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, quirks in artificial intelligence, and an archive of tournament representation and results.
An amiibo becomes strongest when it is mirror matched all the way to Level 50 with its Learn button switched on. For more information on effectively raising an amiibo, follow this link. Here is a complete breakdown of Link’s moveset and which options to focus on during training:
- Neutral: Link’s neutral options are fairly versatile. His side special, Boomerang, strikes from a distance, while his long sword enables his strong anti-air game. Neutral attack and forward tilt are excellent spacing tools, while up tilt is quick and disjointed enough to fend off aerial attackers. Up smash serves the same purpose, but is considerably riskier. Down tilt is a niche combo starter at close range.
- On-stage KOs: Forward smash serves as Link’s primarily grounded kill move. Up smash can scoop up opponents and inflict respectable damage and can also bring enemies into KO range for its final hit. Dash attack is a high-risk, high-reward move that can catch recovering opponents at the edge. Forward tilt is weaker than forward smash, but is still strong enough to justify a spot in this section.
- Above-stage: Link does not have many above-stage options (save for capitalizing on combos). Forward aerial can be used against airborne opponents, while neutral aerial and back aerial are strong enough to buy landing space. Up aerial can catch opponents directly above you, but is outclassed by up smash for this specific purpose.
- Off-stage: Despite having a weak off-stage game, Link’s AI is exception at utilizing its moveset off-stage. Gimping opponents with neutral aerial is an easy option, but loses to disjointed recovery moves. Falling forward aerial can KO extremely early, while back aerial mostly serves the same purpose.
- Moves to avoid: Link’s down aerial is underwhelming (at least when it comes to training amiibo). The AI tries to land on opponents and is almost always punished for it; furthermore, it also has trouble timing and spacing its Bow and Arrows (use Boomerang instead). Remote Bombs may even deserve a category of their own due to their complexity; the AI is hardcoded to use them, meaning its habit cannot be curbed. The FP often detonates the bomb and hits itself, racking up free damage for the opponent. Either avoid Remote Bombs entirely or teach the amiibo to edgeguard with them.
Stats & Spirit Effects
By all accounts, the best Spirit effects in the game are Super Armor, Slow Super Armor, Armor Knight, and Autoheal. Unfortunately, most (if not all) of these bonuses are prohibited in competitive play; indeed, most of these effects work well with Link. For trainers looking to participate in tournaments where these Spirit effects are banned, here are a handful of alternate options: Side Special ↑, Weapon Attack ↑, and Landing Lag ↓. In terms of stat spreads, setups between 2600 / 1600 and 2100 / 2100 are viable options to consider.