More actions
Line 192: | Line 192: | ||
|attack=Grab |
|attack=Grab |
||
|specificHits=yes |
|specificHits=yes |
||
|description= As Breath of the Wild's incarnation of Link has no hookshot in his game, he trades it for a regular grab. Link's grab is relatively fast, but has short reach. |
|||
|description= |
|||
---- |
---- |
||
;Standing Grab |
;Standing Grab |
||
Line 211: | Line 211: | ||
|attack=Forward Throw |
|attack=Forward Throw |
||
|specificHits=yes |
|specificHits=yes |
||
|description= A standard forward throw that does meager damage. Due to its launch angle it is able to set up edge guard scenarios or setups into remote bomb. |
|||
|description= |
|||
}} |
}} |
||
=== {{clr|grab|Back Throw}} === |
=== {{clr|grab|Back Throw}} === |
||
Line 218: | Line 218: | ||
|attack=Back Throw |
|attack=Back Throw |
||
|specificHits=yes |
|specificHits=yes |
||
|description= A standard back throw that is almost identical in every way to forward throw except for a higher launch angle |
|||
|description= |
|||
}} |
}} |
||
=== {{clr|grab|Up Throw}} === |
=== {{clr|grab|Up Throw}} === |
||
Line 225: | Line 225: | ||
|attack=Up Throw |
|attack=Up Throw |
||
|specificHits=yes |
|specificHits=yes |
||
|description= Link's kill throw. Able to KO the opponent at really high percents. |
|||
|description= |
|||
}} |
}} |
||
=== {{clr|grab|Down Throw}} === |
=== {{clr|grab|Down Throw}} === |
||
Line 232: | Line 232: | ||
|attack=Down Throw |
|attack=Down Throw |
||
|specificHits=yes |
|specificHits=yes |
||
|description= Link's combo throw. It can go into a variety of options depending on percentage such as up tilt, up smash, nair, and up air. |
|||
|description= |
|||
}} |
}} |
||
Latest revision as of 05:23, 10 June 2024
Link's N-Air and B-Air are quick kicks that can start combos and be made safe on shield, with the former being notorious to counteract certain attacks. His tilts, other aerials, and smash attacks are rather slow and unsafe, but make up for it by having high damage and knockback, giving him the potential to take stocks quickly. On defense, Link has access to Spin Attack as his fastest Out of Shield option.
Link truly shines by using his projectiles. Bow and Arrows offer a standard projectile that can snipe at opponents off stage and Boomerang can set up for combos and setups for when it is both thrown and returning. Remote Bomb is Links most versatile projectile, as it can serve many purposes ranging from very simple to extremely creative.
Unfortunately, Link struggles with mobility. He has the 15th slowest dash speed, 10th slowest air speed, and 4th lowest air acceleration. Though it can be circumvented to an extent by careful use of his tools, Link can still be outmaneuvered by more mobile characters and forces him to play on the defensive. Link also has the 6th highest fast falling speed along with a relatively low jump height. This can be useful while on offense, but can make recovery a difficult task.
Be smart with your projectiles and courageous with your normals, and Link will help you achieve victory!
![]() |
|
Pros | Cons |
|
|
![](http://static.miraheze.org/dragdownwiki/thumb/b/b5/SSBU_Young_Link_Stock.png/25px-SSBU_Young_Link_Stock.png)
![](http://static.miraheze.org/dragdownwiki/thumb/1/14/SSBU_Toon_Link_Stock.png/25px-SSBU_Toon_Link_Stock.png)
![](http://static.miraheze.org/dragdownwiki/thumb/c/c5/SSBU_Hero_Stock.png/25px-SSBU_Hero_Stock.png)
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 3.0 | 7-8 | 23 | 361/180 | -12 to -11 | N/A |
Jab 2 | 3.0 | 5-6 | 25 | 361/180 | -16 to -15 | N/A |
Jab 3 | 4.0 | 6-7 | 34 | 30 | -23 to -22 | N/A |
A disjointed jab. At frame 7, it is on the slower side when it comes to jabs, but it's large size makes it a potent move to use in neutral. The 3rd hit sends at a generous angle that can set up for tech chase set ups.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 25/20 | 25/15 | N/A | N/A | 4 | ||||||||
Jab 2 | 25/20 | 25/15 | N/A | N/A | 4 | ||||||||
Jab 3 | 70 | 70 | N/A | N/A | 5 |
Forward Tilt
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
13.0 | 15-19 | 39 | 361 | -12 to -8 | N/A |
A slow but powerful tilt attack, useful for calling out rolls and for ledgetraps. Though it has lengthy startup, it has great damage and knockback as well as sporting great range, hitting directly above link on startup. Despite its startup and power, it's endlag is managable, being much safer on shield if the move is spaced.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
55 | 82 | N/A | N/A | 12 |
Up Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 8-12 | 35 | 95/85 | -17 to -13 | N/A |
An overhead arcing slash, starting from behind. Not only a decent move to catch landings, at low to mid percents U-Tilt is one of Link's primary juggling tools. At high percents, it can serve as a kill move despite it's fast startup of frame 8.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 103/111/105/104 | N/A | N/A | 10 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 10-11 | 30 | 85 | -11 to -10 | N/A |
A kneeling slash with noticable startup but has great combo potential into Link's aerials. Can be made safer on shield if spaced.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 30 | N/A | N/A | 9 |
Dash Attack
while dashing or running
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
14.0/13.0/12.0Tip/MIddle/Hilt | 20-23 | 56 | 45/50/55 | -19 to -16/-20 to -17/-21 to -18 | N/A |
Link's titular jumping slash. Link's dash attack is one of the strongest in the game, being able to KO very early, especially if the tipper sweetspot is landed. However, it has high startup and end lag, making it extremely easy to punish when whiffed. Best used as a hard callout or to punish extremely unsafe options.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70/85 | 85/77 | N/A | N/A | 17/16/15 |
Smash Attacks
Forward Smash
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 7.0/14.0Blade or Hilt/Tip | 17-18 | 50 | 69/361/60 | -26 to -25/-20 to -19 | N/A |
Hit 2 | 13.0/12.0Blade or HIlt/Tip | 10-11 | 60 | 48 | -38 to -37/-39 to -38 | N/A |
A two hit attack. Pressing the attack button again after the first hit will preform the second hit. The first hit deals decent damage and knockback with the tipper sweetspot. The sourspot with the blade will deal very little knockback, but naturally combos into F-smashes 2nd hit. The 2nd hit of F-smash is extremely powerful, and is one of links best kill options despite its high commitment.
- if link is at 0%, the first hit of F-smash fires a sword beam. While a neat detail paying homage to Link's home series, the projectile can cause the 2nd hit to whiff in some instances.
- the distance the sword beam travels depends on how long F-smash is charged.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 45/30 | 12/100 | N/A | N/A | 7/13 | ||||||||
Hit 2 | 85 | 89 | N/A | N/A | 12/11 |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 4.06 charged | 10-15 | 77 | 105/115/107 | -63 to -58-62 to -57 charged | N/A |
Second Hit | 3.04.5 charged | 25-30 | 77 | 105/115/107 | -49 to -44-48 to -43 charged | N/A |
Final Hit | 11.0/10.0/9.016.5/15/13.5 charged | 41-45 | 77 | 80/90 | -28 to -24/-29 to -25-25 to -21/-26 to -22/-27 to -23 charged | N/A |
A series of 3 overhead slashes average startup but high endlag, but deals very high damage and is great at vertial KOs. Up Smash does more damage at the tip of the Master Sword.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 55 FKB/38 FKB/28 FKB | 100 | N/A | N/A | 43 charged | ||||||||
Second Hit | 55 FKB/38 FKB/28 FKB | 100 | N/A | N/A | 33 charged | ||||||||
Final Hit | 60 | 101 | N/A | N/A | 8/74/4 charged |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Hit | 16.0/17.0/14.024/25.5/21 charged | 12-13 | 56 | 78 | -33 to -32/-34 to -33-29 to -28/-28 to -27/-30 to -29 charged | N/A |
Back Hit | 12.0/11.0/10.018/16.5/15 charged | 24-25 | 56 | 30 | -24 to -23/-25 to -24-20 to -19/-21 to -20/-22 to -21 charged | N/A |
2 kneeling slashes, the first in front of Link and second behind. The front hit does very high damage and knockback and launches vertically. The back hit launches at a semi-spike angle with high base knockback, making it very useful at ledge but does less damage and has less knockback growth.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Hit | 40 | 88 | N/A | N/A | 11/105/5 charged | ||||||||
Back Hit | 80 | 63 | N/A | N/A | 8/74/4 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 11.0/9.0 | 7-8 | 38 | 361 | -2 | N/A |
Late | 6.0 | 9-31 | 38 | 361 | -3 | N/A |
A famous, or infamous, tool in Link's kit. Nair is a very fast, slightly disjointed kick with low landing and ending lag, making it very safe in neutral and on shield given proper timing. It is an extremely versatile tool in Link's arsenal. It can be used on offense for pressure on the opponents shield, especially with Remote Bomb, and to begin tech chase setups, made even more potent due to his swift fastfall speed. On defense, it can be used as an OoS option as well as to negate projectiles with it's initial active frames. It can also be used to edgeguard thanks to it's active frames.
Link's Nair can do almost anything. Useful for offense, defense, combos, edgeguards, ledgetraps, tech chases, jablocks, and so much more. It cannot, however, do your taxes.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 22 | 100 | 6 | 1-3, 36+ | 4 | ||||||||
Late | 15 | 100 | 6 | 1-3, 36+ | 3 |
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 8.0 | 16-17 | 51 | 43/367/47/38 | -7 | N/A |
Hit 2 | 10.0 | 24-25 | 51 | 44 | -7 | N/A |
a large two it slash in front of Link and a potent kill move. The first hit has almost non-existent knockback in order to combo into the much stronger 2nd hit. With 11 frames of landing lag, it can be made safe if spaced correctly. However, Fair has very slow startup and has no autocancel window. Use this move wisely, as overuse of Fair is an invitation to get punished.
- The first hit of fair can be used for dragdown setups into Spin Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 31/25/33/26 | 28/30/26 | 11 | 53+ | 4 | ||||||||
Hit 2 | 43 | 120 | 11 | 53+ | 4 |
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 5.0 | 6-8 | 30 | 73/70/66 | -3 | N/A |
Hit 2 | 7.0 | 15-17 | 30 | 361 | -3 | N/A |
A double kick. Link's fastest aerial at frame 6, and has very low landing lag and end lag similar to Nair. At low percents, Bair can combo into itself, and the first hit can combo into U-Tilt, F-Tilt, or Spin Attack. While not as versatile as Nair, it is still a strong tool for Link's combos and pressure.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 50 FKB/36 FKB | 100 | 6 | 29+ | 3 | ||||||||
Hit 2 | 45 | 98 | 6 | 29+ | 3 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 15.0 | 11-13 | 59 | 85 | -9 | N/A |
Late | 13.0 | 14-40 | 59 | 85 | -9 | N/A |
an upward thrust. The initial thurst has very high damage and knockback. Due to it's large disjoint and high active frames, Uair can be very difficult to escape from in a juggle situation. However, it has lengthy startup and can only be autocanceled from a full hop if done near the beginning of the full hop, leaving Link vulnerable otherwise.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 23 | 93 | 14 | 1-10, 43+ | 5 | ||||||||
Late | 18 | 88 | 14 | 1-10, 43+ | 5 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 18.0 | 14-19 | 79 | 270/60 | -13 | N/A |
Late | 15.0 | 20-64 | 79 | 60 | -14 | N/A |
a downward thrust. Similar to Uair with it's strong initial hit, which is a spike, high active frames, and large disjoint. Much like Uair is used as a juggle tool, Dair is used to contest opponents below Link, as well as challenge recoveries. However, it also sports high endlag, landing lag, and it's inability to be autocanceled even with a full hop, it is Link's most committal aerial
- If not fast fallen, Link will bounce off the opponent to do an additional, although weaker, hit.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 30 | 80/78 | 19 | 1-9, 65+ | 6 | ||||||||
Late | 30 | 80 | 19 | 1-9, 65+ | 5 |
Special Moves
Hero's Bow
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Min Charge | 5.0 | N/A | 44 | 361 | NaN | N/A |
Full Charge | 12.0 | N/A | 80 | 361 | NaN | N/A |
Link uses the Traveler's Bow to fire an arrow. This move can be charged by holding down the B button. Charging increases the arrows distance, speed, and damage output, with the arrow flying in almost a straight line when fully charged. This move can be used to pester at opponents from a long range, or snipe at offstage opponents to gimp recovery attempts. It also has niche setups with Remote Bomb, as the arrows are able to hit the bomb and give it momentum.
If an arrow hits a wall or floor, it sticks to it for a while before disappearing. This turns the arrow into an item that both Link and the opponent can pick up and throw. If link uses neutral special while holding an arrow, he will shoot two arrows, increasing the damage output of the shot.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Min Charge | 10/25 | 71/110 | N/A | N/A | 3 | ||||||||
Full Charge | 10/25 | 71/110 | N/A | N/A | 3 |
Boomerang
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0/6.0/3.0Clean/Late/Returning | N/A | 45 | 70/65 | NaN7/6/4/NaN7/6/4 | N/A |
Link throws a boomerang that fly's forward and returns to his current position. On the way forward, it launches opponents vertically with moderate base knockback. On the boomerangs return, it launches opponents slightly towards Link with weak knockback. Boomerang is a very versatile tool, as both launch angles can be used for combos and setups into links normals or aerials depending on the situation. The boomerang can be angled up or down, and if input like a smash attack, the boomerang is able to fly much further as well as increase its damage.
Using side special again while the boomerang is still out will cause link to do the animation, but he wont throw anything. Link needs to catch the boomerang first, or it needs to go off screen for it to be used again.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
80/60/50 | 40 | N/A | N/A | 3/2 |
Spin Attack
+
(Air OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean | 14.0/11.2Blade/Tip | 7-8 | 76 | 45 | -56 to -55/-59 to -58 | N/A |
Mid | 12.0/9.6Blade/Tip | 9-13 | 76 | 43 | -56 to -52/-58 to -54 | N/A |
Late | 9.0/7.2Blade/Tip | 14-23 | 76 | 43 | -53 to -44/-55 to -46 | N/A |
Latest | 7.0/5.6Blade/Tip | 24-39 | 76 | 361 | -45 to -30/-46 to -31 | N/A |
Link's primary recovery tool and Out of Shield option. The grounded version is a powerful attack that can also be charged to increase its damage and knockback. The initial hit is the strongest, and overtime the move gets gradually weaker, however it can only hit opponents a single time. Grounded spin attack is also Link's fastest OoS option at frame 7, and even uncharged is a potent kill move. Be cautious, as while it is a fast move, it can be punished severely if it is baited with safe or spaced options.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 60 | 88 | N/A | N/A | 13/10 | ||||||||
Mid | 52 | 88 | N/A | N/A | 11/9 | ||||||||
Late | 48 | 84 | N/A | N/A | 9/7 | ||||||||
Latest | 20 | 82 | N/A | N/A | 7/6 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit Front | 4.0 | 8-9 | 92 | 367 | -79 to -78 | N/A |
First Hit Back | 2.0 | 12-13 | 92 | 145 | -77 to -76 | N/A |
Second Hit Front | 2.0 | 16-17 | 92 | 367 | -73 to -72 | N/A |
Second Hit Back | 2.0 | 19-20 | 92 | 145 | -70 to -69 | N/A |
Third Hit Front | 2.0 | 22-23 | 92 | 83 | -67 to -66 | N/A |
Third Hit Back | 2.0 | 26-27 | 92 | 150 | -63 to -62 | N/A |
Fourth Hit Front | 2.0 | 31-32 | 92 | 69 | -58 to -57 | N/A |
Fourth Hit Back | 2.0 | 38-39 | 92 | 160 | -51 to -50 | N/A |
Last Hit | 4.0 | 47-49 | 92 | 361 | -40 to -38 | N/A |
The aerial version of Spin Attack that preforms a series of five inward slashes around Link. While an average recovery move, having decent vertical distance but weak horizontal distance, this move excels at edgeguarding and offstage KOs. Aerial spin attack is a potent kill move, able to KO near the ledge at high percents or even lower the closer link is to the blastzone. Additionally because of its big hitbox, it can be used to scoop opponents from behind Link, including opponents that are on stage possibly preforming a ledge trap. This move is also a decent ender for Link's combos whenever applicable.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit Front | 107 FKB | 100 | 30 | N/A | 5 | ||||||||
First Hit Back | 95 FKB | 100 | 30 | N/A | 3 | ||||||||
Second Hit Front | 107 FKB | 100 | 30 | N/A | 3 | ||||||||
Second Hit Back | 95 FKB | 100 | 30 | N/A | 3 | ||||||||
Third Hit Front | 71 FKB | 100 | 30 | N/A | 3 | ||||||||
Third Hit Back | 95 FKB | 100 | 30 | N/A | 3 | ||||||||
Fourth Hit Front | 62 FKB | 100 | 30 | N/A | 3 | ||||||||
Fourth Hit Back | 95 FKB | 100 | 30 | N/A | 3 | ||||||||
Last Hit | 30 | 200 | 30 | N/A | 5 |
Remote Bomb
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Thrown | 1 | N/A | 39 Pull | 361 | NaN | N/A |
Explosion | 7 | N/A | - | 52 | NaN | N/A |
Link's most versatile move, and possibly the most versatile in the game. Link pulls out a remote bomb, which can be thrown as an item. After the bomb is thrown, it can be remotely detonated by pressing down special again. The bomb has a 30 second timer before it detonates automatically, and it cannot be remotely detonated while being held by anyone.
What makes remote bomb unique is while it has *any* kind of momentum, whether it is thrown, dropped, hit with a move, etc. it is considered an active hitbox. Due to its low knockback, link is able to use the bomb for unique pressure sequences and combos by using Z dropping in tandem with aerials to catch the bomb again. It can also be used for ledge trapping, as when thrown downward, the bomb bounces on the ground, being a lingering hitbox that can cover ledge options along with the threat of detonation. The detonation itself can be used to KO opponents offstage or create a trap for the opponent on stage.
The explosion from the bomb also hit Link, so it is important to be mindful on where the bomb is located to avoid blowing himself up. However, the explosion hurting him gives him the ability to preform Bomb Recoveries, using the explosion to launch himself back to the stage at the cost of taking some damage.
All in all, Remote Bomb is a move that has a lot of depth due to the many situations it can be adapted to. Smart and creative use of the bomb rewards Link with extremely strong sequences in pressure and combos, all while looking stylish.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thrown | 10 | 100 | N/A | N/A | 2 | ||||||||
Explosion | 60 | 115 | N/A | N/A | 3 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 6-7 | 34 | N/A | N/A | N/A |
Dash | N/A | 9-10 | 42 | N/A | N/A | N/A |
Pivot | N/A | 10-11 | 37 | N/A | N/A | N/A |
Pummel | 1.3 | 1 | 6 | 361 | -2 | N/A |
As Breath of the Wild's incarnation of Link has no hookshot in his game, he trades it for a regular grab. Link's grab is relatively fast, but has short reach.
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
- Pummel (After grabbing,
)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 3.0 | 12-13 | 37 | 361 | -21 to -20 | all invincible 1-13 |
Throw | 2.5 | 13 | 37 | 33 | N/A | all invincible 1-13 |
A standard forward throw that does meager damage. Due to its launch angle it is able to set up edge guard scenarios or setups into remote bomb.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 55 | 55 | N/A | N/A | 4 | ||||||||
Throw | 75 | 85 | N/A | N/A | N/A |
Back Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 3.0 | 12-13 | 34 | 361 | -18 to -17 | all invincible 1-14 |
Throw | 2.5 | 14 | 34 | 130 | N/A | all invincible 1-14 |
A standard back throw that is almost identical in every way to forward throw except for a higher launch angle
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 55 | 55 | N/A | N/A | 4 | ||||||||
Throw | 67 | 110 | N/A | N/A | N/A |
Up Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 5.0 | 26-29 | 49 | 20 | -17 to -14 | all invincible 1-28 |
Throw | 2.0 | 28 | 49 | 90 | N/A | all invincible 1-28 |
Link's kill throw. Able to KO the opponent at really high percents.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 50 | 100 | N/A | N/A | 6 | ||||||||
Throw | 24 | 230 | N/A | N/A | N/A |
Down Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 3.0 | 22-23 | 48 | 361 | -22 to -21 | all invincible 1-24 |
Throw | 3.0 | 24 | 48 | 83 | N/A | all invincible 1-24 |
Link's combo throw. It can go into a variety of options depending on percentage such as up tilt, up smash, nair, and up air.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 60 | 150 | N/A | N/A | 4 | ||||||||
Throw | 60 | 125 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 20-22 | 55 | 45 | -26 to -24 | all intangible 1-22 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 17-22 | 45 | 48 | -21 to -16 | all intangible 1-22 |
Facing Down | 7.0 | 17-22 | 45 | 48 | -21 to -16 | all intangible 1-22 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-29 | 49 | 361 | -24 to -14 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
![]() |
To edit frame data, edit values in SSBU/Link/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/7/79/SSBU_Link_Stock.png/50px-SSBU_Link_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder