Explore Link's aerials, projectiles, grab game, and recovery options in Super Smash Bros. Brawl. Learn how to effectively use his bombs, boomerang, and bow.
Walkthrough
- 1Aerials: Link's down aerial is powerful but slow with significant landing lag, only usable when a hit is guaranteed. It can be more viable against Ice Climbers if it hits twice, canceling lag. The Clawshot (Z in midair) has no landing lag and good range, useful for approaching with a short hop. However, it has long aerial recovery, so use it for tethering ledges if landing quickly isn't possible.
- 2Grab Game: Link's grab is slow but has good range. His down throw can set up follow-up attacks at low percentages. His up smash out of shield is useful.
- 3Special Moves (Projectiles): Link's specials focus on projectiles. Use the Bow for straight-line pressure. The Gale Boomerang can be angled for space control, but its pull effect can be detrimental if the opponent is prepared. Avoid hitting with the returning boomerang. Bombs are powerful for keeping opponents at bay; toss them where opponents want to go. Combine bombs with attacks by tossing one just before approaching. If opponents catch bombs, delay tosses so they explode on impact. Projectiles are key to Link's identity; maintain projectile pressure or capitalize on projectile advantages.
- 4Spin Attack: This is solely for recovery. On the ground, it's slow, predictable, and weak, with charging making it worse. It cannot spike like in Melee. The down throw to Spin Attack combo does not work.
- 5Movement and Defense: Link cannot crawl, wall jump, or wall cling and has one midair jump. His roll is slow, but his spot dodge is typical. The Clawshot can tether and grab ledges. Link's shield blocks projectiles without damage, but he is pushed back. Idle or crouching poses prevent shield vulnerability. His shield does not block recoil from the Great Fox cannons.
- 6Matchup Analysis: Link struggles against Toon Link due to his shield and projectiles. He is effective against other projectile users like Pit but has trouble against faster swordsmen like Marth. Small, rushdown characters like Olimar and Ness can also be problematic. Generally, Link has balanced matchups with decent, but not spectacular, options.
- 7Zelda/Sheik Transformation: The transformation between Zelda and Sheik via down special is generally a bad strategy due to its slowness and vulnerability. While invincible during transformation, the inconsistent duration makes it hard to punish. The transformation is faster if the opponent is the character you are turning into, and pausing can speed it up. Stick to one character unless desperate.
- 8Zelda Overview: Zelda is a powerhouse with low-percent kill potential, though she has some speed issues and is light. She is an above-average character but not top-tier.
Tips
- Prioritize using Link's projectiles to control space and pressure opponents.
- Use the Clawshot for approaching with a short hop and for ledge recovery.
- Reserve the Spin Attack strictly for recovering to the stage.
- Be aware of the Gale Boomerang's pull effect and avoid hitting with its return.
- Coordinate bomb tosses with your approach for effective pressure.
- Crouch to prevent Link's shield from becoming vulnerable when idle.
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