Link (SSBB)/Moveset

Move 	Description 	Segment 	Segment 	Damage 	 	Hit Frames 	Hit Frames 	 	 	 		
Neutral attack 	  	Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages. 	Hit 1 	Hit 1 	4% 	* 	7 	8 	16	37 	0 		
Neutral attack 	  	Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages. 	Hit 2 	Tip 	3% 	100	14 	15 	40	20 	0 		
Neutral attack 	  	Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages. 	Hit 2 	Blade 	3% 	78 	14 	15 	40	20 	0 		
Neutral attack 	  	Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages. 	Hit 2 	Arm 	3% 	60 	14 	15 	40	20 	0 		
Neutral attack 	  	Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages. 	Hit 2 	Body 	3% 	50 	14 	15 	40	20 	0 		
Neutral attack 	  	Swipes his sword across his body (can jab lock), second swipe goes outwards (has lots of hitstun, allowing to be comboed to many of his moves) and the third hit is a stab forward. Loosely based on Link's final blow to Ganon in The Legend of Zelda: Ocarina of Time. The first 2 hits are great when jab canceled, as it can lead into his grab, up special, down smash or even to itself again if the opponent doesn't SDI out of it. First hit can jab lock characters laying on the ground, which Bomb footstool fast falled neutral aerial can set-up at lower percentages. 	Hit 3 	Hit 3 	5% 	30 	27 	31 	70	50 	0 		
Forward tilt 	  	An overhead swipe. An efficient KO move at higher percentages. 	An overhead swipe. An efficient KO move at higher percentages. 	An overhead swipe. An efficient KO move at higher percentages. 	13% 	* 	15 	18 	20	96 	0 		
Up tilt 	  	Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages. 	Tip 	Tip 	9% 	95 	8 	12 	30	122	0 		
Up tilt 	  	Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages. 	Blade 	Blade 	9% 	85 	8 	12 	30	130	0 		
Up tilt 	  	Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages. 	Arm 	Arm 	9% 	85 	8 	12 	30	124	0 		
Up tilt 	  	Swings sword in an arc. Has good range and knockback. Good for juggling fast-fallers at low percentages. 	Body 	Body 	9% 	85 	8 	12 	30	123	0 		
Down tilt 	  	Swipes sword across ground. Meteor smashes aerial opponents in contact with Link's body, and opponents hanging on a ledge. This is more difficult to use as a meteor smash than other down tilts, because the sweetspot is significantly smaller, ranging only from his head to his body (while crouching). There is, however, a second sweetspot on his sword that can be found by playing on and examining the vertical lines that range across its surface. This move will meteor smash a character hanging on a ledge if the tip of Link's toes are touching the very last line on either side of the stage. The same place on Link's sword will also be the sweetspot for meteor smashing aerial opponents, although usually opponents will not be meteor smashed due to the low chance of this sweetspot connecting. Aside from meteor smashing, the move has a 40% chance of tripping.	Tip, Arm 	Tip, Arm 	12% 	80 	13 	14 	90	50 	0 		
Down tilt 	  	Swipes sword across ground. Meteor smashes aerial opponents in contact with Link's body, and opponents hanging on a ledge. This is more difficult to use as a meteor smash than other down tilts, because the sweetspot is significantly smaller, ranging only from his head to his body (while crouching). There is, however, a second sweetspot on his sword that can be found by playing on and examining the vertical lines that range across its surface. This move will meteor smash a character hanging on a ledge if the tip of Link's toes are touching the very last line on either side of the stage. The same place on Link's sword will also be the sweetspot for meteor smashing aerial opponents, although usually opponents will not be meteor smashed due to the low chance of this sweetspot connecting. Aside from meteor smashing, the move has a 40% chance of tripping.	Blade, Body 	Blade, Body 	12% 	280	13 	14 	90	50 	0 		
Dash attack 	  	Swings sword from head to toe. Good combo starter. 	Tip 	Tip 	10% 	90 	8 	11 	30	80 	0 		
Dash attack 	  	Swings sword from head to toe. Good combo starter. 	Blade 	Blade 	12% 	80 	8 	11 	30	80 	0 		
Dash attack 	  	Swings sword from head to toe. Good combo starter. 	Arm 	Arm 	11% 	70 	8 	11 	30	80 	0 		
Dash attack 	  	Swings sword from head to toe. Good combo starter. 	Body 	Body 	11% 	60 	8 	11 	30	80 	0 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 1 	Tip 	rowspan="3"	95 	10 	15 	0 	100	40 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 1 	Blade 	98 	48 	10 	15 	0 	100	 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 1 	Arm, Body 	98 	40 	10 	15 	0 	100	 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 2 	Tip 	rowspan="4"	93 	26 	29 	0 	100	30 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 2 	Blade 	90 	33 	26 	29 	0 	100	 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 2 	Arm 	90 	37 	26 	29 	0 	100	 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 2 	Body 	90 	40 	26 	29 	0 	100	 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 3 	Tip 	rowspan="2"	80 	41 	45 	70	80 	0 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 3 	Blade 	90 	 	41 	45 	70	80 	0 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 3 	Arm 	90 	 	41 	45 	70	80 	0 		
Up smash 	  	Swings sword in an arc three times. First two hits have no knockback, while the 3rd hit has below average knockback. This move is easily SDIed out of the last hit. 	Hit 3 	Body 	90 	 	41 	45 	70	80 	0 		
Down smash 	  	Swipes sword from front to back, very quick start-up but moderately long ending lag; like his down tilt but with more force and it hits behind. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link; however, good timing is required. When sweetspotted and fully charged, it can KO at 77%. 	Hit 1 	Tip 	 	75 	9 	11 	26	90 	0 		
Down smash 	  	Swipes sword from front to back, very quick start-up but moderately long ending lag; like his down tilt but with more force and it hits behind. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link; however, good timing is required. When sweetspotted and fully charged, it can KO at 77%. 	Hit 1 	Blade, Body 	 	75 	9 	11 	26	90 	0 		
Down smash 	  	Swipes sword from front to back, very quick start-up but moderately long ending lag; like his down tilt but with more force and it hits behind. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link; however, good timing is required. When sweetspotted and fully charged, it can KO at 77%. 	Hit 1 	Arm 	 	75 	9 	11 	26	90 	0 		
Down smash 	  	Swipes sword from front to back, very quick start-up but moderately long ending lag; like his down tilt but with more force and it hits behind. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link; however, good timing is required. When sweetspotted and fully charged, it can KO at 77%. 	Hit 2 	Tip, Blade, Body 	 	75 	20 	22 	20	90 	0 		
Down smash 	  	Swipes sword from front to back, very quick start-up but moderately long ending lag; like his down tilt but with more force and it hits behind. Opponents can be hit by both swipes if they are between Link and the Gale Boomerang during its second phase as it pulls the opponent towards Link; however, good timing is required. When sweetspotted and fully charged, it can KO at 77%. 	Hit 2 	Arm 	 	75 	20 	22 	20	90 	0 		
Forward smash 	  	Swings sword forward. If the attack button is pressed again, he swings a second time with more force. Both hits can be used to rack up damage quickly at very low percentages. First hit is stronger in the tip, while the second hit is stronger if hit from close. Can be used to perform Bomb Smashing. Although the first hit has a somewhat long startup, it has almost no animation until the hit, making it difficult to react to. The 2nd hit, when sweetspotted and fully charged, can KO at 69%. 	Hit 1 	Sword 	 	* 	15 	17 	25	90 	0 		
Forward smash 	  	Swings sword forward. If the attack button is pressed again, he swings a second time with more force. Both hits can be used to rack up damage quickly at very low percentages. First hit is stronger in the tip, while the second hit is stronger if hit from close. Can be used to perform Bomb Smashing. Although the first hit has a somewhat long startup, it has almost no animation until the hit, making it difficult to react to. The 2nd hit, when sweetspotted and fully charged, can KO at 69%. 	Hit 1 	Non-sword 	 	* 	15 	17 	25	90 	0 		
Forward smash 	  	Swings sword forward. If the attack button is pressed again, he swings a second time with more force. Both hits can be used to rack up damage quickly at very low percentages. First hit is stronger in the tip, while the second hit is stronger if hit from close. Can be used to perform Bomb Smashing. Although the first hit has a somewhat long startup, it has almost no animation until the hit, making it difficult to react to. The 2nd hit, when sweetspotted and fully charged, can KO at 69%. 	Hit 2 	Sword 	 	48 	32 	34 	20	90 	0 		
Forward smash 	  	Swings sword forward. If the attack button is pressed again, he swings a second time with more force. Both hits can be used to rack up damage quickly at very low percentages. First hit is stronger in the tip, while the second hit is stronger if hit from close. Can be used to perform Bomb Smashing. Although the first hit has a somewhat long startup, it has almost no animation until the hit, making it difficult to react to. The 2nd hit, when sweetspotted and fully charged, can KO at 69%. 	Hit 2 	Arm 	 	48 	32 	34 	25	90 	0 		
Forward smash 	  	Swings sword forward. If the attack button is pressed again, he swings a second time with more force. Both hits can be used to rack up damage quickly at very low percentages. First hit is stronger in the tip, while the second hit is stronger if hit from close. Can be used to perform Bomb Smashing. Although the first hit has a somewhat long startup, it has almost no animation until the hit, making it difficult to react to. The 2nd hit, when sweetspotted and fully charged, can KO at 69%. 	Hit 2 	Body 	 	48 	32 	34 	30	90 	0 		
Neutral aerial 	  	Does a flying jump-kick. Is a "sex kick". Has almost no landing lag at all, being great to use to land safely from juggles. 	Clean 	Clean 	10% 	* 	7 	8 	22	100	0 		
Neutral aerial 	  	Does a flying jump-kick. Is a "sex kick". Has almost no landing lag at all, being great to use to land safely from juggles. 	Late 	Late 	6% 	* 	9 	27 	15	100	0 		
Forward aerial 	  	Swings his sword twice while spinning 360 degrees. Second hit has great knockback, though the first hit only sets up the second hit at very low percentages, making it hard to use as a KOing move. Takes some time to startup but has surprisingly little landing lag. Great with ledge dropped, double jumped, forward aerial to try to get-up from the ledge safely, and has invincibility during first hit if used early enough after grabbing the ledge normally or with tether. 	Hit 1 	Hit 1 	9% 	* 	14 	15 	5 	100	0 		
Forward aerial 	  	Swings his sword twice while spinning 360 degrees. Second hit has great knockback, though the first hit only sets up the second hit at very low percentages, making it hard to use as a KOing move. Takes some time to startup but has surprisingly little landing lag. Great with ledge dropped, double jumped, forward aerial to try to get-up from the ledge safely, and has invincibility during first hit if used early enough after grabbing the ledge normally or with tether. 	Hit 2 	Hit 2 	12% 	* 	26 	27 	20	110	0 		
Back aerial 	  	Does a two kick combo. Has almost no landing lag, 1st hit is a true combo into his up tilt. 	Hit 1 	Foot 	4% 	72 	6 	9 	0 	100	40 		
Back aerial 	  	Does a two kick combo. Has almost no landing lag, 1st hit is a true combo into his up tilt. 	Hit 1 	Leg 	4% 	68 	6 	9 	0 	100	40 		
Back aerial 	  	Does a two kick combo. Has almost no landing lag, 1st hit is a true combo into his up tilt. 	Hit 2 	Hit 2 	7% 	* 	18 	23 	70	70 	0 		
Up aerial 	  	Thrusts his sword upward, just like the upward thrust attack in Zelda II: The Adventure of Link. Long duration and can star KO at higher damages, though it has a slow startup, little horizontal range, and significantly high ending lag (30 frames, or half a second). 	Clean 	Clean 	15% 	80 	11 	13 	18	85 	0 		
Up aerial 	  	Thrusts his sword upward, just like the upward thrust attack in Zelda II: The Adventure of Link. Long duration and can star KO at higher damages, though it has a slow startup, little horizontal range, and significantly high ending lag (30 frames, or half a second). 	Late 	Late 	13% 	80 	14 	40 	18	85 	0 		
Down aerial 	  	Holds his sword downward, this time based on the downward thrust from Zelda II. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial. 	Clean 	Hilt 	22% 	65 	14 	14 	40	80 	0 		
Down aerial 	  	Holds his sword downward, this time based on the downward thrust from Zelda II. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial. 	Clean 	Tip 	22% 	90 	14 	14 	30	80 	0 		
Down aerial 	  	Holds his sword downward, this time based on the downward thrust from Zelda II. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial. 	Late 	Hilt 	18% 	65 	15 	64 	40	80 	0 		
Down aerial 	  	Holds his sword downward, this time based on the downward thrust from Zelda II. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial. 	Late 	Tip 	18% 	65 	15 	64 	50	80 	0 		
Down aerial 	  	Holds his sword downward, this time based on the downward thrust from Zelda II. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial. 	After Bounce 	Hilt 	8% 	65 	15 	64 	40	80 	0 		
Down aerial 	  	Holds his sword downward, this time based on the downward thrust from Zelda II. Bounces when the attack lands, possibly scoring an additional hit. A very powerful finisher that can K.O as low as 75%, but if missed leaves Link open for 50 frames if not auto-cancelled (the laggiest aerial landing in the game). Cannot be auto-cancelled in flat platforms, even if started at the highest jump and double jump combined (though it can from a ledge jump). However, it is very spammable in stages like Norfair, where it can be easily auto-canceled, especially against characters without a disjointed aerial that outranges it vertically (to completely outprioritize it). A Bomb footstool canceled can easily setup the down aerial. The pogo effect can be canceled by a fast fall, though it doesn't affect the power of the down aerial. 	After Bounce 	Tip 	8% 	65 	15 	64 	50	80 	0 		
Grab aerial (zair) 	Clawshot 	Fires his Clawshot forward, scoring two hits. Has no landing lag at all. Can be used as a tether recovery. Very useful for spacing and stopping approaches against taller characters. This tether recovery can be used to save Link from a KO at extremely high damages ranging up to even higher than 300%. This can be done by simply air dodging and then immediately using the clawshot (or pressing Z twice or more) after getting hit by an attack that can semi-spike, such as Fox's, Jigglypuff's, or Zelda's down smashes. Link's Zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover with a Bomb. Link has the 2nd longest zair in Brawl, only slightly shorter than Samus'. 	Hit 1 	Hit 1 	4% 	45 	11 	16 	60	30 	0 		
Grab aerial (zair) 	Clawshot 	Fires his Clawshot forward, scoring two hits. Has no landing lag at all. Can be used as a tether recovery. Very useful for spacing and stopping approaches against taller characters. This tether recovery can be used to save Link from a KO at extremely high damages ranging up to even higher than 300%. This can be done by simply air dodging and then immediately using the clawshot (or pressing Z twice or more) after getting hit by an attack that can semi-spike, such as Fox's, Jigglypuff's, or Zelda's down smashes. Link's Zair can also be used while a bomb is held to cancel an airdodge, which also allows him to Tether recover with a Bomb. Link has the 2nd longest zair in Brawl, only slightly shorter than Samus'. 	Hit 2 	Hit 2 	6% 	45 	23 	24 	60	30 	0 		
Pummel 	  	Hits opponent with the hilt of the Master Sword. A fairly fast pummel. 	Hits opponent with the hilt of the Master Sword. A fairly fast pummel.	Hits opponent with the hilt of the Master Sword. A fairly fast pummel.	2% 	* 	9 	9 	0 	100	0 		
Forward throw 	  	Lets go of foe then kicks them, football punt style. 	Hit 1 	Hit 1 	3% 	* 	12 	13 	0 	0 	120		
Forward throw 	  	Lets go of foe then kicks them, football punt style. 	Throw 	Throw 	4% 	55 	13 	13 	50	120	0 		
Back throw 	  	Throws foe back then back kicks. 	Hit 1 	Hit 1 	3% 	* 	12 	12 	0 	0 	120		
Back throw 	  	Throws foe back then back kicks. 	Throw 	Throw 	4% 	 	13 	13 	50	110	0 		
Up throw 	  	Throws foe a very short distance above him, then slashes. Can KO at high percentages. Can be comboed with Spin Attack. 	Hit 1 	Tip 	5% 	20 	26 	29 	50	100	0 		
Up throw 	  	Throws foe a very short distance above him, then slashes. Can KO at high percentages. Can be comboed with Spin Attack. 	Hit 1 	Blade 	4% 	20 	26 	29 	50	100	0 		
Up throw 	  	Throws foe a very short distance above him, then slashes. Can KO at high percentages. Can be comboed with Spin Attack. 	Throw 	Throw 	2% 	90 	28 	28 	24	230	0 		
Down throw 	  	Throws foe down then elbow drops them. The first hit cannot hit . It is believed that this is because Jigglypuff's very low weight causes the animation to occur too quickly, the hitbox appearing and vanishing before it is checked for. 	Hit 1 	Hit 1 	3% 	* 	22 	22 	0 	0 	120		
Down throw 	  	Throws foe down then elbow drops them. The first hit cannot hit . It is believed that this is because Jigglypuff's very low weight causes the animation to occur too quickly, the hitbox appearing and vanishing before it is checked for. 	Throw 	Throw 	4% 	110	23 	23 	60	90 	0 		
Floor (back) 	  	Does two slashes front and back. 	Hit 1 	Hit 1 	6% 	* 	21 	22 	80	50 	0 		
Floor (back) 	  	Does two slashes front and back. 	Hit 2 	Hit 2 	6% 	* 	28 	29 	80	50 	0 		
Floor (front) 	  	Does another two slashes front and back. 	Hit 1 	Hit 1 	6% 	* 	15 	16 	80	50 	0 		
Floor (front) 	  	Does another two slashes front and back. 	Hit 2 	Hit 2 	6% 	* 	25 	27 	80	50 	0 		
Floor (trip) 	  	Essentially the same as his other two floor attacks. 	Hit 1 	Hit 1 	5% 	* 	19 	20 	60	50 	0 		
Floor (trip) 	  	Essentially the same as his other two floor attacks. 	Hit 2 	Hit 2 	5% 	* 	28 	29 	60	50 	0 		
Edge (<100%) 	  	Pulls himself up into a front flip and slices downward. 	Pulls himself up into a front flip and slices downward. 	Pulls himself up into a front flip and slices downward. 	8% 	* 	27 	29 	0 	100	110		
Edge (100%+) 	  	Slowly climbs up and stabs in front of him. 	Slowly climbs up and stabs in front of him. 	Slowly climbs up and stabs in front of him. 	10% 	* 	51 	54 	0 	100	110		
Neutral special move	Hero's Bow 	Fires an arrow that can be charged. 	Fires an arrow that can be charged. 	Fires an arrow that can be charged. 	5% 	* 	  	  	7 	50 	0 		
Side special move 	Gale Boomerang	Throws the Gale Boomerang, which damages at it flies away and then pulls as it makes its way back. 	Release 	Release 	7% 	70 	1 	4 	80	40 	0 		
Side special move 	Gale Boomerang	Throws the Gale Boomerang, which damages at it flies away and then pulls as it makes its way back. 	Flight 	Flight 	5% 	65 	5 	28 	60	40 	0 		
Side special move 	Gale Boomerang	Throws the Gale Boomerang, which damages at it flies away and then pulls as it makes its way back. 	Slowdown 	Slowdown 	0% 	60 	29 	  	0 	100	60 		
Side special move 	Gale Boomerang	Throws the Gale Boomerang, which damages at it flies away and then pulls as it makes its way back. 	Return 	Return 	0% 	40 	  	  	0 	100	70 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 1 (ground) 	Blade 	12% 	* 	12 	16 	68	72 	0 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 1 (ground) 	Tip 	9% 	* 	12 	16 	68	72 	0 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 2 (ground) 	Blade 	9% 	* 	17 	28 	55	80 	0 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 2 (ground) 	Tip 	7% 	* 	17 	28 	55	80 	0 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 3 (ground) 	Blade 	7% 	* 	29 	36 	20	80 	0 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 3 (ground) 	Tip 	5% 	* 	29 	36 	20	80 	0 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 1 (air) 	Part A 	4% 	92 	8 	10 	0 	100	90 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 1 (air) 	Part B 	4% 	75 	8 	10 	0 	100	100		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 1 (air) 	Part C 	4% 	38 	8 	10 	0 	100	50 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 1 (air) 	Part D 	4% 	70 	8 	10 	0 	100	78 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 2 (air) 	Part A 	2% 	92 	16 	18 	0 	100	88 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 2 (air) 	Part B 	2% 	75 	16 	18 	0 	100	100		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 2 (air) 	Part C 	2% 	38 	16 	18 	0 	100	50 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 2 (air) 	Part D 	2% 	70 	16 	18 	0 	100	78 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 3 (air) 	Part A 	2% 	92 	22 	24 	0 	100	77 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 3 (air) 	Part B 	2% 	75 	22 	24 	0 	100	90 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 3 (air) 	Part C 	2% 	40 	22 	24 	0 	100	40 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 3 (air) 	Part D 	2% 	70 	22 	24 	0 	100	55 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 4 (air) 	Part A 	2% 	92 	31 	33 	0 	100	60 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 4 (air) 	Part B 	2% 	75 	31 	33 	0 	100	70 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 4 (air) 	Part C 	2% 	40 	31 	33 	0 	100	40 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 4 (air) 	Part D 	2% 	70 	31 	33 	0 	100	43 		
Up special move 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and is easy to punish. 	Hit 5 (air) 	Hit 5 (air) 	4% 	* 	47 	51 	30	160	0 		
Down special move 	Bomb 	Produces a bomb to throw. Can cause self-damage. 	Produces a bomb to throw. Can cause self-damage. 	Produces a bomb to throw. Can cause self-damage. 	5% 	70 	  	  	40	90 	0 		
Final Smash 	Triforce Slash	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Snag 	Snag 	5% 	22 	13 	14 	0 	100	30 		
Final Smash 	Triforce Slash	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part A 	4% 	90 	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100	50 		
Final Smash 	Triforce Slash	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part B 	4% 	70 	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100	50 		
Final Smash 	Triforce Slash	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part C 	4% 	110	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100	50 		
Final Smash 	Triforce Slash	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part D 	4% 	0 	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100	50 		
Final Smash 	Triforce Slash	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part E 	4% 	180	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100	50 		
Final Smash 	Triforce Slash	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hit 15 	Hit 15 	4% 	* 	159 	159 	60	200	0 		
Final Smash 	Triforce Slash	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hit 16 	Hit 16 	18% 	* 	255 	256 	45	100	0 		
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Category:Link (SSBB)