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This article is about Link's appearance in Super Smash Flash 2. For general information about the character, see Link.
in Super Smash Flash 2
SSF2 Link.png
The Legend of Zelda symbol.svg
Link's official artwork.
Universe The Legend of Zelda
Stock icon SSF2 Link stock icon.png
Availability Starter
Final Smash Triforce Slash
Tier A+ (7)

Link is a veteran starter character in Super Smash Flash 2. His moveset is taken directly from Super Smash Bros. Brawl with some minor changes, such as the addition of Bomb Arrows. His sprites are custom-made and based on his appearance in The Legend of Zelda: Twilight Princess, but with his bright colors from Super Smash Bros. for Nintendo 3DS and Wii U. His voice clips are taken directly from The Legend of Zelda: Twilight Princess, which are recycled for Super Smash Bros. Brawl and for Nintendo 3DS and Wii U.

Link is ranked 7th on the current tier list, placing him in the A+ tier. Link possesses disjointed range, a highly flexible and effective zoning game, a decent combo game, and a large variety of powerful finishers. He has high survivability due to his above-average weight, high accelerated falling speed, and is hard to guard-break his recovery thanks to his Spin Attack. Link also possesses a very good edgeguarding game, due to his projectiles and his down tilt, which can meteor smash.

However, due to being a high faller and possessing above average weight, Link is highly vulnerable to combos and chain grabs, nullifying his survivability somewhat. Adding to this problem, his recovery is limited if he loses his midair jump, as his Spin Attack grants him great horizontal distance, but rather poor vertical distance, making it very difficult to return to the stage against an experienced player. Furthermore, his ground movement is one of the slowest and his attacking speed is sluggish, making it difficult for him to play up close offensively, allowing faster characters to quickly overwhelm him if they get too close. His projectile game is weakened overall due to the more lenient power shielding mechanics, allowing any character to instantly reflect his arrows and boomerangs back at him before he has time to react.

Link has a small but dedicated player base and some representation in online tournaments, achieving an overall mild success.


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MG icon.svg See also: Link (Super Smash Flash 2)/Hard data

As a swordsman, Link holds the advantage of long-reaching, disjointed hitboxes filling out the majority of his moveset, albeit at the cost of longer than average startup and ending animations. Link has many powerful finishing moves, both on the ground and in the air. These include the first hit of his down smash, the second hit of his forward smash, his down aerial, his up aerial, the second hit of hit of forward air and back throw.

Link has a versatile arsenal of projectiles in his special moves, providing him with one of the strongest zoning games among the cast. His Hylian Shield also plays an important role in his control of space, granting him the unique ability to block certain projectiles while standing or crouching without having to use the standard shield.

Link’s mid-heavy weight and being a high faller allows him to survive many powerful hits, both horizontally and vertically. Complimenting his survivability is his aerial Spin Attack, which shields him with wide hitboxes that can discourage edgeguarding attempts and causes only minimal landing lag should he chose to land on stage. He also has the option of snapping to the ledge with his hook shot tether grab, providing additional recovery mixup options.

Link has the third longest grab, which is a tether grab and leaves him open if missed. His down throw is a good combo starter which can lead into up tilt, up smash and any aerial. Back throw is a great kill option when user near the ledge. Forward throw can allow for certain follow-ups if acted quickly enough.

Despite the myriad of advantages they provide, Link’s physics are not purely beneficial. His combination of above average weight and being a high faller makes him the ideal target for long, damaging combos and chain grabs, somewhat negating the advantages brought on by his survivability.

His long range comes at the aforementioned expense of leaving large openings after mistimed attacks, and should he be caught off-stage without his midair jump, he is left with few resources. Link also suffers against characters who possess better mobility or out prioritize or reflect his projectiles, as his ground mobility is average.

Link can be left vulnerable if forced to approach, as many of his best options are significant commitments.


Ground attacks

Attack Description Damage
Standard attack Swings the Master Sword twice, then thrusts it forwards. Based on the final series of strikes dealt to Ganon in The Legend of Zelda: Ocarina of Time. 4%
Forward tilt Performs an overhead swipe onto the ground. High startup but solid range and strong knockback, functioning as a KO move. 13%
Up tilt Slashes over his head in an arc. Great range and considerable knockback. Useful for juggling opponents and comboing into itself or an aerial at low percents. 8%
Down tilt Slashes across the ground. High startup but low ending lag, launching opponents upward and allowing for combos into aerials. Hitting close to Link meteor smashes opponents, though it cannot do so to opponents hanging on a ledge. 10%
Dash attack Jumps forward and swings the Master Sword down in front of him. One of the strongest dash attacks in the game, useful as a KO move and an anti-air, as well as chasing opponents rolling away. However, its very high startup makes it very punishable and easy to miss opponents too close. Based on the Jump Attack introduced in The Legend of Zelda: Ocarina of Time. 14%
Forward smash Swings the Master Sword downward while stepping forward, and if the attack input is pressed again, he swings outward and steps forward again. Both hits deal strong knockback, particularly the second hit. The first hit is much weaker at the base of the Master Sword but more easily combos into the second hit. Both hits can be used to rack up damage quickly and are strong KO moves but suffer from heavy ending lag. 7%
Up smash Swings the Master Sword in an arc over his head three times. The last hit launches opponents upward. High damage and knockback and great range around Link. 4%
Down smash Performs a kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. Both hits have strong knockback, with the first being more powerful at close-range. Strong KO move that can hit opponents hanging on a ledge. 14%

Aerial attacks

Attack Description Damage
Neutral aerial Performs a flying sex kick, extending his foot. Has low startup and ending lag alongside low landing lag and a long duration, making useful as a grounded combo starter, an approach tool, and an edgeguarding tool. 11%
Forward aerial Swings the Master Sword in front of him twice while spinning. The first hit sets up for the second hit, which is a strong KO move. traps the opponent and sets up for the second hit. Its low startup allows it to be comboed into from an up tilt or a landing up aerial. 11%
Back aerial Kicks behind him twice. Deals low knockback for a back aerial and is difficult to connect both hits. 4%
Up aerial Thrusts the Master Sword upward. Great for juggling due to fast startup and long duration, and can KO when close to the upper blast line. Suffers from high landing lag. Based on the Up Thrust from Zelda II: The Adventure of Link. 15%
Down aerial Points and holds the Master Sword downwards. Link bounces off an opponent upon landing the move. Long lasting and can hit opponents two times, dealing less damage and knockback with the second hit. Useful for landing safely, and the first hit can KO at high percentages. Based on the Down Thrust from Zelda II: The Adventure of Link. 19%

Grab and throws

Attack Description Damage
Grab Fires his Clawshot. One of the longest grabs in the game, though it also has high ending lag. N/A
Pummel Hits the opponent with the hilt of the Master Sword. 1%
Forward throw Kicks his opponent forward. 9%
Back throw Kicks his opponent behind him. Launches at a low angle and is useful for forcing opponents off-stage. 9%
Up throw Throws his opponent into the air and slashes them. Can start combos into aerials. 5%
Down throw Pins the opponent to the ground and then elbow drops them. Can start combos into aerials and chain grab large characters. 6%

Other attacks

Attack Description Damage
Floor attack Gets up and slashes in front of him and then behind him. 6%
Ledge attack Gets up and slashes low to the ground. 7%
Tether grab Fires his Clawshot straight forwards. Deals weak damage and knockback but has long range and low ending lag. Can be used to grab ledges from a short distance away. 4%

Special moves

Attack Name Description Damage
Neutral special move Hero's Bow Takes out his Hero's Bow and fires an arrow forward. This attack can be charged to increase the arrow's range, speed, and damage. Good for edgeguarding and pressuring opponents from a distance. When used while holding a bomb, he will combine the two projectiles and fire the resulting Bomb Arrow, which travels less distance but deals much more damage and knockback. However, the bomb can still explode while Link is charging the move. The Bomb Arrow is a strong KO move, albeit very slow when accounting for the time to pull out a bomb. 7%
Side special move Gale Boomerang Throws his Gale Boomerang forward. The direction it travels can be altered by pressing up or down when throwing. When returning, the move deals no damage but pulls opponents along with it. On its way back, it travels toward Link until he catches or misses it. Opponents pulled toward Link can be set up for an attack. 7%
Up special move Spin Attack Holds the Master Sword out in front of him and spins around several times. When used on the ground, he spins six times and can charge the move to deal more damage and knockback, hitting one time. When used in the air, he spins five times and rises upwards a significant distance while hitting in front of him multiple times. Link can freely move left or right when used in the air. Both versions of the attack have low startup and noticeable ending lag, as well as high knockback to KO opponents with. The aerial version is useful as a recovery move but leaves Link helpless. 14%
Down special move Bomb Takes out a bomb that can be held and thrown as a throwing item. The bomb explodes on contact with an opponent or platform, and it also explodes on its own after a short period of time. It is not strong on its own but can be used to damage opponents at a distance and set up or be set up into another attack. The explosion can also damage Link, which allows him to boost his recovery by having it explode while being held, breaking him out of being helpless to use Spin Attack a second time. 8%-9%
Final Smash Triforce Slash Uses the power of the Triforce to trap an opponent with a ray of light in front of him and then slash them repeatedly, launching them with the final hit. Nearby opponents can also be hit. 4%


Misc. Description
On-screen appearance Appears in a whirlwind and unsheathes his sword.
Taunts Standard Performs his battle stance from Super Smash Bros..
Side Takes out a fairy, who proceeds to fly around until it returns to Link's pocket.
Down/Up Swings the Master Sword twice and twirls it behind him before sheathing it.
Idle poses Assumes a battle stance.
Victory theme A remix of the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda.
Victory pose Holds the Master Sword up to his face, then thrusts it upward.

Changes from v0.9a

MG icon.svg Main article: Link (Super Smash Flash 2)/Changelog

Link has received a mix of buffs and nerfs. His attacks are weaker overall, but he has better mobility, faster projectiles, less startup/endlag on his attacks, and a significantly better recovery. Link also benefits from the lower hitstun of this demo, which makes him less vulnerable to chain grabs and Zero-to-death combos while maintaining his own combo game due to his increased attack speed. The buffs outweigh the nerfs he received and makes him a more effective character.



Ground attacks

  • Buff Forward tilt is stronger.
  • Buff Down tilt is now a meteor smash.
  • Buff Dash attack is stronger.
  • Nerf Up tilt is a little slower.
  • Nerf Forward smash is weaker.
  • Nerf Down smash is a little weaker.

Aerial attacks

  • Buff Forward air is stronger and connects better.
  • Nerf Up air appears to be a little weaker.
  • Buff Link's grab aerial comes out faster, deals more damage, has less ending lag and has a bigger ledge sweet spot.

Grab and throws

  • Nerf Grab appears to have a little more start up.
  • Neutral New up throw animation has Link throwing his opponent into the air and then slashing them.
    • Nerf Due to the decreased hitstun of the demo, Link has little follow up options and he can no longer chain grab with the move.
  • Neutral Link's new down throw has him throwing his opponent to the ground and than slamming on them.
    • Nerf He can no longer chain grab with down throw.
  • Neutral Link's new back throw has him putting his opponent behind him and kicking them.
    • Buff It is stronger than his old back throw and can KO opponents by the ledge.

Special moves

  • Buff Spin Attack covers more distance in the air and has become one of the best recoveries in the game.
    • Nerf Grounded uncharged Spin Attack appears to be weaker.
    • Buff However, aerial Spin Attack is stronger.
    • Nerf Floating Spin Attack is no longer possible.
  • Buff Gale Boomerange has a stronger vortex which is better for trapping opponents.
  • Buff Bombs now have a timer which allow for Link to escape combos or bait his opponents.
  • Buff Link can use the bombs to move when thrown when he implements a weak move into it.
    • Nerf However, this limits the amount of time Link can do with the Bomb.
    • Buff Bombs are able to penetrate shields and even perfect shields which makes the bombs more useful.
    • Buff Bomb arrows now have a lingering hitbox when they make contact with an opponent or the ground.
    • Buff Bombs can now change reverse Link's momentum when he turns around.
  • Buff Arrows charges faster and goes through the air faster.

In competitive play

Match ups

Notable Players



Tier placement history

The tier lists for demo v0.6; Link was seen as a top-tier character with being 1st of A tier on the first list and being 2nd of B tier on the second list. On the lists for v0.7; Link stayed 5th of B for both lists which made him a solid high tier character for that demo. However, on demo v0.8b; Link dropped down to 18th of D tier where he was seen as a low tier character. In demo v0.9a; Link dropped to 25th of K tier where he is now seen as a bottom tier character. With each new demo; Link's tier position kept dropping and made him look like a horrible character (which is similar to his tier positions in any fighting game that he has appeared in). However, this was changed in demo v0.9b where Link rises to the 12th place of A tier where he is seen as a high tier character again. Although due to the metagame changing for demo v0.9b, Link was not seen as effective as he was earlier and dropped to 16th of B tier where he is now seen as a mid tier character.



SSF2 Link Costumes.png



Early designs




  • Link, along with Yoshi and Luigi, are the only characters so far to wear their default costumes in team battle when they are on the green team.
  • SSF2 spriter, Steven, said he is proud of the work made on Link and Zelda.
  • Link's fourth and fifth early artworks were based on a victory pose that he makes in Super Smash Bros. Brawl.

External link