Super Smash Bros. Obliteration/Link

Link is the Main Protagonist/Mascot of the Legend Of Zelda series of Games and a Default/Starter Character in Super Smash Bros. Obliteration. The Hero wielding the Triforce of Courage has once again stepped outside of his homeworld of Hyrule, having awoken the champions and thwarted Calamity Ganon in his latest adventure to enter the fray as a true hero. Now he has come to be immortalized as one of the finest wielders of a Sword in gaming history and will persevere through anything to achieve his goal. Unsheathing his Master Sword Link stands undaunted in his quest to ascend to the top, willing to live by his courage in a true fight for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(2%, 2% = Slashes, 5% = Stab, Total = 9%). 	Slashes twice, then a stab, one of the faster but weaker
neutral combos in the game,
Forward Tilt 	 	(13%) 	Slashes broadly and strongly in front of him. Can KO at around 110%,
Up Tilt 	 	(9%) 	Slashes in an arc above him,
Down Tilt 	 	(11%) 	Slashes his sword low to the ground. Can Meteor Smash if it hits the opponent under the middle of the sword or above the middle
of the sword,
Forward Smash	 	(14% = hit 1 tip, 7% = non tip, 13% = hit 2 tip, 12% = non tip).	two-handed, lunging downward slash. If the attack button is pressed again, Link will perform a single-handed outward slash. The first hit deals respectable damage and knockback at the blade's tip, but only deals half as much damage with much lower knockback when not tipped; however, the non-tipped hit is a natural combo into the second slash. Conversely, the second hit deals more consistent damage overall and is relatively powerful, but has heavy ending lag
Up Smash 	 	(4% = hit 1, 3% = hit 2, 11% = hit 3, 18% = total). 	Three overhead arcing slashes. The first two hits naturally combo into each other, while the third hit finishes the combo. Covers a wide range, and can KO before 100%,
Down Smash 	 	(13% = hit 1, 17% = hit 2, 30% = total). 	Kneels and performs an inward slash in the direction he is facing, followed by an outward slash behind himself. The first hit launches opponents at a vertical trajectory while having slightly increased damage and knockback the closer one is to Link. Conversely, the second hit is a powerful semi-spike that deals slightly more damage and knockback on the Master Sword's blade,
==Aerial Attacks==
Type 	Name 	Damage 	Description
Neutral	 	(11% = clean, 6% = late). 	A flying kick. It is a sex kick with relatively fast start-up and little landing lag. Deals more damage and knockback in its first few active frames, especially at Link's foot, while its late hitbox deals minimal knockback. Overall, this is one of Link's most useful moves, as it allows him to break opponents' combos or start his own,
Forward	 	(11% = hit 1, 13% = hit 2, 24% = total). 	Two alternating, spinning outward slashes. The first hit has more knockback, while the second hit can only connect if the first hit does not or if the opponent has low damage. Has good KOing potential,
Back 	 	(4% = hit 1, 6% = hit 2, 4% = hit 3, 14% = Total) 	A hook kick followed by a mid-level roundhouse kick. Link's fastest aerial and has very little landing lag, but is one of his least damaging attacks,
Up 	Wisdom Thrust	(15% = clean, 11% = late). 	A leaping upward thrust used by the Link from Zelda II: The Adventure of Link. It has moderate landing lag unless used alongside a full hop. It is quite powerful and has a long-lasting hitbox that is difficult to dodge, making it a good KOing and juggling option,
Down 	Down Thrust 	(15% = early, 18% = clean, 15% = late, 11% = bounce).	A leaping downward thrust used by the Links in Zelda II: The Adventure of Link, The Legend of Zelda: Four Swords, The Legend of Zelda: Four Swords Adventures and The Legend of Zelda: The Minish Cap. It is possible for Link to "bounce" on opponents into a second hit, provided he is not fast falling. The early hit is a powerful meteor smash. Has a strong non-meteor smash hitbox afterward that is capable of KOing under 130%. However, it is more difficult to land the clean hit than the early hit, as it requires Link to hit with the rising hilt during its start-up, or immediately after the early hit, but before the weak hit,
==Other Attacks==
Type 	Name 	Damage 	Description
Floor Attack (Front)	 	(7%) 	Slashes in Forward/Back Directions while getting up
Floor Attack (Back) 	 	(6%) 	Same as front attack, just with less power,
Floor Attack (Trip) 	 	(7%) 	Slashes in Both Forward/Back Directions, near the Ground
Ledge Attack 	 	(8%) 	Performs a Thrust while Climbing Up
Dash Attack 	Jump Attack	(14% = tip, 13% = non tip).	A leaping downward slash that has been used by every Link since Ocarina of Time. Deals high horizontal knockback when tipped and vertical knockback when hit close, and will KO at early percentages. Has high start-up and ending lag, making it very punishable if whiffed or used recklessly, this is one of the strongest dash attacks in
the game,
==Grabs/Throws==
Type 	Name	Damage 	Description
Brab 	 	(N/A) 	Grabs an Opponent in a Tether Formation using his Hookshot
Aerial Grab	 	(7% = clean, 5% = late) 	Fires his Hookshot Forward to grab while in the air then delivers a slash
Pummel 	 	(2.1%) 	Hits the opponent with the Master Sword's hilt. A fairly fast pummel
Forward 	 	(4% = hit 1, 3% = throw, 7% = Total). 	A front kick. Mainly used to launch opponents off-stage, but has little utility beyond that.
Back 	 	(4% = hit 1, 2% = throw, 6% = total). 	A back kick. It has similar utility to his forward throw.
Up 	 	Raises the opponent overhead and slashes them upward. Relatively high knockback growth, which allows it to
KO around 170% without rage,	(6% = hit 1, 4% = throw, 10% = total).
Down 	 	Throws the opponent to the ground, then drills them with the master sword, This is Link's strongest throw,	(8% = sword, 4% = throw, 12% = total).
== Taunts ==
Up = Swings his sword in front of him twice, then spins it as he brings it closer to its sheath and sheathes it. This taunt is a reference to The Legend of Zelda: Twilight Princess, where you could make Link do this same thing after killing an enemy.
Side = Releases his fairy, Navi, which spins around his once and comes back to him.
Down = Stands on one foot and makes a pose, as his sword shines briefly. It is exactly like his taunt in the original Super Smash Bros. game.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Champion's Bow	(4% = Uncharged, 12% Fully Charged). 	 Equips his Champion's Bow and fires an arrow forward. Charging increases the arrow's speed, distance and damage output; at full charge, the arrow flies almost completely straight and covers a very long distance. Good for gimping recoveries or simply pressuring opponents
from afar
Side Special 	Gale Boomerang	(7% = Near, 6% = Middle, 5% = Far/Return). 	Throws the Gale Boomerang, which flies forward and then returns to Link. It damages opponents as it flies away and drags opponents toward him during its return. It can be angled up or down, while a smash throw (which is similar to when performing the input for a smash attack) increases the distance it can travel. Unlike Boomerang, a reflected Gale Boomerang is not threatening to Link, as it will only fly past him with its non-damaging windbox. It has follow-up potential, though only at close range and at low percentages.
Up Special 	Spin Attack 	(5% - 12% = grounded, 4% = aerial hit 1, 2% = aerial hits 2-8, 4% = aerial hit 9).	A spinning, outward slash. It functions differently on the ground and in the air. A grounded Spin Attack is largely akin to how it appears in the The Legend of Zelda series, as it is a powerful attack even while uncharged. Conversely, an aerial Spin Attack is Link's primary recovery move, as it grants great vertical distance and can hit the opponent up to nine times,
Down Special 	Bomb Throw 	(5% = grounded and aerial throws/smash throws
at body, (8% = grounded throw/smash throw at feet), 9% = aerial throw/smash throw at feet, 10% = explosion).	Pulls out a Bomb. It explodes 220 frames (3.66 seconds) after being pulled out, or upon making contact with a surface, an attack, or an opponent. The explosion can hurt Link unless it hits an opponent first. When used skillfully, the explosion can remove Link from helplessness and thus allow him to perform an extra Spin Attack, improving his recovery. Oddly, it will deal more damage when it hits the opponent's feet,
== Final Smash ==
Type 	Name 	 	
Final Smash	Triforce Slash	(1% = hit 1, 5% = hits 2-15, 2% = hit 16, 15% = hit 17, 83% = total).	Emits a beam of light from the Triforce of Courage symbol on the back of his hand to stun an opponent in front of him. If the beam comes in contact with an opponent, Link dashes forward and slashes them repeatedly while they are trapped in a Triforce-shaped energy field, with the last hit being a powerful slash that launches the trapped opponent away and KO's them the majority of the time starting around 20%. Can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit,
Category:Characters
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