Young Link (Smash Plus)

Young Link is a playable character in Super Smash Brothers Plus for the Nintendo Switch Plus. Representing the Legend of Zelda universe, Young Link is Fighter #20 in Smash's modified numbering system. His weight classification is dependent on which of his various forms he is filling at the given moment, with his base form being classified as a Lightweight fighter. He is hidden at the start of the game, but may be unlocked through random encounters in Versus Mode, or by defeating Classic Mode with Link.
Young Link has undergone perhaps the most radical transformation of any character in the transition from Smash Ultimate to Smash Plus. While his moveset as Young Link remains virtually unchanged, he has gained a new mechanic based on his various masked transformations from Majora's Mask. Players can swap out Young Link for Deku Link, Goron Link or Zora Link at any time, though this transformation can only be accessed once per stock (unless Final Smashes are turned on, in which case a Final Smash will also turn you back into Young Link). Each different form has strengths and weaknesses of their own, and choosing which one is right for the situation you are in is vital for determining how the match will go. Young Link is a lightweight zoning character very similar to his elder counterpart, with the main difference being that his attacks don't hit for as much damage in exchange for a slight uptick in mobility. Young Link has two normal jumps, a tether grab with his hookshot grab and no additional movement options. He also shares Link's passive shield attribute, as the Deku Shield will cancel all projectiles providing no other buttons are being pressed. Only the Young Link form possesses this ability. 
Deku Link cranks the maneuverability up to 11, at the severe expense of defensive capabilities. Deku Link is the lightest of Young Link's forms, ranking in the Flyweight category of classification. As such, a good hit on Deku Link will send him flying. On the flipside though, Deku Link has the best recovery out of all of Young Link's forms, is the fastest on the ground and surprisingly has a good amount of offensive firepower, able to combo slower fighters quickly and rack up damage. Hit and run tactics are the best strategy with Deku Link, particularly in matches with items, as Deku Link could reach them faster and use them to offset his lack of true KO potential. Deku Link has two normal jumps and no additional movement options. It should also be noted that Deku Link does poorly in stages with water, as he will bounce three times off the surface of the water and, if he doesn't reach dry land before the fourth bounce, will instantly be KO'ed upon contact with the water again.
Goron Link is a powerhouse to be certain, but a lumbering one at best. A hard heavy hitter, Goron Link's attacks take a while to set up, but when they connect they do they will KO at midrange percentages reliably well. Goron Link can also take a punch, as his defensive stats are high as well. The biggest downside, outside of his slow attack speed, is his overall speed and recovery potential. Easily one of the slowest fighters in the game (and one with one of the worst aerial games), Goron Link has to take a lot of damage because, if he ventures too far from the edge, he won't be coming back. It's best to think of Goron Link as a gamechanger, because he does play far differently than any of the other Young Link incarnations. Still, in the right hands, Goron Link is a bruiser not to be trifled with. He has two normal jumps (though his second jump is little more than a pathetic hop) and no additional movement options.
Zora Link is more balanced than either of the other two transformations, having decent speed and defense as well as a good amount of offensive firepower. It could be argued that Zora Link is more versatile than even Young Link is. However, he fails to excel in any one area, and he regains some of the downside of regular Link, as Zora Link's air game is merely average. Still, as a zoning character Zora Link is able to hold his own with a variety of projectile attacks and defensive capabilities, as well as decent offensive stats in his own right. Zora Link has two normal jumps, can wall cling and has no additional movement options. In Water, Zora Link is one of the few characters capable of swimming, but he will still sink to the bottom blast zone after a short time in the water.
Players can also select to start as one of the forms in the battle by choosing to do so on the character select screen. However, upon losing a stock or using a Final Smash, the player will then revert back to the Young Link form the same as if they started off that way.
==Young Link Moveset==
===Basic Attacks===
*Neutral Jab- Young Link performs a forward slash, followed by an upward slash, before finishing with a final thrust from his sword. Notably, he has lost his rapid jab ability from Ultimate, though his individual jabs do slightly more damage to compensate.
*Side Tilt- Young Link performs a single downward slash directly in front of him, with a sourspot at the very end of the blade.
*Up Tilt- Young Link performs a single arcing upward slash attack with his sword.
*Down Tilt- Young Link performs a single poke with his sword, a move which does little damage but can be spammed repeatedly.
*Dash Attack- Young Link performs a running overhead slash attack with his sword.
*Grab & Pummel- Young Link fires his hookshot forward to grab opponents. This hookshot motion can also serve as a Tether Grab. He pummels with the pommel of the Kokiri Sword.
*Forward Throw- Young Link kicks the opponent forward. In contrast to Link's weak forward throw, Young Link's is his strongest KO grab option.
*Back Throw- Young Link flips around the opponent and does a back kick to send them backwards.
*Up Throw- Young Link tosses the opponent up and then slashes them away with his sword. Good for juggling opponents into combos at midrange percentages.
*Down Throw- Young Link pins the opponent to the ground and then delivers an elbow drop as a decent combo starter.
*Neutral Air- Young Link performs a simple kicking motion forward that does little damage or knockback.
*Forward Air- Young Link performs two back to back outward slashes with his sword, the first hit leading into the more powerful second slash.
*Back Air- Young Link attacks with the pommel of his sword behind him in a move that does a surprising amount of damage and knockback, and is good as a combo finisher.
*Up Air- Young Link performs an upward slash with his sword that is similar to his up tilt, but has a sweet spot right on the edge of the blade to launch foes.
*Down Air- Young Link performs a downward thrust with his sword, that like Link's attack will cause him to bounce off of an opponent once and hit them again, if it lands squarely. It doesn't do as much damage as Link's, however.
===Smash Attacks===
*Forward Smash- Young Link delivers a single downward slash attack from high to low with the Kokiri sword. Pressing the attack button a second time will cause him to perform a rising slash with the sword which does far more knockback and damage than the first hit. Easily one of Young Link's best KO options.
*Up Smash- Young Link will slash the air above him three times with his sword, with the third slash going clear across his head in an arcing slash and launching foes on contact. Another reliable KO option, but the third slash acts as a sourspot if players aren't hit by the initial upward arc of the swing, meaning its better to combo opponents with the other two slashes than it is to simply catch opponents as they fall into the third slash.
*Down Smash- Young Link slashes both sides of himself with the Kokiri sword, first in front and then behind him. The forward slash does more damage and knockback, but the rear slash is better than that of Link's similar down smash.
===Special Moves===
*Neutral Special: Fire Arrow- Pressing the Special button will cause Young Link to fire an arrow covered in fire a short distance away. When it lands, it will briefly linger as a fire hitbox before fizzling out. Holding the special button will charge the attack, increasing the distance the arrow travels as well as the damage and knockback that it deals.
*Side Special: Boomerang- Young Link will toss his boomerang forward, with the projectile traveling a set distance (further if input like a Smash Attack) and then returning to his hands. The projectile doesn't do as much damage as Link's boomerang, but does travel slightly further. Like Link's it does more damage on the initial throw than it does on a return trajectory.
*Up Special: Spin Attack- Holding down the special button while on the ground will cause Young Link to hold his blade in place and begin charging magical energy. Releasing the button causes him to spin around several times with his blade extended, creating a small aura to draw foes in and launching them on the final hit of the multi-hitting attack. If used in midair, Young Link will rise at an upwards angle, swinging his sword several times and launching the opponent on the final hit. This also hits multiple times, but cannot be charged.
*Down Special: Bomb- Young Link will pull a bomb out of his bag and hold it in his hand. Each bomb has roughly a 6 second fuse, and will explode automatically after that time. However, you can toss the bomb as a projectile and it will detonate on impact with anything, dealing a decent amount of damage to anyone unfortunate enough to be caught in the blast radius (including Young Link himself).
*Shield Special: Mask Transformation- Pressing the special button while in shield mode as Young Link (only the Young Link form has access to this move) will bring up a selector wheel containing icons for Deku, Goron and Zora Masks. Choose one of the icons and Young Link will transform into that form for the duration of the stock (or match, if a timed match with no stocks) or until using the Final Smash, which transforms them back into Young Link.
*Final Smash: Fierce Diety Link- Young Link (or whatever form he happens to be in at the moment, as this is the Final Smash for all forms) will transform quickly into Fierce Diety Link and lunge forward with his sword drawn in a slashing motion. Any opponent hit by this will be sent to center screen, where Fierce Diety Link will perform several quick sword strikes in succession, before finishing off with a final downward stab that sends both Link and the opponents to the ground. This will launch the opponents into the air, possibly to their doom. Using this move will transform the player back into Young Link form.
===Miscellaneous===
Note: The Victory Animations and Entry Animation are the same across all forms (in fact the victory animations only show Young Link, and not the other forms). As such, they will only be listed here.
*Entry Animation- Young Link appears in a swirling ball of feathers, as if having used the Song of Soaring to enter the battlefield.
*Idle Animation 1- Young Link looks down at his boots and readjusts his tunic as he prepares for battle.
*Idle Animation 2- Young Link's fairy, Tatl appears and flies around Young Link a few times before returning from whence they came.
*Side Taunt- Young Link stands before the camera and raises his sword in a victory pose.
*Up Taunt- Young Link pulls out a bottle of Chateau Romani and drinks it down in one gulp, before letting out a satisfied sigh.
*Down Taunt- Young Link puts on the Bremen Mask and marches in place for a second before taking it off and resuming the fight.
*Victory Animation 1- Young Link sheaths his sword and then dusts his hands off before standing with his hands on his hips and a smirk on his face.
*Victory Animation 2- Young Link comes riding in on Epona, rearing back on the horse in victory before raising his sword to the sky.
*Victory Animation 3- Young Link performs a spin attack with his sword, stopping in a pose where he looks at the camera and then holds his sword out directly in front of him.
==Deku Link Moveset==
===Basic Attacks===
*Neutral Jab- Deku Link performs a simple forward headbutt attack that can be spammed, but does very little damage in return.
*Side Tilt- Deku Link performs a forward slap with his hand, a move that is disjointed in its hitbox but doesn't do much damage or knockback. It does travel fast though.
*Up Tilt- Deku Link flicks his head forward quickly, causing his hair/cap to fling upwards in a disjointed attack that can knock foes into the air for further combo potential.
*Down Tilt- Deku Link ducks and extends both of his hands out quickly for a quick firing but low damaging tilt attack.
*Dash Attack- Deku Link performs his spin attack where he balances on one foot and pirouettes forward twice, with the second hit dealing more knockback and damage than the first hit.
*Grab and Pummel- Deku Link has a short grab where he holds opponents with both hands. He pummels with a headbutt similar to his neutral jab, but one that does slightly more damage.
*Forward Throw- Deku Link brings out the Deku Horns and plays a single note blast that throws opponents straight forward.
*Back Throw- Deku Link swings in place and flings the opponent in the opposite direction from that he was facing.
*Up Throw- Deku Link creates a Deku Flower beneath the foe that launches them straight upward. Easily Deku Link's most powerful throw, and arguably one of his better KO options.
*Down Throw- Deku Link drops the opponent to the ground and then spin attacks directly over them, racking up multiple hits of damage with the final hit sending them flying backwards.
*Neutral Air- Deku Link performs an aerial version of his spin attack, which can hit opponents multiple times, launching on the final hit.
*Forward Air- Deku Link performs a front flip with his legs coming downward in front of him to hit opponents.
*Back Air- Deku Link performs a back kick behind him with both feet, an attack that has surprising launch power.
*Up Air- Deku Link punches straight above him, with the most damage being done in a sweetspot directly on top of his head.
*Down Air- Deku Link tosses down a single Deku Nut projectile that detonates on impact with the ground or a player. If it hits a midair player, they will take damage but not enter freefall. If it hits a player on the ground, they will be momentarily stunned, leaving them open for counterattack.
===Smash Attacks===
*Forward Smash- Deku Link blows a magic bubble directly in front of him, only for the bubble to burst, causing a momentary shockwave hitbox to damage foes. The bubble and subsequent shockwave grow larger the longer the attack is charged, but this attack doesn't do much damage and is more for disorienting foes quickly.
*Up Smash- Deku Link charges energy in place before whipping out his Deku Horns and blowing a single long note. The Horns themselves deal the most damage right as they initially come out, and are the most powerful Smash Attack in Deku Link's arsenal. The note leaves a momentary hitstun hitbox that can trap foes briefly before launching them, allowing for a quick followup attack. This only happens at near full charge and above.
*Down Smash- Deku Link spins in place, essentially performing his spin attack in one location. This damages foes multiple times like his neutral air, launching opponents with the final hit, but it only really launches at higher percentages.
===Special Moves===
*Neutral Special: Bubble Shot- Deku Link will charge a single magic bubble directly in front of himself for as long as the special button is pressed or until it reaches full charge. Once the button is released, the bubble will shoot out in front of Deku Link, traveling a fair distance forward before popping out of existence. While damage and distance increases the longer the bubble is charged, the damage dealt to players hit by the bubble goes down the further they are away from Deku Link when they are hit, with the small pop at the end only doing small flinching damage. There is also a bit of a delay before Deku Link can fire this attack a second time.
*Side Special: Deku Barrage- Deku Link will stab forward with a Deku Stick once. This disjointed hit will stun foes so that Deku Link can then hit four more slashes of varying length and damage (based on controller input) with the Deku Stick, with the fifth and final hit lighting the Deku Stick on fire and launching foes forward. The initial jab is quick to come out, but if it doesn't connect with anything, then Deku Link won't complete the move and will be vulnerable for a split second, so be sure to judge distance correctly.
*Up Special: Deku Flower- Deku Link will burrow down into a conveniently spawned Deku Flower. There he will wait as long as the special button is pressed. Simply pressing the button will launch Deku Link straight up into the air, after which Deku Link will enter freefall. However waiting roughly a second and a half (indicated by the yellow smoke he emits) before releasing the button will cause Deku Link to launch straight into the air, a shorter distance vertically, but will also then let him hover on flower helicopters for roughly four seconds, during which time he has full range of horizontal movement. He can also throw Deku Nuts at enemies below him in this hovering state. Once the hovering state ends, Deku Link will enter the freefall. This move behaves like Banjo-Kazooie's Spring Shock Jump Pads if used in the air.
*Down Special: Deku Shield- Deku Link crouches down and covers himself with a Deku Nut husk. When he first enters this form, he will briefly glow. During that time, any physical attack will be countered and any projectile will be reflected back. While in this form, Deku Link cannot move, but he will also be impervious to all physical attacks (save for grabs) and projectiles will only do half damage and no knockback. Deku Link will automatically exit this form after holding it for 8 seconds, or if the special button is released.
===Miscellaneous===
*Idle Animation 1- Deku Link will sigh and look down for a second, before resuming his attack stance.
*Idle Animation 2- Deku Link will crouch briefly and shiver, before standing back up when the coast appears clear.
*Side Taunt- Deku Link looks at the camera, shrugs and then turns back to the opponent.
*Up Taunt- Deku Link swats at a butterfly overhead with a Deku Stick. This taunt can do small flinching damage if it connects.
*Down Taunt- Deku Link spins around once with a flourish, letting out a triumphant yelp before ending the taunt.
==Goron Link Moveset==
===Basic Attacks===
*Neutral Jab- Goron Link simply punches forward slightly. It does good damage for a jab, but is slow to come out and has a bit of endlag to it.
*Side Tilt- Goron Link delivers a punch similar to his neutral jab, but this time it is a slightly rising uppercut as he takes a step forward, changing position in the process..
*Up Tilt- Goron Link swings his arm forward over his head from back to front with an open handed slap.
*Down Tilt- Goron Link stomps his foot down directly in front of him. If this connects directly with foes at higher percentages, it has a chance of burying them in the ground.
*Dash Attack- Goron Link delivers a two handed shove attack, similar to an attack a sumo wrestler would use, which does little damage but can launch foes at higher percentages.
*Grab & Pummel- Goron Link holds opponents off the ground with one hand, slapping them to the side for his pummel. His grab is pretty slow to come out to, a side effect of his overall moveset.
*Forward Throw- Goron Link belly bumps the opponent forward, launching them out at low angles.
*Back Throw- Goron Link just picks up the opponent and casually tosses them over his shoulder. Impressive to look at, but actually Goron Link's weakest throw overall in terms of distance.
*Up Throw- Goron Link cradles the opponent and then tosses them straight up into the air.
*Down Throw- Goron Link takes the hand he isn't holding the opponent with and smahes them over the head with a closed fist, bouncing them off the ground and into the air.
*Neutral Air- Goron Link does a single Goron roll in midair, essentially a slow moving somersault that hits on all sides, but launches with the first hit.
*Forward Air- Goron Link punches the air directly in front of him with both his fists, with one of his better aerial KO options should the need arise.
*Back Air- Goron Link extends his rearend outward, dealing a lot of damage but not much knock back. This move also slows his fall speed slightly.
*Up Air- Goron Link performs a headbutt straight up, stalling his fall speed in a similar fashion to King K. Rool.
*Down Air- Goron Link performs a double foot stomp, a move that can spike opponents if it connects right as soon as the feet come down.
===Smash Attacks===
*Forward Smash- Goron Link delivers a single clubbing blow forwards from high to low. The move has slow startup time but packs a wallop, particularly at the precise end of Goron Link's fist. It also has a bit of endlag if it misses.
*Up Smash- Goron Link delivers the opposite of his forward smash, a rising uppercut from low to high. Like the previous move it has slow startup time, but it also comes out slightly quicker comparatively speaking. It has a sweetspot right at the end of the fist right before the end of the move, making it a good attack option for people attacking from the air.
*Down Smash- Goron Link delivers a hammer blow directly in front of him, his two fists clutched together and swinging downward at an arc. Despite its even slower startup time, it does the most damage of any of Goron Link's Smash Attacks. It also has a chance of burying foes in the ground at mid-high percentages.
===Special Moves===
*Neutral Special: Powder Keg- Goron Link will pull out a Goron Powder Keg and hold it high above his head, starting a timer. The powder keg can then be thrown as a projectile or simply set down somewhere. No one else can pick up the Powder Keg once it is on the ground (it can be deflected however, like any other projectile). After roughly 7 seconds, the Powder Keg will explode, dealing massive damage to anyone hit by it, including Goron Link. Only one Powder Keg can be on the field at a time.
*Side Special: Goron Roll- Goron Link will curl up in a ball and, as long as the Special Button is pressed, begin to roll in place gathering energy. As soon as the button is released, Goron Link will roll forward on the ground, with his direction able to be changed by the player. The longer the charge, the longer he will roll. Players can also jump out of the Goron Roll for further counterattack. However, charging the move for more than five seconds will causes spikes to grow out of Goron Link's hide, which will remain until the conclusion of the move. This has the upside of greatly increasing the damage and knockback of the move, but it also means you cannot jump out of the move and require slightly more time to change direction, making it easier to accidentally roll off stage and to your doom.
*Up Special: Goron Ground Pound- Goron Link will perform a short hop into the air, stalling his fall speed greatly, before slamming down to the ground in a slight arc. Once he impacts the ground, he will create a large shockwave outward that damages any foe hit by it. He will also bury any opponent unfortunate enough to be hit directly by the Ground Pound, and do a large amount of damage to them. Once Goron Link enters the downward portion of the move, there is no way to cancel it, so be sure to be over solid ground before this happens.
*Down Special: Drum Solo- Goron Link will pull out his drums and began pounding on them for as long as the Special Button is pressed. While the drums themselves do little damage, the sound shockwaves they generate outward in all direction do some damage, as well as a good amount of knockback. There is a good amount of startup lag on this attack, and a bit of endlag when Goron Link puts the drums away.
===Miscellaneous===
*Idle Animation 1- Goron Link looks over his shoulder briefly before returning to his normal stance.
*Idle Animation 2- Goron Link absentmindedly pulls out a small rock and eats it, as if bored.
*Side Taunt- Goron Link holds up his fist and shakes it menacingly at an opponent.
*Up Taunt- Goron Link looks quizzically at the camera, scratching his head while he does so.
*Down Taunt- Goron Link takes one step forward but then looks at his boot, as if he stepped on something, scraping it off before resuming his attack stance.
==Zora Link Moveset==
===Basic Attacks===
*Neutral Jab- Zora Link will lift one extended fin up in a slicing motion, before delivering a second hit with his other fin in a downward motion, and then finishing off with a jumping knee attack to the face of the opponent to send them back.
*Side Tilt- Zora Link delivers a quick standing sidekick to knock opponents away. A quick draw move that has a good amount of endlag if it misses.
*Up Tilt- Zora Link extends one of his fins and swings it over his head quickly, hitting anyone above him.
*Down Tilt- Zora Link performs a forward sweep kick from left to right, which has a small chance of tripping foes in addition to decent damage.
*Dash Attack- Zora Link performs a flying punch forward with his fin extended upward, though the fin portion of the hitbox acts as a sourspot on the attack, with the fist having far more launching power.
*Grab & Pummel- Zora Link grabs opponents with both hands, lifting them slightly off the ground. He pummels by kneeing them in the side quickly.
*Forward Throw- Zora Link drops the stunned opponent and hits a roundhouse kick that sends them flying forward.
*Back Throw- Zora Link gorilla presses the opponent above his head and then flings then over in the opposite direction.
*Up Throw- Zora Link tosses the opponent up in the air and then hits a soccer kick to their head, sending them flying upwards at an angle.
*Down Throw- Zora Link creates a small electrical field beneath the opponent that shocks them momentarily before sending them flying off at a slightly elevated angle.
*Neutral Air- Zora Link spins around in the air with an electrical field generated around him, knocking foes away with the first hit.
*Forward Air- Zora Link delivers a rising forward kick from low to high, with the most damage and knockback occurring just as the move begins.
*Back Air- Zora Link delivers a powerful back elbow strike with his fin extended. However this fin, which aims towards the ground, acts as a sourspot for the move, with the sweetspot being higher up at the point of the elbow.
*Up Air- Zora Link performs a breast stroke in midair straight above his head, with both arms coming down in a slashing motion as the fins are extended.
*Down Air- Zora Link performs a downward drill kick that can hit opponents multiple times, but has very little launching power and a good deal of endlag if it misses.
===Smash Attacks===
*Forward Smash- Zora Link performs a jumping uppercut straight in front of him with his fin extended forward from his body. The fist does more damage than the fin, but the move covers a lot of ground and has decent attack speed and relatively little endlag, making it a good combo finisher.
*Up Smash- Zora Link extends both of his fins and swings both of his arms over his head before swinging them back down. The upward motion sucks foes into the move, allowing the downward slice to send them flying. The move has some slow attack speed, but the second hit has the highest launch power of any of Zora Link's Smash Attacks.
*Down Smash- Zora Link crouches down and swings his arms out on either side of himself, first in front and then in back, with his fins extended. The front hits do more damage and knockback than the rear hits do.
===Special Moves===
*Neutral Special: Zora Boomerang- Zora Link will launch his two fins forward in a boomerang motion, both of them with their own hitbox. The boomerangs will travel a set distance forward, linger in the air briefly, and then return to Zora Link's hands. These boomerangs do a lot more damage than Young Link's, with a lot more knockback, and they do as much damage on the return flight as they do on the initial launch. However, while in the air, any of Zora Link's attacks that use the fins will be greatly diminished both in range, damage and launch power. Plus the boomerangs act as projectiles, meaning they can be reflected back to hurt Zora Link.
*Side Special: Whirlpool Dive- Zora Link will leap forward with a spiral spinning attack, hitting opponents multiple times before launching them on the final hit. The move is quick to come out but doesn't do much damage overall and has a good amount of endlag if it happens to miss. Furthermore, using it near a ledge will send Zora Link offstage, and using it in midair as a recovery option will send Zora Link into freefall.
*Up Special: Dolphin Leap- Zora Link will perform a move similar to his Whirlpool Dive, only it will be upwards at an angle and go a bit further overall. In addition, though the move can only be used once, Zora Link will not enter freefall after using it, making it very useful as an early recovery option. The downside is that you cannot grab onto ledges while in the upward motion of the jump, so you have to time it right to make the best use of it for recovery.
*Down Special: Bio-Barrier- Zora Link will crouch in place and form an electrical barrier around himself that will do small flinching damage to any foe that attempts to get near it. The barrier will also reflect weak projectiles, but it will not stop powerful ones. The barrier can only be maintained for a total of six seconds before it dissipates, and there is a two second cooldown before it can be used again.
===Miscellaneous===
*Idle Animation 1- Zora Link jumps in place and shakes out his legs, as if stretching, in preperation for battle.
*Idle Animation 2- Zora Link pulls out his guitar and looks at it briefly, before putting it away.
*Side Taunt- Zora Link strikes a pose and delivers a thumbs up to the camera, a sign of his confidence.
*Up Taunt- Zora Link performs a backflip in place and poses briefly before resuming his previous stance.
*Down Taunt- Zora Link pulls out his guitar and plays a few notes on it before putting it away, satisfied with its sound.
==How to Unlock==
Young Link can be unlocked in the game any of the following ways.
*Playing Versus Matches until he randomly shows up as a "Challenger Approaching" fight. Defeat him to then unlock him.
*Defeat Classic Mode with Link on starting difficulty 3.0 or higher.
*Unlock him in the Finale of World of Light by defeating him.
*Paying 1,000 gold in the Shop, where he can randomly appear (though rarely).
Category:Super Smash Bros. Characters
Category:Super Smash Bros. (series)
Category:Smash Plus Characters