How to train a Link amiibo in Super Smash Bros. Ultimate

A complete summary of Link’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.

Stats & Spirit Effects

In terms of stats, Link is quite versatile. Using a balanced spread (2100 / 2100) or a more defensive-leaning one (1800 / 2400) are both fine options that work well on the character. Though some fighters do well with a fully defensive setup (0 / 4200), Link’s lackluster recovery means he needs to close stocks as quickly as possible to reduce his chance of getting gimped.

As with most fighters, Link is effective when equipped with Armor Knight and Move Speed ↑. His recovery is worsened by a small bit, but the extra defense and movement speed are invaluable and help him survive longer.

Recommended Training

An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Playing a best-of-five match (configurable via the rules menu) will cause it to level up much faster.

Link benefits most from a balanced playstyle that mixes melee attacks and projectiles. Racking up damage with Boomerang is key, as is going in for the kill with a forward or up smash attack. Remote Bombs can also be thrown off-stage to gimp opponents’ recoveries. Here is a complete breakdown of Link’s moveset and which attacks to focus on during training.

  • Neutral attack: In Smash 4, Link’s jab was instrumental in his climb up the tier list. Jabs as a whole are less relevant in Ultimate, but Link’s can still prove effective when needed. Use it at point blank for best effect.
  • Forward tilt: It doesn’t have the power of forward or up smash, but can still kill towards higher percentages. It also comes out quicker. It’s one of Link’s most useful attacks and should be used at close range.
  • Up tilt: It can juggle an enemy and then follow up into a neutral aerial or up smash. Good to use every once in a while to set up simple combos.
  • Down tilt: Link’s down tilt can interrupt recoveries and can also lead into a neutral aerial or forward aerial. Another simple combo tool that should be utilized fairly often.
  • Dash attack (Jump Slash): One of the strongest dash attacks in the game. It’s a risky move, but can be used to KO enemies surprisingly early. Its startup is rather slow, so only use it when you know it will connect.
  • Forward smash (Sword Slice): A two-part attack that serves as a solid KO option. Be sure to connect both halves of the move by pressing the button again. Prioritize it as your primary kill move.
  • Up smash: It’s one of the strongest aerial punishes in the game and racks up a lot of damage. Use it to catch a falling opponent, but be wary of its ending lag.
  • Down smash: A decent edgeguarding tool and a fine finisher at high percentages. Also quite fast for a smash attack.
  • Neutral aerial: Link’s AI uses this as both an interrupt and a gimping tool. A fine damage-racking option that should be used quite often.
  • Forward aerial: The AI likes to surprise its opponents with short hop forward aerials. Luckily, it’s a solid kill move both on- and off-stage. Definitely a good one to teach.
  • Back aerial: Another solid kill move with decent utility for edgeguarding. At lower percentages, Link can land two back aerials on an airborne opponent before landing.
  • Up aerial (Jump Thrust): A predictable but powerful stab with decent launching power. Hard to hit, but pays off if used properly. Outside of combos, up smash outclasses up aerial, so wait for the opponent to fall and then punish with that instead.
  • Down aerial (Downward Thrust): Even though it spikes, don’t be tempted to teach it to your amiibo; it’s too risky and rarely pays off. Avoid this one.
  • Forward throw: Weak power and knockback. It isn’t very useful, so stick to Link’s other throws instead.
  • Back throw: Fairly strong, but does not KO until higher percentages. It’s fine to use every once in a while but is never the match-winning move.
  • Up throw: It’s powerful for being an up throw and can lead into an up smash punish. Unfortunately, its strength was nerfed from Smash 4.
  • Down throw: It can combo into forward smash, neutral aerial, or forward aerial. Don’t focus on combos, but it’s okay to use them once in a while.
  • Neutral special (Bow and Arrows): Not a move you should use at all; Link’s AI is very fragile with his three projectiles, and will easily develop spamming habits. The bow is not very useful in amiibo play and it’s few useful situations are not worth your Link using it all the time.
  • Side special (Boomerang): So long, Gale Boomerang! The classic Boomerang returns for another round (as any functioning one should). It’s a great neutral option and can still be spammed to great effect, and is instrumental to Link’s zoning. Use it frequently during training.
  • Up special (Spin Attack): Recovery purposes only! Don’t use it as an attack, as it’s easy to miss and leaves Link vulnerable.
  • Down special (Remote Bomb): The AI will detonate the Remote Bomb as long as an enemy is nearby. This means it will occasionally hit itself if both fighters are in the blast radius. The AI cannot learn to use Remote Bombs to aid its recovery, so stay away from them as best you can.

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