. If permission to reuse this guide by me,
I request that the entirety of this guide, including this disclaimer, remain
intact. If I see or suspect any misuse of this guide or it posted without
proper accreditation, I retain all rights to request its subsequent removal.


Version 0.4: March 23, 2008
---Basics done, everything except for the moveset all finished up.
Version 0.5: March 24, 2008
---Everything done, awaiting corrections and questions from people.
Version 0.6: March 24, 2008
---Added some more in-depth details about attacks.
Version 0.8: March 26, 2008
---Added the Stadium Guide and fixed a few things.
Version 1.0: April 01, 2008
---Finalized everything, made some changes.
Version 1.1: April 05, 2008
---Minor changes, added some questions.
Version 1.3: May 10, 2008
---Got around to making some alterations. Added some sections to the Tactics
part, expect a future update soon.
Version 1.4: May 13, 2008
---Added a lot more tactics with help from Izaw. Another update soon as well.
Version 1.5: September 5, 2008
---Small changes, I�m expecting to overhaul the Match-Ups in the near future.

~~~     Table of Contents      ~~~

1: Introduction...................... {INTRO}
2: About Link........................ {2LINK}
   2a: Fighter Background............ {FIGHB}
   2b: Character Background.......... {CHARB}
   2c: Appearance.................... {AP2CL}
3: Link, Pros & Cons................. {PVC3L}
4: The Moveset....................... {MOVE4}
   4a: Standard Attacks.............. {STANA}
   4b: Special Attacks............... {SPECB}
   4c: Final Smash................... {SMASH}
5: Stadium Guide..................... {STADG}
   5a: Break the Targets............. {BTT7A}
   5b: Homerun Contest............... {HOMEB}
   5c: Boss Rush Mode................ {BOSSM}
6: Recommended Tactics............... {RTAT6}
   6a: �Abilities�................... {AB6AL}
   6b: Spamming, The Basics.......... {SPAM!}
   6c: Offensive Tactics............. {COFFT}
   6d: Defensive Tactics............. {DEFD6}
7: Character Match-Ups............... {MATCH}
8: Frequently Asked Questions........ {BFAQ8}
9: Credits, Contact, and Closing..... {1CCAC}

~~~    Introduction {INTRO}    ~~~

Welcome, and first let me say thank you, yes, YOU, for reading this guide. In
this guide it will be my intention to give you a comprehensive look at Link,
the Hero of [Noun], wielder of the Master Sword and the Triforce of Courage.
I hope you will find not only the stone cold facts about Link to be useful,
but also, some of my own personal tactics that I feel work very well in the
heat of battle. Sure, people say Link sucks as a fighter, but I think it is
my job to show you, given proper training, that Link can be a beast, plain
and simple.

~~~     About Link {2LINK}     ~~~

Fighter Background {FIGHB}
Link has been a part of the Smash series since it�s inception in 1999 and
like many of the veterans, our Hylian friend hasn�t undergone many serious
changes. In 1999 Link was known for being the only sword fighter, his unique
disjointed hitbox, and range of projectiles matched only by Samus. However,
if there was another thing Link was known for it is being considered the
absolute WORST character of that generation. Let�s be honest, Link had
terrible speed, slow attacks, and a horrendous recovery. Link may have been
terrible, but many of us still used him regardless, and made him a force to
be reckoned with.

Fast-forward now to 2001, and the arrival of Super Smash Bros. Melee. If
there was ever a character unchanged it was Link (and most of the vets for
that matter.) Link returned in Melee with his range, yet now this was matched
by several other swordsmen named Marth and Roy. Likewise Link�s wind down
time seemed to be increased two-fold, and by missing moves, he could be
punished. Sure, Link had the most projectiles in the game (excluding Young
Link, with whom he tied), and a very unique play style, but he still
suffered. Link became the 16th ranked character in Melee, and while not
terrible, Link was overshadowed by the widely popular Fox, Marth, Falco and
Captain Falcon. Link didn�t change too much though, his range remained the
same, but he also developed a pretty unique second swing for his Forward
Smash, he also became one of three characters with the semi-useful tether
recovery option at the time (alongside Samus and Young Link).

Now jump to 2008, Super Smash Bros. Brawl. What happened to Link, well just
about nothing. Once again Link retained more or less the same move set,
though now with a new boomerang and stronger bombs. Link retained most of his
former characteristics, relatively slow attack speed and decent weight.
However, his overall speed increased a small bit this time around, at the
cost for some strength, yet seemingly no knockback. Likewise his Spin Attack
became chargeable, though generally it seems nerfed. In the long run however
our green clad hero retained most of his best qualities, a ranged grab, bomb
recovery, his double-attack Forward Smash, his godly nair and dair, and of
course the wide arrange of projectiles. I guess one could say that Link was
both nerfed and buffed in some places, but in the end, this long time Link
mainer believes he broke even and is no worse, or better, than Melee. Link is
easy to learn like he always has been, however it can take some time to learn
to properly use his projectiles, aerials and killing moves effectively with

Character Background {CHARB}
While Link dates back to the original Smash 1999, his personal history dates
back more than a decade earlier. 1986, Nintendo releases an action adventure
game starring a silent (in more ways than one) young man on an adventure to
save the land of Hyrule from the villain named Ganon. (no, not �Gannon�.)
Since this game there have been 14 major Zelda titles, some following a
similar plot to the original, some bearing no relevance to Ganondorf, Hyrule,
the Triforce, or even Zelda altogether. Yet no matter what the circumstance,
be it a moon falling, a princess turned to stone, or giant pig demon taking
over the world, one hero has always been there to save the day, and his name
is Link. (we don�t include CD-i, because.... well... come on?)

Of course, over the decades the timeline of Zelda has become complicated,
primarily because there was no timeline in mind when creating the games. And
sure, we could sit for hours debating the timeline of Zelda, but there is one
fact we can all agree on. Throughout Hyrule�s long and turbulent history
there have been multiple Links, there has been more than one hero to save the
day, but these young men, be they 10 or 17, are all from the fabled Line of
Heroes, destined to save Hyrule.

Links are known for being silent and polite, yet extremely smart, skilled,
and courageous to a fault. And over the years, and Links past, the green
tunic and floppy green cap donned by so many heroes has become iconic, even
at the level of Sonic�s blue fur, or Mario�s red cap and overalls. The tunic
has become a part of Link, and the only thing to remain consistent with the
character. (or the most important at least) Link is often depicted as a young
man around the age of 16 or 17, or a young preteen boy roughly the age of 11
or 12. While he usually takes on the latter appearance, however the former
has become just as popular, if not more so, with the legions of Zelda fans.
And despite age Link always looks more or less the same. Blue eyes, pointed
Elf-like ears, brown, light brown or blonde hair, a fair complexion and of
course, a sword in his left hand (screw the Wii). The silent Elf-like hero
has become iconic in the video game world, and the Legend of Zelda, has made
him legend. Bet it the Hero of Time, Winds, Twilight or Ages and Seasons,
Link is always ready to put his own life aside to save the realm from evil.

Appearance {AP2CL}
I�ve covered Link�s basic appearance, but let�s get into more detail.
Contrary to Melee and the original, this Link does not borrow his appearance
from Ocarina of Time, but rather, Twilight Princess. For the most part the
two look much alike; however this Link has darker blonde hair and appears to
be a pretty short guy. (or people are really tall) His outfit also looks a
bit different in the sense his tunic is a darker green, his leggings and
sleeves are tan instead of white, and his gloves are primarily black though
brown around the fingers. Likewise, a brown guard covers his left forearm.

Link, like most characters, has six outfits to choose from, four of which go
all the way back to the 1999 Smash.

Green Tunic
-Link�s default attire, looks as I described it.
-Green tunic and hat, tan sleeves and leggings, brown boots.
-Default Attire / Green Team Attire.

Red Tunic
-Link�s secondary attire, very similar to the green one.
-Red tunic, hat and shield, reddish-brown sleeves and leggings, brown boots.
-Red Team Attire and alternate for the Comp is the player uses Green Link in
Classic or All-Star mode.

Blue Tunic
-Another secondary attire, like most only the tunic and outfit changes.
-Blue tunic and hat and shield, light grey sleeves and leggings, purple 
-Blue Team Attire.

Cobalt Tunic
-Another secondary attire dating back to the 1999 Smash, intended to look
like the �Blue Ring� attire from LoZ.
-Light blue tunic, hat and shield, whitish-blue leggings and sleeves, purple

Golden Tunic
-A new attire, entirely gold including the shield.
-Gold tunic, hat, boots and shield, black sleeves and leggings.

Dark Link
-A new attire, replacing the Black Tunic from Melee.
-Black tunic, hat, shield and boots, red eyes, white hair, �dark� complexion.
-Popular amongst Goths and 16-year-olds.

~~~  Link, Pros & Cons {PVC3L} ~~~

Like the other 35 smash characters, Link comes coupled with his good
qualities and bad ones. However, compared to some of the higher tier
characters, Link has a decent deal of cons, and they hurt him, big time.

-Very good range on many of his attacks.
-His nair and Spin Attack have good knockback and damage on the first few
frames, and are still good on the latter frames.
-His up and down thrusts have great duration compared to other aerials.
-Down Thrust can �pogo� enemies for added damage at low %.
-Three different projectiles to use different ways.
-A ranged grab and tether recovery option for some situations.
-Good falling speed.
-Zair is a great spacing move with moderate damage that Auto-Cancels.
-Gale Boomerang can draw in opponents and items.
-Great edge guarder with projectiles and Spin Attack.
-Down-Tilt can spike.
-Hylian Shield can auto-defend against most projectiles.
-Can use character unique techniques (to himself and Toon Link) like the Bomb
Recovery and Boomerang Cancel.

-Most of his best killing moves are slow and predictable.
-Huge lag on many moves such as the Spin Attack, Up-Smash, Grab, Forward-
Smash and Dair.
-Spin Attack needs to be charged for sufficient damage.
-Boomerang no longer deals damage upon returning.

As you can see, compared to his Melee-self, Link has many more pros compared
to his cons. However, his cons are killer, such as missing with most of his
killing moves can be easily punishable. Likewise, most of his good killing
moves need to be charged, primarily the Spin and Forward Smash swings. As
I�ve also said, he has become a bit faster at a sacrifice for somewhat weaker
attacks, and this can affect the Link-players game until they adjust.

~~~    The Moveset  {MOVE4}    ~~~

Standard Attacks {STANA}
Standard attacks encompass all of Link�s basic attacks that don�t involve the
�B� button. Smashes, tilts, grabs, aerials, everything. Damage is done at the
base for neutral and tilt attacks, and might vary a bit based on how much
you�ve been using it in battle due to the damage reduction mechanic to
discourage move spamming. Damage may vary slightly.

[Letter] = Standard Attack
>, < = Letter + Control Stick left or right.
^ = Letter + Control Stick up.
V = Letter + Control Stick down.

Neutral and Tilt Attacks
Standard A: 4%
---This is a very basic move where Link takes one quick swipe of his sword.
It has decent knockback at high damages like most standard attacks, and can
be used to push faster annoying character away.

A-A-A Combo: 4%, 3%, 5% (12%)
---Another basic skill where Link takes two swings at his opponent and
finishes off with a nice stab. This used to flow into an endless rain of
sword stabs, but it was removed. This move is good for dealing moderate
damage, pushing away annoying enemies at low damage, and dealing decent
knockback and setting up for combos at higher damages. It�s good to get used
to using this move, because it can give you time to get a moment of rest to
launch your next attack or move in for the kill. On another note, all three
strikes will usually hit if you hit the first one, however even the final
stab alone does good knockback if someone walks into it.

Side-Tilt - A<, A>: 13%
---This move is a lot like the standard A, however Link takes a little bit
more time to swing the sword downward in a more arc like motion rather than a
slashing one. It�s a good attack and comes out at a decent speed, and
actually has surprising knockback at high damages and can make a nice
substitute if you�re having trouble connecting with the Side-Smash. It serves
as a good edge-guarding tool as well and can string up some decent combos
when followed up by projectiles (preferably bombs) and aerials.

Up-Tilt - A^: 9%
---A good move and a nice way to trick your opponent if you�ve been spamming
the Up-Smash. It has okay knockback considering the damage, but it can be
good for stunning an airborne opponent long enough to combo them or even kill
them with a good Nair or Fair at some damages. If you can�t follow up well
with it, mainly reserve the move for keeping away annoying aerial characters.

Down Tilt - AV: 12%
---This move is very underrated by some people, and can do some amazing
things. For this Link takes one low swing forward at his opponent�s legs,
knocking them upward slightly and dealing good damage. This move like most of
his tilts is great for stringing combos along with Link�s projectiles and his
aerials. At low damages it�s also possible to follow up with a well placed
Spin Attack which is always nice. This move can also serve as a spike,
however it�s very hard to make it spike. Obviously the opponent must be
airborne, and I need confirmation, but I believe you must hit them towards
the top of their body to send them downward. Obviously this makes for a great
edge guarding tool, because even if the spike misses, the opponent is still
venerable in front of you, mid-air. >:)

Smash Attacks
The following damage is recorded on a scale between a charge and no charge.
Again, damage may vary slightly due to move spamming or lack of. Also, the
only Smash attack likely to consistently make all the hits is Link�s Up-
Smash, the other two will often only connect with one of the hits.

Forward-Smash First Hit: 15% - 21%
Forward-Smash Second Hit: 18% - 23%
Forward Smash Both Hits: 33% - 44%
---One of Link�s more unique qualities is that his Forward Smash is actually
two attacks, a trait he shares with Toon Link. The first swing is a double-
handed, over-head swing that, if fully charged, can kill at good damages if
coupled with proper edge-guarding techniques. The second swing is a side-ways
slash at the opponent�s mid-section that is a more vertical hit when compared
to the first swing. It isn�t common to hit with both swings, especially at
high damages, however both swings are great killing moves AND can be hard to
dodge of the opponent is coming out of a roll, dodge or shield. Likewise, the
second swing can actually be done a few seconds after the first swing, so
timing the second swing differently each time can keep an opponent off guard.
Alternatively, you can ignore the second swing entirely and keep the opponent
off balance. You might not use it when they expect it and follow up with
something else, or you might throw it out when they aren�t expecting it. A
very versatile move and one of Link�s best IMO. The downside to this move is
that it�s very slow, very predictable, and very punishable if both swings

Down-Smash Front Hit: 14% - 18%
Down-Smash Back Hit: 16% - 22%
Down-Smash Both Hits: 30% - 40%
---This isn�t unique like the Forward-Smash, since, well most people have
�dual-swing� Down-Smashes. At any rate this move isn�t to be taken lightly
because the timing of it. Link swings in front of him, then immediately draws
back and takes another behind him. So, really it can be used to not only hit
an opponent in either side, but also as a crowd-clearer. It�s also a good
killing move, and can be strung up with combos are lower damages. Like the
Forward-Smash the dual-swing can cause a rolling or approaching opponent to
get hit, making it even more useful. I consider this one of Link�s other best
moves because it has so many uses: crowd-clearing, edge guarding, killing,
comboing, etc. Great move overall, like most Down-Smashes. It has a great
hitbox and even if the opponent shields, it can do some damage to it. (the
shield) It has similar drawbacks as the Forward-Smash, however the wind down
time isn�t as terrible, but still pretty bad.

Up-Smash First Hit: 4% - 6%
Up-Smash Second Hit: 3% - 4%
Up-Smash Third Hit: 9% - 14%
Up-Smash All Hits: 16% - 24%
---This move is just awesome, and buffed from Melee. Link takes two quick
overhead swings and finishes up with a big third one. The real great thing is
that the first two hits �trap� the opponent and almost guarantee that the
third, stronger, and killing attack will hit. Even uncharged it does good
damage and like the Up-tilt it can lead to some nice aerial combos at lower
damages. This is great for hurting people hiding on platforms above you, and
if used in conjunction with the Up Thrust, can be deadly. This wind down
isn�t too terrible at all, but try not to spam the move or the enemy can time
you right then punish big time.

Aerial Attacks
Any move marked with an asterisk(*) will do more damage on the first initial
frame, this is known as a �sex kick.� Again damage varies, however for the
sex kicks assume the damage gap is because some hits were in the first frames
while others were not. Finally, some of Link�s aerials have more than one
hit, so damage will be separated by a comma, though you will not always make
all hits at high a %.

*Neutral-Air (Nair): 5% - 10%
---This is a sex kick, and a surprisingly good killer. Link extends his leg
mid air and kicks the opponent, plain and simple. However it has a very long
duration for an aerial and if hit on the first few frames, deals great damage
and can kill. In addition to killing this also makes a decent edge guarding
move for airborne opponents and makes a good move to use in combos in
conjunction with bombs and quick ground attacks or grabs.

Forward-Air (Fair): 9%, 12% (21%)
---This move is a killer, literally. Link spins in mid-air, hitting his
opponent with his sword, twice. The first hit is much stronger than the
second, and much stronger. It is a great way to end combos, and kill opponent
trying to recover. However, the downside is it has rather long duration and
if used after a short hop off the platform MIGHT lead to an SD, so aim and
jump wisely.

Backward-Air (Bair): 4%, 7% (11%)
---A great combo move, Link spins backwards in mid-air, kicking behind him
twice. The damage is decent, and the real reason to use this move is, as I
said, comboing. It�s not as Godly as his Toon counterpart, but still
effective all the same. The experience Link player makes sure to use this on
a regular basis to rack up damage, and then follow up with a Nair, Fair, Dair
or grounded killing move. Due to it�s short duration it�s hard to punish and
can even be used multiple times if Link has a good enough fall ahead of him.
However, the downside is that like most of Link�s aerials it only has decent

*Upward-Air (Uair): 13% - 15% ...(not a kick, but functions like a sex kick)
---This move is an awesome killer, and should be avoided in most cases at low
damage. Like the Dair this move has a long duration, and works well is used
as a follow up to the Up-Tilt, Up-Smash or even the Up Throw. It�s also good
for attack enemies through platforms by short hopping. The damage is good;
the knockback is good and can vertically kill easily. However, it doesn�t
have too many practical uses (IMO) because it�s easily punishable and Link
remains exposed on most sides. Also, for some reason, it lacks priority and a
lot of enemy aerials will beat it out, especially if you don�t hit in the
first few frames. (after all it IS a sex kick, IMO) This is best used to kill
or in some cases, end a combo and get the opponent away for long enough to
follow up.

Downward-Air (Dair): 18% - 22%
---Without a doubt, one of Link�s most popular moves and I guarantee it gets
spammed on WiFi. This move is a great killing; Link throws his sword down and
crashes onto his enemy. The damage is effected slightly by falling speed and
how long the sword has been held out, but the knockback is always usually
good. If you can short hop then hit a heavily damaged enemy this is almost a
guaranteed kill. The downside is that the move has REALLY bad wind down time
and if you miss or do minor knockback you will take the damage back. However,
there are some methods to use to avoid the wind down that can help a bunch.
IMO this move is used best on an unsuspecting opponent, especially if you
haven�t been using it a whole lot or simply if they�re a big target. (Dedede,
Ganondorf, Bowser, Yoshi, etc.)

Grab Attacks
Hilt-Smash (A when grabbed): 2%
---After Link grabs an opponent he can smash their skull with the hilt of his
sword. This is good for minor damage, and like most grab attacks serves no
purpose other than doing a small bit of damage. The more hurt the target is,
the longer you can hold and wail on them.

Forward Throw: 7%
---This is a decent throw, after the Grab, Link will simply throw the
opponent forward for decent damage and knockback. This is good to use at high
damage over a gap to string up combos and start edge guarding. It can also
kill, however don�t rely on this move to kill, rather just to start combos
and deal damage.

Back Throw: 4%
---Pretty sure the damage on this is wrong, but let�s ignore that. After the
Grab, Link moves his target and kicks him or her outward behind himself. The
damage is okay, as is the knockback, and, like the forward throw, this is
best used for combos. This followed up by a well placed bair or dair can make
a great combo at high damage, and at low a nice dash attack or in some cases
a Spin Attack will do well too.

Up Throw: 7%
---This is another good move Link has at his disposal, after the Grab he
hurls them up, and swipes twice, sending them upward. This move is good to us
before following up with an Up-Tilt or Smash, Uair, or some other combo
stringing move. The damage and knockback is also quite sufficient, this
should be used often if you grab.

Down Throw: 6%
---Sadly, this was nerfed from Melee because it�s no combo-rific anymore.
Link throws his target to the ground then elbow drops them, causing them to
fly upward quite a bit. Sadly this move doesn�t have too much use IMO,
especially when compared to Melee where it could easily be chained with a
Down-Smash or Spin Attack to kill your opponent. It�s still good and you can
string some decent combos out of it, but in all I rarely use this move
anymore. Good night sweet prince.

Other Attacks
They really lack a category�I tested each move a few times so that explains
any range. These attacks are NOT chargeable.

Dash Attack: 10% - 12%
---Good move for continuing the attack and keeping your opponent from getting
the offense. The damage is good, knockback is decent, and it can even kill in
some situations. Like all dash attacks it is a solid move.

Ledge Recovery: 8%
---In most cases, attacking upon recovering from a ledge works. For Link he
pulls himself up and takes a swing at his enemy, dealing decent damage and
giving enough of a delay to recover fully. I�d mainly use this like most
Ledge Recoveries, which means it varies from situation to situation. At high
damage it might be best to simply roll onto the ledge, rather than attack,
and try to get behind the enemy.

Mid-Air Clawshot (Zair): 4%, 6% (10%)
---I know originally I said this move was useless but it�s one I�ve come to
embrace. Seriously, it does good damage, will hit threw other aerials, and 
makes for perfect spacing. It can also be used in conjunction with Link�s 
many Advanced Techniques. 

Not really attacks, but fun.

Up-Taunt: Link swings then twirls his sword and sheaths it, similar to a pose
from Twilight Princess.
Side-Taunt: Link summons a fairy that flies around him.
Down-Taunt: His �mysterious� pose from the original Smash.

Special Attacks {SPECB}
Most of Link�s special attacks have varying damage because most of them can
be charged or thrown with more force. Also, the Spin Attack is strongest in
the first few frames much like a sex kick, it also cannot be charged in the
air and deals different damage when used in the air.

B (Hero�s Bow): 4% - 12%
---This has many uses. It can hinder rushing opponents, stun opponents, AND
build up good damage. It�s also pretty fast, though easy to dodge if you�re
ready for it. Link�s wind up and wind down is pretty poor though and it�s
easy to intercept the move. Still, it�s good to have and good to use to keep
an opponent off balance, which IMO is a big part of Link�s game.

<B, B> (Gale Boomerang): 4% - 7% (depends on range and force)
---Sadly, by becoming the Gale Boomerang Link�s side-B got nerfed. Why? The
damage has been reduced and because the pulling back effect of the wind isn�t
too useful in competitive play, especially without items. And, because the
Boomerang doesn�t damage on the way back it loses usefulness in combos,
stunning attacking and unfocused opponents, and being overall helpful. Still,
like the Bow it�s good for slowing down advancing opponents and dealing very
minimal damage. However, the biggest feature is the Boomerang Cancel, which I
talk about below.

B^ (Spin Attack): 12% - 19% on the ground, roughly 13% if all five mid-air
hits connect.
---Some call this move nerfed, some buffed, I say it broke even. Sure the
damage sucks unless you charge it, however the knockback is still pretty damn
good even if it�s uncharged. The Spin Attack is probably Link�s best move
because it can not only hurt big time, but clear a crowd, be used for edge
guarding and it can kill. Plus, charging it already adds to the already
superb knockback. On the downside however damage and knockback both lack
unless this move connects in the first few frames, likewise if you miss you
can easily be punished for missing. If used in balance the move can be great,
do not neglect it, and do not spam it.

BV (Bomb): 6% - 9% (varies from force thrown, and if it was thrown airborne
or on the ground and how it hits the target.)
---Bombs are horribly underrated and they have so many uses. They can damage,
help with combos and even kill, albeit at really high damage. Bombs can be
used to put opponents in bad situations, where they either dodge the bomb and
walk into an attack, or get hit by the bomb and let you follow up with
another attack. Bombs stun, so don�t hesitate to follow up and take

Final Smash {SMASH}
Link�s Final Smash is an attack called the Triforce Slash. Provided this move
connects, it is almost a guaranteed instant kill from even the center of any
stage, however it is possible to survive on larger stages, or with some good
DLing and luck. Link fires a beam from his hand, and provided it hits, traps
the target between two Triforces, and Link goes on a relentless assault
before shattering the Trifroces by sending the target flying off-screen. If
the attack connects Link will deal a whopping 81% damage (one of the highest)
and guarantee to kill the opponent, or at least put him at death�s door.
However, the move is somewhat easy to dodge, and won�t work if the opponent
isn�t lined up with Link, if Link isn�t facing them, or if they have an
invincibility frame happening. (teching, ledge recover, dodge, etc.)

Name: Triforce Slash
Damage: 81%
Knockback: Very High
Dodgeability: Medium
Recovery (if missed): Small (you lose maybe two seconds if you miss)

~~~   Stadium Guide  {STADG}   ~~~

Break the Targets {BTT7A}
Level 1
Time: 10 seconds

You can nail this in roughly ten seconds with Link. First jump up and fire an
Arrow between the hole near Target #1. Run down the platform and hit #2, then
jump and use your fair on #3. Fail and hit #4 with another fair, then run,
jump and hit #5 with the Boomerang (above the platform) and land near #6.
(below #5) Hit #6, and then turn right and hit #7 with an Arrow. Turn around,
run and jump up to hit #8 with another fair. Now, go to jump near the lower
target but don�t hit the ground, and use the Spin Attack last second to hit
the last two. This should take near ten seconds.

Level 2
Time: 15 seconds

This is a bit harder, but you use the same strategy that you use for Toon
Link. Start, go right and Spin Attack Target #1 and land on the platform.
Jump up to the Smart Bomb and toss it to hit #2 and #3. Jump left now and hit
#4 with a fair or nair. Now land and fire an Arrow towards the target, but
don�t hit it. This will knock a sliding box down and it will break two more
targets along the bottom. Now jump up, and grab the Beam Sword. Toss it to
the right to make it bounce and hit the target near the sliding box (#7),
then grab the Cracker Launcher, shoot the left and middle targets, then toss
it at the right one for all 10. Remember, this also works with Toon Link, and
he can do it much faster due to his agility and superior jumps.

Level 3
Time: 21 seconds

This is pretty much a universal strategy for everyone, but since Link is so
slow and bad with his jumps it takes him a while. Start by falling off the
platform to the right, then double-jumping up to Spin Attack Target #1. Fall
left and land on the platform that looks like a staircase. Go up to the left,
and use a fair to nail both targets near the exploding box. Continue left,
hit the target on the ledge with a nair, fair or Boomerang (I recommend one
of the former), then fall and hit #5 with any attack. Now, face right, jump
up through the hole you just went threw and charge an arrow. Fire once your
just lined up under the spikes to hit a distant target. Now fall along the
left wall, hit #7 and ride the conveyer belts. Just as you fall throw the
Boomerang down and jump to safety. Run to the conveyer belt and use your uair
to hit #9. Now jump to the right and finally hit the final target with a nair
located on the platform under the spring.

Level 4
Time: 33 seconds

First off, I assume there are much better strategies than mine out there, so
please, if you have one submit it so I can give it a few test runs. Anyway,
start and go right and jump to hit #1. Quickly run left and fire an Arrow or
use the Boomerang to hit #2. Drop down, quickly run left some more and hit
#3. Turn around, and wait under the gap you fell down. At about 8 seconds a
target should appear, hit it and run right. Drop, and hit the target in the
ice moving your way. Turn, run left and hit the target heading right at you,
then jump to hit #7. Drop down left, dodge the hole and go right. Bomb, Arrow
or Boomerang this target and jump across. Now, go up on the platform near the
giant wall. At roughly 26 seconds, jump up to the right and a target should
head down just in your reach. Break it and land on the platform. Now jump out
under the final target, then jump up to it, and Spin Attack it for the tenth.

Level 5
Time: 30 seconds

Again, like the last one I�m sure there are better tactics out there. Anyway,
start out and jump to use your uair on the target above you. Now jump over to
the Cracker Launcher and fall down to the right platform. Shoot at #2 just
above you, then drop the Launcher so it goes backward and hits #3. Drop down
while this happens and grab the Beam Sword. Toss it at the wall on the right
and it should ricocheted and it targets #4 and #5. Jump on the platform when
you can, then jump up and to the right to hit a high target. When you land
jump again and fair or Spin Attack the target on the other side of the wall.
(7 total) Now run right, ride the platforms up a bit and to the left in a
small corner should be another target. Go hit it, then navigate back to where
you started. Jump down to the far left, nail the ninth target, continue to
fail and you�ll see the final target mid-air in perfect range for a nair or

Homerun Contest {HOMEB}
Okay, this strategy isn�t the greatest, but it�s still good.

-Grab the bat and toss it at the Sandbag.
-The Sandbag should fly right while the bat goes back to you. Grab it again
three times and toss it at Sandbag. (for a total of four throws)
-Sandbag should land behind you, so turn around and do a fully charged
Forward-Smash to get the Sandbag near 100%. (only the first hit)
-Grab the bat and approach the bag. Get within �tipper� range and hit the bag
for roughly 1700 feet.

This is a tipper


By not standing right next to the bag, you hit it with the tip of the bat,
and cause the Sandbag to fly farther.

Boss Rush Mode {BOSSM}
This is just a general guide and does not reflect difficulties; I will merely
give you the best strategy for attacking the bosses with Link. I will admit
that Link is not ideal for Boss Rush, however it is possible to clear it on
Intense with anybody (obviously).

Name: Master Hand
Difficulty: 1 � 2

This guy should be a pushover after a decade of practice, on ANY difficulty.
With Link, simply keep using you dair on him, you should pogo him, and then
after two or even three hits, be able to use your uair before landing on the
ground. This is GREAT for when he uses his finger beams, and for some reason
the dairs always seem to hit him HARD.

Name: Crazy Hand
Difficulty: 1.5 � 2

He is no harder than Master, but since he is a bit more erratic I changed his
ranking. Use the same strategy for Master as you do for him, BAM, pushover.
And since Crazy sometimes seems to attack slower, you should be able to
slaughter him in a matter of seconds.

Name: Petey Piranha
Difficulty: 2

This guy isn�t two hard either. His only attacks are swinging the cages or
trying to jump on you, and even Link can dodge these easily. Your tactic
should be to use A LOT of Smash Attacks, Forward and Downward both work well.
Try to focus on one cage too, and if he knocks you up in the air, counter
with a dair that might just pogo if you�re lucky. Watch out, because at low
damages the knockback from the cages can be big if he hits you right.

Name: Porky
Difficulty: 2 � 3

At low difficulties, the mechanized-arachnid Porky is simply. He won�t do too
much knockback but he can put a hurting on you. Some of his attacks come
surprisingly fast and Link is an easy target so be ready. On higher levels he
can utterly pwn you by getting your damage high fast, and then use a beam of
death. I suggest working him over fast as possible, use Smashes and the dair
if he launches you upward, remember to watch his movements and learn his
attack patterns.

Name: Rayquaza
Difficulty: 2.5

This guy isn�t much for knockback; his killing moves are pretty predictable
so you can dodge them easily. However, like Porky he can rack up damage on
you pretty quickly, so be ready. One good strategy with Link is to stay close
and work him over with alternating Smash Attacks as usual, or alternatively
you can stay far away and work him over bit by bit. I wouldn�t recommend the
latter tactic for higher levels, since he can devastate you from long
distance. There is no sure-fire tactic for beating him, just work him over
and watch out for his killing moves.

Name: Golleom
Difficulty: 3.5 - 4

It doesn�t matter if you fight him in the desert or the ruins, this guy is a
dick. He goes down pretty fast, however his attacks are brutal and even worse
he isn�t shabby at killing at low damage. It is crucial you dodge his jumping
attacks. Link isn�t very mobile, however the objective is to stay moving,
because he can come out of nowhere and crush you, literally. Rack up damage
when you can, and focus on dodging his attacks. Eventually the big lug will
go down, and fast too, but this short fight can really take a toll on you.

Name: Ridley
Difficulty: 1.5 � 3

For some reason his progression through the difficulty levels is very
noticeable. However, he is very predictable and he gives you long pauses to
rape him with your aerials. Simply dodge his predictable attacks then go to
work with nairs, bairs and fairs, and the over-sized boss will go down.

Name: Meta-Ridley
Difficulty: 2.5 � 4

Yikes, this fight isn�t easy, but it�s fun. At any level it�s pivotal to
dodge his attacks, but the problem is many of them can come out of nowhere
and it�s hard to predict his attacks compared to the first fight. You�re best
bet is to work him over between attacks on the left side of the screen, so
use any aerials to get the job done. Also, when he clings onto the back of
the ship use the chance to hit him square in the ugly face with a Forward

Name: Duon
Difficulty: 2 � 5

Wow, that�s some range there. Well, this guy is always a bitch to fight,
however at low difficulties he will rarely kill you, just rack up the damage.
Use a combo of aerials and smashes, and also use a nice blend of dodging and
attacking. Unlike many bosses his attacks aren�t very predictable, especially
for his blue face. Remember to try and dodge his jump attacks and if you can
make his bombs hit himself even better. Also, if you can manage to land
behind him go to school, because the inactive face won�t attack, though
eventually he will move or use his spin attack. Eaither way this won�t be
easy, and be very cautious on Very Hard and Intense. Pray you fight this
douche early on.

Name: Tabuu
Difficulty: 4 � 5

Never easy, this guy can literally rape you, even on Easy. The idea here is
simply, do not worry about attacking. Your time to attack is when he pauses
and teleports around (though on higher levels he can attack with the
teleport, so be careful.) If he isn�t teleporting or sitting still dodge like
hell. His Off-Waves and Gold Barrier attacks are usually guaranteed kills,
and his other attacks can rack up the damage quickly. If you can get behind
him during any of his rapid attacks, work him over because all the damage
helps. Also, like the Hands he is very venerable if he does his Eye Beam
attack, so beat on his big old head when the time comes. Other than that,
slowly work him over and make sure to use well-timed dodges and you�ll be

~~~ Recommended Tactics {RTAT6} ~~~
�Abilities� {AB6AL}
Quickdraw (Arrow Cancel)

This move is mildly useful and it allows Link to fire his arrows faster.
Simply hit B just as you land and Link will fire the bow without the initial
�draw� animation. This is good when used in conjunction with short hopping,
though it suffers because it can�t be charged, so it deals low damage and
doesn�t go very far. However, it can be used in conjunction with other
projectiles and attacks, so it�s good to learn considering it�s easy to


One of Link�s most useful features is that his Down Thrust can pogo from time
to time. This means it�s possible to hit someone for say 20% damage, and
instead of crashing to the stage, Link will pop up and be able to hit them
again for more damage. However, due to the knockback Link will usually pop up 
and miss the second hit. However this allows him to cancel the landing lag. 
Note that if you fast-fall then you can�t pogo.

Dair Cancel

If you time your Down Thrust correctly,
Link can connect with the opponent, pogo up and then stop the attack before
landing, thus saving you tons of time on your recovery. This is best done at
high damages since, if you hit your opponent with the first hit, there�s
almost no way to hit them with the pogo attack, and thus you can land easily.
This is possible to do with the pogo attack however, and can be useful if the
opponent is at low damage. I find it works best if you don�t fast-fall onto
the opponent.

Boomerang Cancel

Another technique related to the Down Thrust. Normally it takes a long time
to recover from this move, however if you toss the Boomerang at the right
time, Link can catch it upon his landing and the catching animation overrides
the sword retrieval animation. Because of this you can go through the shorter
animation and save a few seconds and punishment.

Gale Guarding

This is a solid way of preventing recoveries though I felt it deserves to be
mentioned here rather than in the �Defensive� section. Knock someone off the
stage, then run, jump off, face the stage and toss the Boomerang at the side.
It should fly back and sweep the person back a bit, possibly ruining their
recovery. It�s great for people with poor recoveries like Link, and don�t
rely on it to stop a Kirby or Jigglypuff from returning.

Zair Edgeguarding

Another great tactic for when Gale Guarding won�t quite cut it because the
person is far below the stage. Grab onto the ledge as you normally would to
edgehog. Now, attacks will usually knock you off the ledge and let the other
person grab it right? That�s why you time perfectly, and let go of the ledge,
then immediately hit Z to grab it again and pull yourself up. If done right
the person will miss you during their attack, and fall without being able to
grab the ledge. Link can zair the ledge three times before he has to stand on
solid ground again. This can be very useful.

Bomb Tricks

Normally it�s impossible to hold a bomb and do an attack, correct? Well, with
some well timed button inputs you can have more freedom with your bombs.
First there are aerial attacks with bombs. For starters you cannot normally
do a Zair with a bomb in hand. Well, if you airdodge while holding a bomb and
press Z any time during the airdodge animation you will fire the clawshot.
This is great for stringing a Zair into a bomb into another attack, or even
recovering with a bomb in hand. Next there are normal aerial attacks, which
can be summarized with ZAC. With a bomb in hand, drop it mid-air with the Z
button, then do any A attack immediately after wards, and you�ll catch it,
this, ZAC. This allows you freedom to do aerials while keeping the bomb, and
it�s good for short-hoped combos.

Then we have grounded techniques... or should I say technique. I call it the
Bomb Smash. To pull this off draw a bomb with down-B and hold A as you do so.
This limits your attacks on the ground because you must hold A. However you
can then C-Stick Forward to do a F-Smash, then hit A after the first swing to
do a second. You can charge the smash and then throw the bomb if you hit or
miss. This is also good because you can roll with the bomb and hit an F-Smash
from behind somebody, then finish with a bomb.

Bomb Recovery

I know this has been changed from Melee, but it works more or less the same
way. Essentially you can either toss up and jump into (via Spin Attack) a
bomb, or simply hold onto it and let it explode mid-air. By doing so the game
allows you ANOTHER spin attack or grapple to save yourself, not to mention it 
sends you a good distance. Remember to DL up and to the stage for best 

Lock (Jab Lock)

There are a lot of characters with Locks in this game, you might be most
familiar with Snake�s Knee Lock and Falco�s Laser Lock. Well Link also has
one, and it involves using his basic A. If your opponent fails to tech in
front of you (or trips >_>) hit them with the A, move up to where they land,
and repeat. If you�re quick enough you can easily keep hitting them over to
the ledge before they can tech and/or recover. Using the Gale Boomerang up
close also works well, since it often knocks them down rather then launching

Jab Cancel

This is similar to the Jab Lock, and works best at low damage. When you�re
close to an opponent do two regular attacks but don�t finish the standard
combo. Wait a split second while your opponent is stunned and you should be
able to follow up with ANY move after the second hit. You need to remember to
wait a brief moment because the third stab can be done with almost any


For some reason a lot of people think Link lacks a spike, however he does
have one. If hit correctly Link�s down-tilt can act as a spike, and thus, a
great edge guarding tool when a person is coming up from under the stage.
Time the hit right and you�ll send them straight downward, not as good as
some other spikes granted, but effective if used correctly. So then how do we 
make this beast connect?

I�d like to say, �Simple, just�� but I can�t. To make the down-tilt spike you 
must hit the person�s feat as they recover� which means they must higher up 
than you. (And any smart player would rather grab the ledge) However a way to 
gurantee the spike has been found, albeit with its own insane requirements. 
Pretty much stand on the edge and make sure you�re facing inward. If you d-
tilt and the person�s DL is toward the stage you can spike them. Now, chances 
are you will only have this opportunity in the frames just before 
invincibility as a person climbs/rolls/attacks back onto the stage. However 
if you hit the person probably won�t be ready and it will most likely kill.

C-Dash Attack (Quick Dash Attack)

This isn�t really advanced, and chances are you might have discovered it
yourself. Using the Classic or GameCube controller you can use C-down during
your dash attack to make it come out faster, which is always useful because
it can screw with your opponents timing.

Running Up-Smash (DAC)

You may have heard of �Snakedashing� and Dash-Attack-Canceling. This is
essentially the latter, but with Link. To pull off this move run, hit the C-
Stick down and then immediately hit Up-Z just before the Dash Attack
animation goes off. Link will slide a bit while charging his Up-Smash, which
you can then release. This is great for approaching if you�ve been using the
dash attack a lot, and it�s also good for hitting people on platforms above
you while staying grounded because you can slide right in with the attack.
Just about everyone can do this though the length of the slide depends from
character to character. (Snake�s is the longest, and this is why it�s often
called �Snakedashing�.)

For a good look at many of these tactics look here; (credit to Izaw)

Spamming {SPAM!}
Some people hate spammers, and well who can blame them. One good thing about
Link is that he has three of the most versatile projectiles in Brawl, which
can be a good thing. For starters, you can spam characters without
projectiles and poor approaches when you�re at high damage. Don�t want to get
within range of Ganondorf when you�re at 90%? No problem, shoot the hell out
of him. You can not only hinder the approach of these characters, but damage
them, and in the event they can consistently block your projectiles, force
them into an even WORSE situation.

Some characters however, cannot be spammed. These people either have decent
(but not spammable) projectiles, or really good approaches. For these
characters, you�re objective is then to use projectiles to hinder them and
limit their movement. Other characters also have spammable projectiles, like
the Space Animals, and chances are, these people also have good approaches.
In this instant, you should go on offense. If you stand still you can block
most projectiles with your shield. Slowly make your way to these characters,
and use one of your projectiles to stop the spam-flow and deal some damage.
Remember that spamming can be useful, and other times it can kill you.
Getting into a spam battle with Fox or Pit will most likely end up in a loss
for you, so be wary.

Offensive Tactics {COFFT}
Aerial Game

Believe it or not Link has a very solid aerial game! One thing to note;
Link�s dair is killer. It can kill just about anyone, on any stage near 100%
and it�s versatile. You can use Link�s good fast falling to speed your fall,
and you can reduce the lag by using the above tactics. But you have more at
your disposal than dairs! Fairs are a great way to take down people when
you�re playing the defensive aerial game. The bair can also be used in this
situation; however you might want to rely on dodging or another move due to
its poor hitbox. In air-to-air, the fair is your best bet, however throwing
out a surprise nair can be good, though only in the right situation. The uair
has no place in air-to-air, and use it as a combo move only.


Link has a pretty piss-poor approach. Your best bet is to gradually move in
knowing full well the range of your opponent�s best/favorite attacks. Try to
rely on Link�s quick jabs and some short-hopped aerials. If they shield, try
a grab (but for the love of God do not miss). Likewise, if you manage a
perfect shield you might want to try shield-grabbing them on the wind down.
Try and stay with the opponents back to you, but even if you do manage to get
behind him back-to-back, try a D-Smash or a short-hoped bair, or even a pivot
grab. Zair with bombs is also good for spacing as you try to apprich. If your 
opponent has a good projectile game, I can only wish you the
best of luck.


Um... okay maybe �combo� isn�t the best term, and I know my guide says
�string combos� all over the place, but in reality Link lacks (m)any true
combos. One thing that can works is, try to hit opponents just as they go 
into the air or just as they land. You won�t be able to string together tons 
of mid-air combos with Link, but by using his reach and projectiles to �sway� 
an opponent to land somewhere, you can follow up with some brutal attacks. 
And as I�ve said, the Up and Down-tilts make pretty decent combo starters, as 
do Link�s down and back throws.


Link makes a very good edge-guarder due to having a disjointed hitbox and
many projectiles. For characters with �poor� recoveries your best bet is to
hit them after the second jump with a bow or something, and if the person has
a �bad� third jump hit them in mid-air with a zair or nair, then hog the
ledge. Most characters, like the Space Animals probably won�t hit you, but
won�t be able to grab the side with you there either. Another good strategy
is to keep batting them away with F-Smashes and F-Tilts. You might even want
to jump off stage and do a mid-air dair, because most people won�t expect
that and even if you miss you *should* be able to get back to the stage. The
only real problem Link has with guarding are people with tethers because they
can afford to fall far from the ledge and still get back while avoiding most
attacks, and people with Godly recoveries, like Pit and Luigi (though Pit�s
can easily be prevented with projectiles). If they do manage to grab the
ledge you might want to time a short hop well, then down thrust just as they
recover, this is especially useful of they don�t roll onto the stage, but
jump or attack. There are other tactics for guarding, which I explained above
on the �Abilities� section.

Defensive Tactics {DEFD6}
Projectile Spam

One of Link�s benefits is that he had a true shield, which can block most
projectiles provided he isn�t moving or attacking, and provided the
projectile actually hits the shield. This is a fantastic way to counter the
spammers you�ll surely meet like the Space Animals and Pit. It can force them
to come to you if they�re impatient, and as they approach you, YOU can launch
projectiles at them and hinder their approach. Your best bet is to slowly
approach and when you get close enough, try jumping over them during wind
down (I if they have any) and landing behind them, or even hitting with an 

Anti-Air Tactics

Link�s Up-Tilt and Smash are great ways to counter aerial attacks, though the 
problem is that many people will probably come down on top of you with a
dair, and most dairs have great priority (or none rather because whether or 
not aerials hit is determined by the hitbox), so it�s only useful in some 
situations due to the lag. Another way to stop an aerial assault is to try 
using your zair, because there�s no recovery lag when you land and it has 
good priority (again, that means a good hitbox for aerials). Other than that, 
projectiles are your friends, as is the nair, but either way you might have 
your hands full with some of the speedier airborne characters.

Don�t Approach Me

Link has a sword and coupled with his projectiles makes him pretty hard to 
approach. Short hoppers can be slowed with zairs and projectiles, while 
people charging headlong at you can easily be put to rest with projectiles. 
Once the person does get in range Link can still fight defensively with his 
Down-Smash, which can give you ample time to get back on the defensive or 
move to offense. It�s also fairly easy to stop people coming in from up high 
with the uair or as I said above, Up-Tilt and Smash.


Link has piss-poor recovery, but it�s okay, because his recovery is 
versatile. For starters, if the person is guarding you directly from the 
stage let yourself fall below the ledge and use the Clawshot to get back up, 
if they�re hogging then that forces you to use the Spin Attack. To deter 
someone from jumping out at you while you recovery you might want to try the 
Boomerang or some Bombs, and don�t be afraid to throw in an aerial. If you�re 
high enough, using the dair is also a great way to tell the enemy to �stay 
the **** away�. Once you do grab the ledge you have several options to get 
back onto the stage. One thing you can do is let go and regrab the ledge to 
try and confuse the opponent, then recover with A or roll. You can also jump 
off the ledge, and since most of Link�s aerials come out fast you can hit the 
opponent with a nair or dair if you want to go high enough. There are also 
some advanced tactics to use, such as the Bomb Recovery to use to recover.

~~~ Character Match-Ups {MATCH} ~~~

Here is a good list of some of my personal tactics against characters and
things to watch out for. These strategies mainly apply to the AI, however can
also apply in most cases to the average and skilled players. If you have any
tactics of your own feel free to e-mail them to me.

Mario is the most average character in Brawl, so there isn�t much for you to
worry about. A few things to watch out for is his Cape, which can not only
deflect Link�s projectiles, but also spin Link around. This is something to
watch for because the skilled Mario will Cape Link during his grab and most
of his Smashes, making him miss. The Cape can also hinder Link�s predictable
recovery, so I suggest getting lower than the ledge and using Link�s tether
option, then rolling to safety. Link�s shield can block Mario�s fireball if
your standing still or crouching. Other than that, Mario isn�t too hard, he�s
very basic, so he isn�t too hard to kill, too strong, or too fast, the
perfect kind of target for Link.

Luigi has an insane aerial game, most of them have high priority and will
most likely hit through Link�s aerials. I highly suggest not worrying about
most aerials unless Luigi is helpless or winding-down. The uair and dair are
good moves to use however, and due to Luigi�s light-floaty nature can kill
and juggle him. Try to fight Luigi at a distance since his strongest attacks
are relatively close ranged. His fireball can be blocked like Mario�s. Luigi
can�t edge guard as well as Mario, however he has an insane recovery if
played by a familiar-human, you might want to try edge-hogging him.

Despite her insane horizontal recovery Peach KOs relatively easy, a good
Forward-Smash, Spin Attack or dair is enough to take her out. However, Peach
is one of those deceptive characters and do not take her lightly. Avoid her
turnips and try to stun her with projectiles to allow for a follow-up. Peach
isn�t the best edge-guarder, but she isn�t easy to edge-guard herself. Her
Parasol has deceptive priority and might even hit through most of your
aerials from time to time, even if you do hit her.

Bowser is a massive target, which makes him perfect prey for Link. Stay at a
distance and keep stunning the Koopa King with projectiles. Stay at a
distance and punish him during his massive wind down times. Also, Bowser is
very easy to juggle with about anybody, but especially Link. You can hit
Bowser form a distance with Link�s fair and nair. Also, a good strategy is to
hit Bowser with a fair while he tries to recovery since you�re almost
guaranteed to hit, kill him, AND recover safely. The dair also works well on
Bowser since he is such a massive target. Fully charged attacks from Link can
kill Bowser around 100%. So, essentially just stay swords-length away from
the behemoth and rely on a team of grounded and aerial combos coupled with

Donkey Kong
You should fight DK a lot like you fought Bowser. He is a very big target and
is subjectable to Link�s projectiles. However, DK has deceptive range, so you
might want to rely more on a hit and run technique and stay out of direct
range. Relying on the second swing of the Forward Smash is a decent strategy.
Other than that fight DK like you would Bowser, rely on combos and watch out
for his many aerial spikes due to Link�s horrid recovery. He also has a very
good horizontal recovery himself, and it�s got great priority, so watch out.

Diddy Kong
A faster character now, as much as I hate to say it, Link does not far well
against fast characters. However Diddy is not too much of a problem. Watch
out for his aerials, especially his bair due to its good knockback. I suggest
a grounded game against Diddy, rely on tilts and projectiles, and if you get
a good opening, a Forward Smash or Spin Attack. Due to Diddy�s speed he might
roll or run from side to side of Link, a well-placed Down-Smash can fix that
and hit Diddy as he comes out of a roll. Other than that, try to edge guard
his predictable recovery, and don�t give him time to set up combos.

Yoshi is a decent target to hit, however he has a lot of super-armor frames,
making Link�s aerial game against him suffer. Yoshi also has decent range,
and a ranged grab AND Neutral B. Stay at a distance to avoid these attacks
and his various tail attacks, which often tend to hit on both sides of him.
Yoshi also has decent priority on a lot of his moves. He isn�t easy to edge
guard due to his mid-air jump so you might not want to rely on this tactic.
Simply work him over, and maybe try to kill him from above, aka, with a dair.

For some reason AI controlled Wario�s are annoying. I have yet to face any
decent Wario players however, so this mainly applies to the AI. Wario has a
decent recovery due to the Chopper, however if you can disable the Chopper
and edge hog him his recovery suffers greatly. I would recommend attack at
decent range with projectiles, then following up with smashes and tilts.
Wario has a shockingly good aerial game, so don�t be surprised if he works
you over if you get sloppy in the air. Stay away form him because his Forward
Smash is devastating, and after two minutes the WarioWaft can kill you

Honestly, I can�t really give you advice against yourself. You know what Link
can do, and the other player or AI undoubtedly knows what you can toss at
them. Just don�t leave yourself venerable to anything you�d do.

Zelda, while not very maneuverable, can pack a punch. Almost all of her close
range attacks can devastate you, so rely on Link�s distance game. Do not spam
projectiles too much unless Zelda leaves herself wide open. Watch out for
Din�s Fire, because Link has no counter like Nayru�s Love. Her aerial game
also suffers unless she sweet spots most of her moves, so use this to your
advantage and use Link�s superior range. Also, his zair (Mid-air grapple)
might be a good way to stun Zelda and open for a follow up. She is
deceptively heavy and has amazing recovery, so don�t get frustrated if you
can�t kill her, just take the time to work her over and kill her when you get
the chance.

Another fast character, and another disadvantage for our green-clad hero. For
a fast character Sheik actually deals solid damage, she can also combo you
easily. Fight her defensively and when she has a good wind down going on
punish her. Grabbing might also be a good way to toss a wrench into her game,
take away Sheik�s momentum to beat her. Her aerials are beastly and don�t
have to sweet spot, and like Zelda she also has a pretty solid recovery.
Sheik also has projectiles, her long-ranged whip attack, and a tether option.
(can someone verify this?) Try to edge guard her, and simply don�t let her
get momentum, because it will hurt you. She KOs much easier than Zelda, which
is good, and also has a few less killing moves.

Yes, another huge, slow, lumbering target. Like Bowser and DK you can combo
the hell out of Ganondorf. However, you must remember that the King of Evil
also has insane priority on almost all of his moves! One thing to make not of
is that he has a lot of lag on his landing from aerials, so take that chance
to punish him. His recovery is predictable, and it�s easy to edge guard him.
Comboing with aerials is good, but watch for Ganon�s dair when you don�t have
land under you. Take advantage of his horrid wind down times to dish out a
strong Smash or Spin Attack.

Toon Link
Yikes! As much as I hate to admit it, Toon Link is superior to Link, so this
is going to be a fight. You�re stronger and you have better reach, but Toon
can jump higher, run faster, attack faster, and two of his three projectiles
are better. (all but the Bow, which is more floaty.) Also, his dair is one of
the fast-fall moves, so it can come from nowhere. Likewise, do not leave
yourself open mid-air over nothing because the dair can spike, and due to
Toon�s unique aerials he can combo you to death. Other than that fight him
like you would a faster Link, remember that he KOs easier, and try to take
advantage of your superior reach.

Wow, if there was every a floaty character, its Samus. She hasn�t changed at
all from previous installments, save for she sucks even more now. She is
stronger and heavier than you, however she�s stupidly easy to not only
juggle, but kill. Her recovery is predictable as ever, and it�s easy to edge
guard. Other than that, dodge her predictable projectiles, watch for her
grab, and remember that she has a tether option. Her reach might beat you a
bit, so slow her down and stun her with a Boomerang or Bow shot.

Zero Suit Samus
I wish I could say fighting her was easy as fighting Samus, but it isn�t.
Zamus is not only faster, but most of her attacks have great reach, and her
paralyzer is devastating. I honestly believe this is one of the more evenly
matched fights. You both have good range, at least one projectile, she�s just
faster, but easier to KO. One thing you should remember is that her primary
recover is tether, so edgehog the crap out of her and force her to use the
crappy VB Special. She can also use a distanced grab, so obviously watch out
for that. I guess, I�m saying play defensively, use projectiles, hit and run,
and watch out for her paralyze her.

Yikes, I hate this annoying little angel too much. He�s fast, most players
and the AI will spam his Arrows and Angel Ring moves, his recovery is insane,
and he can rack up damage fast. Try playing the distance game, however your
projectiles will not work too well since both Angel Ring and Mirror Shield
can block them. Fight him a lot like you did Sheik, don�t let him get on the
offensive for too long, don�t get frustrated no matter how cheap he is and
just be patient. Grabs work okay here, but you can�t really follow up with
most aerials, though uair works pretty well. Pit can edge guard very well and
with Wings of Icarus it�s hard to guard him. However, if you can hit him mid-
air without a platform under him while he uses the Wings you�re almost
guaranteed to make him die, even at 0%, because he�s helpless after using the
move and it can be interrupted. Watch out for his F-Smash, dash attack, and
bairs, since those are his best killing moves.

Ice Climbers
First, despite their awesomeness, I don�t think you�ll be fighting a lot of
Ice Climber humans. The two can deal some good damage, however they�re fairly
slow compared to other small characters. One thing to remember is even it is
possible to desynch the Climbers, so Nana can still attack after Popo has. I
suggest focusing your attention on Popo, however if you separate the two and
get the chance, kill Nana. Without her Popo cannot chain grab, he essentially
loses half his power, and his recovery suffers a ton. Remember that the duo
can attack well in close range, so I suggest sticking with projectiles and
aerial combos. Remember, separated the two can�t do much, and if Nana get�s
too far away from Popo she�ll be wide open.

One thing to note is that R.O.B. has the best recovery in the game. It has
amazing duration and the cute little guy can attack you mid-air, and still
use the Up-B again so long as he has fuel. That being said, if he has been in
the air for a long time using the Robo Burner, attack him and provided he
runs out of gas, he has no recovery. Both of his projectiles require
charging, one manually and one auto. The Beam attack can come out of nowhere
so be ready for it. Remember that ROB is heavy and he can pack a punch. His
aerials are devastating and he has one of the best dair spikes in the game,
and if used in conjunction with Robo Burner, it�s amazing. Grabs work pretty
well, and other than that just try to kill him quickly before he can set you
up for an easy kill.

Remember how Kirby was horrendous in Melee, but Godly in the Original, well
the cute pink puffball is once again, amazing! Don�t bother trying to edge
guard him to death, because he has amazing recovery all around, and in turn
you might let him get on the offensive and edge guard you. I�d stick with a
distance game because many of Kirby�s attacks are close range. Remember he is
light, so a lot of Link�s moves can kill at reasonable damage, don�t be
afraid to try other moves than his Smashes, Spin Attack or dair to try and
kill him; even the F-Tilt can take him out.

Meta Knight
Meta is a lot like Pit, he can combo the hell out of Link and rack up damage
fast. However, due to the fact that Meta lacks a great killing move at
moderate damage, it can be hard to KO the decently weighted Link. One thing
you might not want to try is an aerial game, Link�s aerials are more or less
nerfed from Melee due to the new physics engine, and since most of Meta�s can
come out fast and combo you if you miss or act to slow, avoid them. Another
thing to remember is that Meta has good reach and one of the best recoveries.
If you can hit him while he glides it could kill him like with Pit, but don�t
forget he can recover with all of his Special Maneuvers. So, really there�s
no easy way to deal with him, you won�t get too many openings to hit him with
an F-Smash or Spin Attack, but try to take advantage of the fact that all of
his Specials leave him helpless.

King Dedede
I know what you�re thinking, �great another big guy; easy pickings for Link.�
Well not really, compared to some of the other big guys Dedede has great
range and a very disjointed hitbox. Also, his great recovery coupled with his
weight makes it REALLY hard to kill Dedede. He has slow aerials however, so
some good combos in-between his jumps can take care of him. Remember, Dedede
has a predictable recovery, and unless the player cancels, Dedede can�t grab
the ledge. In addition, most of his moves make him venerable so take the
chance to follow up with an F-Smash. Dedede has spammable projectiles; the
Waddle Dees can be a nuisance, so try to avoid them, especially the
electrical ones.

Captain Olimar
Don�t let Olimar fool you, sure, he�s from Pikmin, and sure, he isn�t
�badass�, but he can and will mess you up if you take him lightly. First know
that Olimar has unarguably the best spammable projectile, and said
projectiles can really rack up damage. Another thing to remember is that his
aerials can kill easily (especially Red and Purple Pikmin) so as Link you
might not want to stick with aerials. Olimar can also be unpredictable
because a lot of his animations look alike. If you can deprive him of Pikmin,
Olimar KOs easy, you can also edgehog to block his tether recovery provided a
purple isn�t at the top of his chain. Don�t underestimate him, and you�ll do
fine, remember that Olimar is a beast if in the hands of a high level AI, or
the skilled player.

I bet, if you�ve played Link a few times against Fox, you probably hate the
fast little dude. One thing you need to know is that Fox�s aerial game has
been nerfed, but can still destroy you, but don�t be afraid to try some nairs
and fairs. Fox has one of the better spammable projectiles, his Blaster, so
do not, under any circumstance, stand far away and let him spam that crap. A
close game might work because Fox�s close combat is decent. Rely on Link�s
good tilts and a close-ranged Boomerang shot to stun Fox, and then follow up
with a stronger attack. Don�t bother using projectiles at a distance, since
he can reflect them back to you.

Falco is, as you�ve probably guessed, a lot like Fox. He�s quick, has fast
and strong attacks, and he also has the best jumping animation in the game.
Fight him like you would Fox, though you shouldn�t worry about his Blaster as
much because he doesn�t spam it as much. He�s a bit different than he was in
Melee, but don�t change your strategy. Remember that he can also spam his
distanced Reflector, and most Falco players will. Most Falcos will also fight
defensively, and since you can�t rely on projectiles, he might be hard to
approach. Try to follow up and rack up damage when you can, other than that,
there isn�t much I can say for fighting Falco.

Wolf is more different from Fox and Falco than you may think, and one
strategy I like to use against him is a restless one. Don�t let up and stay
in Wolf�s face. His aerials aren�t as good as the other two, but his dair is
a deadly spike that Link probably won�t recover from. A lot of Wolf�s attacks
have nice lag, so stay close, dodge those, and follow up with an attack of
your own. Also note that Wolf�s F-smash propels him forward a good deal, so
be wary for that. Play smart, and you can beat Wolf no problem, he�s hard,
but some people overrate him. He�s good, but you�re better!

Captain Falcon
Falcon has a lot of quick attacks with little to no starting lags. Raptor
Boost, Should Bash and Falcon Kick can come from nowhere, and the Captain
also has a lot of combos to follow up with (though not as many due to Brawl�s
new physics). Also watch for his dair, and remember that he can reverse the
Falcown Pawnch! An aerial game might help a bit, but be wary for the Knee of
Justice, which is one of the best horizontal killers in the game. Falcon is
fast, but also heavy so you have a fight ahead of you. However his recovery
is predictable so you might be able to edge guard him well enough to kill him
at low damage.

Guess what? Like Kirby, Pikachu is back to his awesome, former glory. Chances
are if you�re playing a human, he�ll spam Thunder, in which case, wait for
the ending wind down and punish him. For the experienced player or the AI you
have a fight ahead of you. His standard attacks are dangerous, quick, and can
come from literally nowhere. I recommend fighting at a distance and
defensively since the Hylian Shield can block Pikachu�s projectile on its
own. He�s fairly light too, so KOing him shouldn�t be a problem.

Lucario has decent range, but the attacks themselves are horribly slow. Your
strategy should be a defensive one, dodge attacks, and then punish Lucario
while he winds down. He�s also slow and floaty, so comboing shouldn�t be too
hard. Remember to watch for his Double-Team Attack, and note that his power
increases as he takes damage. His aerials can kill, but again he�s slow, so
it�s not hard to dodge. I suggest grabbing him, then following up with a
quick bair/fair/nair to catch him off-guard and to start combos, since he
can�t counter if you grab him during the Double-Team. You can also edgehog
his recovery because Extreme Speed is the only third jump in the game to not
to damage of any kind.

Squirtle is probably your biggest threat of the PT Pokemon, because he�s
wicked fast all around, attacks, movement, everything. He�s very small, and
you�ll probably miss him a lot, so stick with quick tilts and only go for
Smashes and the Spin Attack when he�s stunned. Squirtle is invincible while
using Withdraw, and he has a far superior aerial game, so don�t try to match
his. Rely on quick combos, and take advantage of his light weight to kill,
though chances are most experience Pokemon Trainer mainers will switch to Ivy
or Charizard when damage is high.

You should be able to dominate Ivy. His attacks aren�t fast, and he�s a
surprisingly big target for his speed and weight. Play offensively, mix
projectiles and smashes well, and Ivy will fall. Most of his aerials are
fairly slow, so you can beat those, and his recovery can be edge guarded
because it�s a tether. The only thing to really watch for is his Goldy Up-
Smash, and the Up-Throw, Bullet Seed combo. His recovery can also be easily
gimped by edgehogging.

Not as big a challenge as Squirtle, but Charizard is the Ike to Squirtle�s
Marth. He�s still very deadly, yet slow as all Hell. However he�s a
heavyweight with an amazing recovery, so killing him won�t be simple. He�s a
large target, so you can combo him, but remember to watch for his killer
moves, like Rock Smash. This should be a decent match, and a skilled
Charizard can put up a fight. One thing to note, like most flyers, if you
interrupt his glide, he becomes helpless, and thus can die at relatively low

Rule of thumb, do not underestimate the Puff. While Jiggs is the lightest
character in the game, she has the best aerial mobility and deceptively
strong attacks. Wall of Pain is the main thing to watch for, but Rest and
Rollout can also mess you up. Remember that she�s light, so you can kill her
easily, wait for the open chance, and kill her, real simple.

Ouch, what can I say about Marth? Anyone maining Link from Melee won�t like
this match-up. Marth is faster all around, has slightly better reach, and his
grab is great for someone without a ranged grab. I can�t really describe this
has an �offensive� or a �defensive� fight, more of a kickass hybrid. His
aerials are great, and his ground game is also suburb due to his speed and
grabs. An AI Marth isn�t much trouble, but the experience player can really
massacre a Link. Use projectiles to stun him so he can�t Counter, now that
it�s been buffed, it�s one of your biggest problems as a Link. Oh, and even
though he has a predictable recovery, note that Dolphin Slash has been
buffed, it has great priority still, but it can be edgehogged pretty well.
Speaking of guarding, use Link�s tether to save yourself from Marth�s down-
tilt, as that can be killer.

Good news, Ike is even slower than most heavyweights in his attack speed, but
he also has as much range and even more power. One thing to note, a lot of
Ike players spam Aether and Quick Draw, so your first step should be finding
a good counter to those two moves. I would play defensively and at a
distance, Ike�s A-combo is pretty quick and strong, and at a distance most of
his Smash attacks are easily dodged. Like Marth be wary of his dodge, and
also Explosion, it can kill even fairly uncharged. I suggest killing him with
aerials (nair or fair) when he�s at high damage since his horizontal recovery
is absurdly horrendous, and Aether is best for vertical range.

PK FIRE! PK FIRE! PK FIRE!!! Seriously, dodge this move, it can rack up
damage, trap you, and all round... God it�s annoying. I�d definitely say play
an offensive game against Ness, keep him from using PK Fire, and do good to
dodge his Smashes, your fine. Also remember that his down-tilt can be spammed
to all Hell, aka it racks up damage and both players and AI alike will spam
it. Keep to a grounded game due to Ness� unique jump and good aerials, though
killing with a dair, nair or fair might work after a good combo. Ness makes a
good edge guarder, but he himself can also be decently guarded, so play
smart. Watch for PK Thunder 2 / PK Missile, because it�s still very
devastating and almost impossible to guard against with attacks due to its
insane priority.

Oh Gods not another one! And guess what, this little guy may not be as brave,
but he�s far better than Ness, especially in the strength department. Lucas�
PK Fire spam is much better due to the damage; it can also easily set up for
a nair kill, which is a good part of his aerial game. His Up-Smash also has a
deceptive wind up time (slower than you�d think) and a deceptive hitbox, so
watch for that. Other than that, play him like you would Ness. Keep on
offense, try to edge guard when you can, and watch for Thunder 2 / Missile,
especially because his is much better.

Mr. Game & Watch
Guess who else is hella better this time around? Everyone�s favorite 2D
resident of Flat Zone of course! He�s quicker, stronger, and his recovery has
become one of the best from Melee to Brawl (poor Link (//_.)... ). His style
is unpredictable in the hands of the AI, and experience players can also
duplicate that, while on the other side of the spectrum, inexperienced
players will spam Judgment Hammer. His main fault is his light weight; Link�s
dair can pull out good kills against G&W, so use it, but don�t spam it or
make it predictable. G&W also has great priority and aerials, so keeping him
stunned and on the defensive might be a good strategy. His jerky roll can be
exploited in some cases, so do so.

So you know that core strategy you�ve probably been sticking to in addition
to my tips? Toss it out the window. Snake is one of the most unique Smashers
in the game, simply from the way he handles, and a good Snake can be deadly.
Keep close because most of Snake�s good attacks have absurd wind up time, so
they�re easily prevented. Also, Snake�s aerial game is totally rubbish, so go
that route if he�s molesting you on the ground. Also be wary of the positions
of the land mine and the remote bomb, because those can kill. Also, Snake can
drop the remote bomb onto you, if that happens, your screwed. Snake also has
great recovery, but the Cypher can be stole and guarded against, so do so.

NOTICE: Expect a big overhaul on Snake very soon. ***

�Lol I�m fast and edgy and cool and my games have horrible characters aside
from Tails and Knuckles!!!one!� Sorry about that, but please, kick Sonic�s
face in as often as possible.

Anyway, Sonic�s game is speed (as he has let us know in too many occasions),
and Link might have trouble with that. Likewise, a lot of Sonic�s attacks
have similar animations, because you know, he just freaking spins, so it�s
hard to tell what he�s going to do. I�d say make this an aerial battle, he�s
a much better ground fighter, so try to use Link�s disjointed aerials to slow
him down. Sonic is also light and he lacks a lot of killing moves, so take a
good note of that. As for recovery, his is great, because his Spring Jump
gets insane vertical range and doesn�t leave him helpless, and in addition,
his Homing Attack can be used to recover. However, on the flip side, Sonic is
only a decent edge guarder, so we won�t be seeing too much of a problem here,
however do watch out for the spring from his Up-B because it spikes. Other
than that, play defensively and wait for your opening.

~~~ Frequently Asked Questions {BFAQ8} ~~~

Q: I have a good tactic/strategy, will you take it?

A: Absolutely, I love getting new ideas from players. Just send me an e-mail
and describe the tactic or technique and I�ll try it out. I�ll take anything,
character specific techniques, strategies for Boss Rush or something,
anything. E-mail me, I�ll give it a few test-runs, and if I like I�ll throw
it up.

Q: Why should I use Link?

A: Well, I personally like it when people disregard �tiers� and just use
characters they like. If you like Link or the Zelda series, use him, if you
don�t, but someone tells you to use Link, tell �em to shove it. I don�t think
anyone should be forced to use anyone. At any rate though, Link is a very
solid character and is usually middle-tier. He�s not to fast or floaty, he
has great range and he handles really well. He�s a very balanced character
and it doesn�t take much to get used to him, though it does take a lot of
work to �pro� Link.

Q: Are you a �pro� Link?

A: Absolutely not! I�m pro-am, AT BEST, I�ve never been in any legit
tournaments, only small ones run at my local University. I�ve been using Link
since the original and I can pull out some great matches with him, but
there�s no way I could hold my own against true �pros� such as Ken, Azen or
the Smash Twins.

Q: I�ve heard that Toon Link is better than Link, is this true?

A: Well, first off let me just say this depends on personal preference. While
Toon is faster, more agile, can jump better, and two of his three projectiles
are better, he loses range and strength. At the same time, despite all of
that, it�s generally believed and accepted that Toon is in fact better than
Link due to his combo potential, superior projectiles, and the fact that his
Dair is a deadly spike if used in mid-air.

Q: So, should I use Toon Link over Link then?

A: Again, it all boils down to personal preference. If you�re good with fast
characters, then by all means feel free to use Toon. However if you�re like
me and can�t take full advantage of the speed to make up for the lack of
strength and range, you might want to stick with Link. There are a lot of
factors to look at, the stage, the enemy, and your play style all have a
direct influence on the Toon Link v. Link debate, and it depends on your own
style. I prefer Link, but I accept that Toon Link is better, though I
personally cannot fight better with Toon Link due to a lack of practice.

Q: Can I use your guide for my site? It�s _______.

A: Honestly, I�m very lineate about letting people use my guides. Simply ask
me, and nine times out of ten I�ll let you. Honestly, Google TakerVersion1 or
TakerV1reborn sometime, I have my FAQs on tons of sites. Just ask me via e-

Q: How come Wolf Link isn�t in this game?

A: Because he sucks. No really, it�s probably because he only represents one 
game while Link represents the series as a whole, and Toon Link represents 
TWW, PH and all 2D games from Four Swords to the present. If you want Wolf 
Link so bad, maybe start a team of Wolf and Link with a friend.

Q: How come despite all these advance tactics, Link is still low tier? I mean 
I beat everyone I play with Link, so he must be good right?

A: Allow me to answer those questions out of order. People seem to forget 
that Skill outweighs Tier placements. So you beat your friend�s Meta Knight? 
His Marth? Snake? Falco? Congratulations, but that really means you�re just 
better than they are. Also, Link might be placed lower than people, but he 
has certain advantages over people. I believe for example Link has a 
disadvantage when fighting Falco, however he�s pretty Neutral when it comes 
to Snake, and a big advantage over DK. As for his placement, well everyone 
has advanced techniques. Overall Link�s aren�t enough to place him higher due 
to his glaring flaws. Maybe as the metagame continues to grow Link will 
emerge as the best counter ever, who knows?

~~~ Credits, Contact & Closing {1CCAC} ~~~
If anyone has anything to say to me, contact me at [email protected], that�s
mjd111989 at aol dot com. I will accept questions, corrections, tactics,
anything you want to help make this guide great. Give something, and chances
are I�ll add it and add you to the credits. Please I do not want to receive
spam or hate mail and if I get any it will not be read. I also request you
use correct grammar or I will not read it.

I hope you�ve found this guide helpful, if not, well, too bad because you
already read it. =P

Credits & Thanks
Myself: For being awesome and writing this guide.
SmashWiki: For Link�s pros and cons and the Boomerang Cancel.
GameFAQs: For being here.
The Brawl General Board: for contributing� something� somehow� I assume.
Izaw: A lot of tactics to use as Link, and the video in the Tactics section, 
as well as simply being awesome at what he does.