Project M
Project+

Link (PM)

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Link
inProject M andProject+
Link SSBB.jpg
PPlus Link.png
PMLinkAlt.png
PPlus Oot Link.png
PPlus Fierce Deity Link.png

ZeldaSymbol.svg
UniverseThe Legend of Zelda
Base game appearanceBrawl
Moveset inspirationLink (SSBM)
Alternate costumeMelee Link
Link (SSBB)

Link is a playable character in theBrawl modProject M andProject+. He was remade to be closer to hisMelee version.

Link is ranked 30th out of 41 on theofficialProject Mtier list, near the bottom of the C tier. This is a small improvement over his placement inBrawl, where he ranked 35th out of 38, but a slight drop from hisMelee position of 18th out of 26. In the officialProject+tier list, he places slightly higher, ranking 25th out of 42 characters, now residing in the B+ tier, a significant improvement over hisBrawl placement and a moderate improvement over hisMelee placement.

Attributes[edit]

Link is, in general, a well-ranged fighter. He is a heavyweight (tied withCaptain Falcon in weight) possessing threeprojectiles and long disjointedhitboxes in his sword attacks, allowing him to zone opponents out, heckle them from far away, and start combos from a distance before moving in. Both hisBombs andBoomerangs can be used to create openings, which allow Link to start a combo or get in a finishing hit. Link's is also packed with a stellar defensive game, as hisHylian Shield can block projectiles when standing still, crouching (which aids hiscrouch cancel), and even while walking. His Spin Attack is also one of the most potentout of shield options in the game. The latter attack is also highly effective foredge guarding onstage, as it willsemi-spike any opponent who fails tosweet spot the edge, sending them away towards theblast lines. Link also has a good aerial game; his up and down aerials are very powerful and stay active for a long time, serving as combo finishers, and his Bombs can be used efficiently for glide tossing. His other three aerials have low lag and decent range, serving as both combo and approach tools. His tilts are generally fast, especially his forward tilt, which can be quite devastating on those not expecting it; it is also a potent edge-guarding tool. His up tilt can combo into itself and/or juggle opponents, and his down tilt is also good at edge-guarding and can lead into combos at moderate percentages.

Link's smash attacks are of an above average speed, as well as being of the most powerful. His forward and up smashes are both effective at KOing and pressuringshields, with both leading into combos at low percentages to rack up damage quickly. Finally, his down smash is useful to KO any opponent at higher percentages. His up and down smashes both have incredibly fast startup, whilst the latter has somewhat moderate end lag.

Link's throws have decent utility, as they possess great frame data that are supplemented with a fast grab. His up and down throws can be utilized as combo starters, whilst the prior has immense knockback that could send the opponent into a possible KO at medium-high percentages. His forward and back throws, while sub-par to most, still have decent range at moderate to high percentages.

While Link's recovery is difficult to edge guard, it does not give much distance, though this is made up with Link's glide tossing ability, aided with Bombs paired with well-timed Spin Attacks to receive knockback and reuse an extra Spin Attack. Link has also an alternate recovery option with his zair, theHookshot, which can also be used after shifting towards the stage with anair dodge.

Link is not a character without weaknesses, however. Link's large size, heavy weight and somewhat moderately high gravity make him vulnerable to combos, allowing enemies to rack up damage on him with little effort. His aerials, though possessing high KO potential, have overall long ending lag, save his F-air, B-air and N-air, causing Link to become easily countered by opponents that excel at midair combat, such asJigglypuff orPeach. Also, while his recovery is overall difficult to edgeguard, his Spin Attack's hitbox only extends above him, leaving Link vulnerable against edgeguarding attacks with good horizontal reach, such asMarth's down tilt orCharizard's back aerial. Hisbomb recovery also damages him in the process.

Changes fromMelee to PM[edit]

Link's hidden taunt inProject Plus.

As with mostMelee veterans, Link was reverted back to hisMelee iteration although he maintains some of the improvements he saw in Brawl and he has some additional new improvements to further aid him. Because of this, Link was heavily buffed in the transition fromMelee, with many of his attacks being slightly faster, stronger and having improved range.

Aesthetics[edit]

  • Change Some of Link'staunts have been significantly reworked:
    • Change His taunt fromMelee has returned and assigned to his side taunt. Like inMelee, Link sheathes his sword and shield to brush his hair as he sighs.
    • Change Link has two newSmash Taunts, accessible by right input and down input respectively:
      • Change His right Smash Taunt is essentially his original side taunt fromBrawl, where he summons a fairy. When the fairy comes out during said taunt, it says "Hey, listen!"; this is a reference to Link's partner Navi fromOcarina of Time, with said voice clip taken directly from the game.
      • Change His down Smash Taunt has him pulls out the Ocarina of Time. While idle in this taunt, players can press the A button and D-pad to play songs on it, emulating the control scheme for playing the ocarina inOcarina of Time.
  • Change Link'son-screen appearance has been reverted to his on-screen appearance from the originalSuper Smash Bros., which involves teleporting downward from a beam of light akin to the end-of-dungeon teleporters inOcarina of Time.

Attributes[edit]

  • Buff Link'sdashing speed has increased slightly (1.3 → 1.4).
  • BuffRange of his sword attacks is reminiscent ofBrawl's (if not larger), increasing it. As an added benefit, his attacks stick out more.
  • Buff Despite Link not having any decrease in height and/or size, his hurtbox is somewhat smaller.
  • Buff Link's walking animation has changed to resemble hisSmash 64's animation. Link also has the added benefit of being able to shield projectiles while walking, aiding his defense.

Ground Attacks[edit]

  • Buff Most of Link's normal attacks have slight speed and power increases and are generally safer to use onshielding opponents.
  • Buff Link'sforward tilt is now faster, likeYoung Link's version, making it more useful than before, now because of his extend range, it also gives Link even better edge-guarding capabilities.
  • Buff Link'sup smash's later hits have less startup lag with a longer duration (frames 26-28 (hit 2), frame 41-43 (hit 3) → 23-27/36-41), and all three slashes can link better into other. He can alsoDACUS improving up smash's approach potential (although his DACUS covers less distance than inBrawl).
  • Nerf Up smash has more ending lag (frame 52 → 58).

Aerial Attacks[edit]

  • Buff All aerials exceptdown aerial auto-cancel earlier (frame 32 → 31 (neutral), frame 51 → 48 (neutral), frame 29 → 25 (back), frame 56 → 49 (up)). Much like inBrawl, Link can now auto-cancel neutral aerial in a short hop and he can auto-cancel forward and up aerials in a full hop.
  • NerfNeutral aerial has a shorter duration (frames 4-39 → 4-31).
  • BuffForward aerial's first hit deals more damage (13% → 14%) and the second hit has less startup lag (frame 30 → 28), deals more damage (8% → 10%) and now launches opponents vertically granting it combo potential. It also has less ending lag (frame 56 → 51).
  • Buff The first hit ofback aerial now has set knockback similar to it'sBrawl incarnation making it connect better with the second hit. The second hit also has less startup lag (frame 18 → 16) and back aerial has less ending lag (frame 30 → 28).
  • BuffUp aerial has less ending lag (frame 60 → 57) and landing lag (30 frames → 28).
  • Buff Down aerial has less landing lag (50 frames → 40).
  • Nerf Down aerial auto-cancels later (frame 65 → 79).
  • BuffGrab aerial is now based on itsBrawl incarnation having two separate hits. It has less startup lag (frame 11 → 10), deals more damage overall (6% → 4% (hit 1), 9% (hit 2)) and the second hit launches opponents vertically granting it combo potential. It also has less landing lag (30 frames → 15).
  • Nerf Grab aerial is now atether hindering its use as a recovery option.

Grabs and Throws[edit]

  • Buff Standinggrab has a longer duration (frames 11-17 → 11-19) and has less ending lag (frame 86 → 76), and dash grab also has a longer duration (frames 12-17 → 13-20) and gives Link more distance.
  • Nerf Dash grab has more startup lag (frame 12 → 13).
  • Buff Up throw deals much more knockback.

Special Moves[edit]

  • BuffHero's Bow charge speed has increased slightly, has more knockback, and its knockback angle changed to send opponents at a more horizontal angle. It also retainsBrawl's trajectory andQuickdraw technique.
  • BuffBoomerang has more varied angles, making it a more reliable projectile, and using the move with the boomerang throw already, additionally produces a weak "slap" hitbox on Link's hand.
  • Change Boomerang designed with a light-blue trail to resemble itsSmash 64 incarnation.
  • ChangeSpin Attack's color trail resembles theSmash 64 version, in both his grounded and aerial versions, and also uses the soundbyte from this game.
  • Buff Using theSpin Attack in the air grants more horizontal momentum. The grounded Spin Attack's range has increased slightly.
  • Buff Link can perform the aerial glide toss. This techique increases his options for movement andcombos on stage, and gives him newrecovery options.
  • Buff Link can nowbomb jump consistently for recovery. By inputting aglide toss while airborne, Link can toss the bomb up the right distance to Spin Attack into it, allowing him to Spin Attack and repeat the process over again.Project M's improvedtether recovery managements also give him a better alternate option in hiszair.
  • Bug fix Can no longer performBoomerang superjump norBomb dash.

Changes from PM to P+[edit]

v2.0[edit]

Aesthetics

  • Change Link'sOcarina of Time costumes aesthetically replaces Clawshot and Hero's Bow with the Hookshot and Fairy Bow, respectively.

Attributes

  • Change Ground Friction: 0.09 → 0.08
  • Buff Jump Startup Time: 5 → 4
  • Change Wall Jump Horizontal Velocity 1.3 → 1.0

Ground Attacks

Up Smash

  • Change Second Hit Tip Angle 95 → 93
  • Change Second Hit other hitbox angles 98 → 90
  • Buff SDI Multipliers on first two hits 1.0x → 0.5x
  • Nerf End lag increased slightly 16 → 20

Aerial Attacks

  • Buff Back Air can now be interrupted as soon as frame 28 → 27

Grabs and Throws

Grab:

  • Change All grabs have their active frames reverted to v3.5
  • Change Dash/Pivot tether grab box changed from having 1 hit grab box to having 2 smaller grab boxes next to each other

Change Up Throw now always causes tumble

Down Throw:

  • Change KBG 50 → 40: BKB 60 → 85, Angle 90 → 85
  • Nerf Animation length increased slightly 50 → 51

Change Back Throw BKB 35 → 40

Special MovesNeutral Special (Arrow):

  • Buff Hitbox Size 1 → 1.75 (fixes issues involving Z-axis)
  • Change Release point modified to better match visual.

Side Special (Boomerang):

  • Buff Startup 27 → 25
  • Change Release point modified to better match visual.

Other

  • Buff <100% Ledge getup attack active frames 27-29 → 26-29
  • Change Up Taunt - Sword Glow remains throughout instead of ending abruptly.
  • Change Dash now rumbles on frame 1.
  • Change Restricted to pulling two bombs at a time in order to prevent game breaking bugs.
  • Change Dash-Attack-Cancelled-Up-Smash distance normalized between first and second frame.

v2.0 - v2.28[edit]

No changes.

Revisions[edit]

v2.1[edit]

  • Buff Link's up smash has fixed timers.
  • Buff Link'sHylian shield now works properly whenstanding,walking, andcrouching.
  • Buff Link's pummel now connects properly against opponents grabbed on slopes.
  • Buff Link's forwardroll no longer falls off edges.

v2.5b[edit]

  • Buff Link's down throw's knockback growth has been increased.
  • Buff Link's down throw hitbox reworked so that it now connects properly on any character.
  • Buff Link's Boomerang close range strong hit duration lasts slightly longer.
  • Buff Link's Spin Attack can properly grab edges at the peak and off of platforms.
  • Change Link's up tilt animation has been adjusted to better matchMelee's.
  • Change Link's grab-box in his hand is larger like a normal grab's, but ends when the Clawshot extends, and the chain is unable to grab airborne targets to prevent a standingchaingrab.
  • Change Link's Arrow hitbox size matched toMelee.
  • Change Link's Boomerang knockback and angles adjusted more towards those ofSmash 64 andMelee on the way out, rather than straight up, and uses a knockback strength similar to that ofSmash 64 on the return hitbox.
  • Buff Link can pull up to 3 Bombs.

v2.6b[edit]

  • Buff Dash speed slightly increased.
  • Buff Down tilt is slightly faster, and knockback is slightly increased.
  • Buff Forward and back throws end sooner.
  • Buff Up throw's damage was increased, its launch point and knockback were adjusted to have more utility, its animation was improved, and isinterruptible sooner.
  • Buff Aerial Clawshot has a flub hitbox that links into the sweetspot, similar to theBrawl version.
  • Buff Using Boomerang produces a very weak "slap" hitbox on Link's hand when done with the Boomerang already out.
  • Nerf Dash attack's interruptibility occurs slightly slower.
  • Nerf Down throw has more ending lag.
  • Nerf Spin Attack's horizontal momentum very slightly lowered.
  • Change Dash attack animation remade, now much more similar toMelee's.
  • Change Hitboxes on up tilt, second hit of forward smash and last hit of up smash and were matched better matched to their respective animations.
  • Change Neutral aerial's duration matched to the animation.
  • Buff Aerial Clawshot sweetspot now sends opponents up and slightly towards Link.
  • Change Boomerang was adjusted to have a shorter distance but be thrown faster. The Boomerang also got a new model.
  • Buff Boomerang catch animation only occurs when Link is in his waiting animation.

v3.0[edit]

  • Buff All sword attacks are now correctly clankable.
  • Buff Up smash's last swing inner hit does 1% more damage (10% instead of 9%).
  • Buff Back aerial's IASA frames come two frames earlier.
  • Buff Link can now correctly angle his Boomerang downward on the ground.
  • Nerf Up tilt's base knockback slightly lowered on all hitboxes.
  • Nerf Up smash's IASA frames come slightly later.
  • Nerf Down smash's first hit outer hitboxes dropped from 17% to 16% damage (sweetspot is now on elbow).
  • Nerf Shrank hitbox size on Boomerang's "flub slap".
  • Change Forward tilt does slightly more damage at the base of the sword, and slightly less on Link's shoulder.
  • Change Up tilt's knockback growth changes slightly based on where one hits on the sword as perMelee/Brawl.
  • Change Dash attack's hitbox is active one additional frame, but gets IASA frames slightly later. On the closest hitboxes, the damage increases while the angle becomes lower.
  • Change Down smash's second hit has a 17% damage sweetspot added to the inside hitbox, but slightly dropped knockback growth on all others.
  • Change Back aerial second kick's angle slightly lowered.
  • Change Down aerial's hitboxes moved to better matchMelee and cover Link's sword.

v3.5[edit]

  • Nerf Sweetspoted neutral aerial does less damage if hitbox connects on the hip or back leg. (9% hip, 8% back leg)
  • Nerf First hit of forward aerial does 14% damage.
  • Nerf Sweetspot for boomerang now does 11% damage and does 3% damage when returning.
  • Change Link now has a second smash taunt, by tapping Down Taunt link will pull out his ocarina and players can play it by using the attack and directional function and quit using the B button
  • Change Link now has Melee sword swing sounds

v3.6[edit]

  • Buff Forward tilt base knockback increased. Deals 1% less.
  • Buff Forward smash damage increased by 1%.
  • Buff Neutral air sweetspot deals 1% more.
  • Buff Back air hitboxes are two frames faster, new knockback method.
  • Buff Link's friction reduced by .01, giving him a better wavedash.
  • Buff Link's run speed has been increased to 1.4, from 1.35.
  • Buff Up throw has increased base knockback.
  • Nerf Up throw endlag increased.
  • Nerf Boomerang now releases on frame 27 from 23, IASA frames increased to 43, from 36.
  • Nerf Upsmash SDI multipliers normalized to 1.0.
  • Nerf In an attempt to fix pausing when grabbing foes at maximum range, Link now has an overall shorter grab range.
  • Change Several animations smoothed out/improved.

Moveset[edit]

Up to date as of version 3.6.

NameDamageDescription
Neutral attack5%Link performs a diagonal sword slash followed by a horizontal slash, with a lunging stab finisher. The second hit can cancel out and lead into other attacks, giving Link more options for combos or finishers. The infinite links together much better thanMelee, but has someEnding lag.
3%
6%
1-2% (loop)
Forward tilt14% (blade), 13% (tip & arm), 12% (body)Link performs an overhead sword swipe. This attack can edge-guard against opponents. It also has strong KO potential.
Up tilt9%Link swings his sword in an arc above himself. The move comes out quick and has low ending lag, mostly being used tojuggle opponents at low percentages. It also has good KO potential at high percentages.
Down tilt11%Link swipes his sword across the ground. This attack can lead into combos and has low startup and ending lag. It can alsometeor smash opponents who come in contact with Link's body and the base of his sword, making it a viableedgeguarding tool.
Dash attack12% (blade), 10% (tip), 13% (arm), 14% (body)Link dashes and attacks the opponent. Low start and moderate end lag, is much faster, and sends opponents at a more vertical angle, making the attack good for combos and dash dancing. It has earlier IASA frames, making it even more dangerous if done correctly, and can be safer to use on shielding opponents.
Forward smashSword Slice15% (tip),16% (body)Link swings his sword downwards for good knockback, and if theA button is pressed again, he will do a much more powerful horizontal slash to follow. The second hit deals more vertical knockback than the first hit, but it's impossible for the second hit will land at damages above 30% due to the knockback growth of the first hit.
18% (tip),20% (body)
Up smash4% (hit 1),3% (hit 2),9% (hit 3 body),10% (hit 3 blade)Link swings sword in an upwards arc three times. The attack has somewhat low start-up and moderate ending lag. The move can also be dash cancelled, making it a greatDACUS move.
Down smashFront:13%/16%/17%
Back:11%/16%/17%
Link swipes his sword from front to back, having very quick start-up but moderately long ending lag. At low percentages, it can KO as low as 50-90% damage depending on the character.
Neutral aerial12%/10%/9% (clean), 7% (late)Link thrusts his leg out for an extended time. Hassex kick properties.
Forward aerial14% (hit 1), 10% (hit 2)Swings his sword twice while spinning 360 degrees. The first hit is usually hard to follow into the second hit at higher percentages. Each hit has decent knockback.
Back aerial7% (both hits)Two short-ranged back kicks behind himself. Low start-up with moderate ending lag and low landing lag. The first hit is a weaker attack which links to the second, more powerful hit. Has considerable knockback.
Up aerial16% (clean), 12% (late)An upward sword thrust, which is based off of the attack inZelda 2: The Adventure of Link. Moderate start-up, with high ending and landing lag. Its initial hitbox is quite powerful, and can KO at lower percentages.
Down aerial20% (clean blade), 22% (clean tip), 19% (late), 8% (after bounce)A downward sword thrust, which is based off of the attack inZelda 2, but acts like it does inTwilight Princess. Has somewhat high start-up, with high ending lag and very high landing lag. It is quite powerful, capable of KOs as low as 60-75%, depending on weight.
Grab aerial4% (hit 1), 9% (hit 2)Fires his Clawshot forward, scoring two hits. Second hit has a weak vertical knockback. Has low landing lag. Can be used after anair dodge or as atether recovery. Very useful forspacing and stopping approaches against taller characters. It is also useful for setting up combos or chain into itself at low percentage and a KO move at high percentage against fast fallers. 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.
GrabLink fires his Clawshot forward to grab foes from afar.
Pummel3%Link pummels the opponent with the hilt of the Master Sword.
Forward throw3% (hit 1), 4% (throw)Link kicks high to send the opponent flying. Very low knockback at lower percentages.
Back throw3% (hit 1), 4% (throw)Link kicks moderately high backwards to send opponents away. Low knockback at lower percentages.
Up throw4% (hit 1), 8% (throw)Link throws the opponent upwards and then slashes them upwards.
Down throw2% (hit 1), 4% (throw)Link slams the opponent down and slams his elbow down on them. Combos well into up tilt and up smash.
Floor attack (front)6%Does two slashes front and back.
Floor attack (back)6%Does another two slashes front and back.
Floor attack (trip)5%Essentially the same as his other two floor attacks.
Edge attack (fast)8%Pulls himself up into a front flip and slices downward.
Edge attack (slow)10%Slowly climbs up and stabs in front of himself.
Neutral specialHero's Bow5-15%Link fires an arrow at an opponent. The longer it is charged, the farther it will fly and the stronger it will be. At full charge, the arrow will fly straight.
Side specialBoomerang11% (close), 6% (far), 3% (return), 4% (slap)Link throws his trademark Boomerang, covered with a celestial light. Has decent power with some knockback, but is best used when Link is close to the opponent. The boomerang has a wide trajectory, but doesn't go far. When used again while the Boomerang is out, it produces a very weak slapping hitbox.
Up specialSpin AttackGround: 15% (clean), 5% (late)
Air: 4% (hit 1), 2% (hits 2-4), 6% (hit 5)
Link spins in place with a shout, slashing with his sword. Has low start lag, with high end lag. It has a powerful initial/close hitbox which is great for sending opponents flying, acting as one of the bestout of shield options. It can alsosemi-spike at the tip of Link's sword, alongside better length, making it an even better edgeguarding move. In air, it uses multiple attacks and finishes with a powerful ending blow. As a recovery, it has high vertical and horizontal momentum, needing little momentum for Link to recover. He can link the recovery move with his bombs, making for a consistent, amazing recovery.
Down specialBomb6-12% (explosion)Link pulls out a bomb. He can throw it at the opponent, but they may have a chance to grab it. Has decent power, but little knockback. The explosion can hurt Link, inflicting damage to him, which when combined with Spin Attack can be exploited for a great recovery.
Final SmashTriforce Slash5% (trapping), 4% (hits 1-15), 18% (hit 16)A Triforce protrudes out of Link's hand and traps the opponent. He then consistently attacks the opponent leading up to a powerful finisher. Has great power and knockback, and can KO at almost any percentage.

Incompetitive play[edit]

Notable players[edit]

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Alternate costumes[edit]

Project M[edit]

Beginning with 3.0, Link received an alternate costume based on his appearance inThe Legend of Zelda: Ocarina of Time, which was the basis for his default costume inSmash 64 andMelee.

It received recolors that were present inMelee. Additionally, the Master Sword and Hylian shield were also changed to resemble how they appeared inOcarina of Time. Link has the Triforce symbol in his right hand after getting a Final Smash with his Ocarina of Time costume.

Link's alternate costumes in PM
LinkHeadSSBB.pngLinkHeadRedSSBB.pngLinkHeadBlueSSBB.pngLinkHeadLavenderSSBB.pngLinkHeadYellowSSBB.pngLinkHeadBlackSSBB.png
LinkHeadPM.pngLinkHeadRedPM.pngLinkHeadBluePM.pngLinkHeadBlackPM.png

Project+[edit]

InProject+, Link receives additional purple and pink color, as well as a new recolor that resembles his original design inThe Legend of Zelda for the NES. Each of these function as extra team colors.

HisOcarina of Time outfit was revamped with a more modernized appearance. His white costume fromMelee returns, itself based on his sprite while wearing the Blue Ring inThe Legend of Zelda. It also includes a new purple recolor that referencesRavio fromThe Legend of Zelda: A Link Between Worlds. Lastly, it includes an alternate costume based on Link's transformation intothe Fierce Deity inThe Legend of Zelda: Majora's Mask, included with armor, face painting, and weapons fromMajora's Mask; a unique aesthetic detail when wearing this costume is when using Triforce Slash, Link will instead wield the Fierce Deity'ssignature sword.

Link's alternate costumes in P+

Secret costumes:

Link Z P+.pngLink R P+.png

Z-Secret Costume: NES Link: Based on Link's original appearance in official artwork forThe Legend of Zelda andZelda II: The Adventure of Link. Extra details include the cross-emblazonedMagical Shield, a yellow rim on his hat, a brown undershirt, a sword resembling a hybrid of theMagical Sword and theCrissword from theLegend of Zelda cartoon from 1989, and dirty blonde hair resembling how it looked in artwork and sprites for the NES titles.

R-Secret Costume: Hyrule Warriors Link: Based on Link's appearance inHyrule Warriors equipped with theKnight's Sword and its corresponding shield.

External links[edit]


v • d • e
Playable characters inProject M andProject+
Playable charactersBowser(Giga Bowser) ·Captain Falcon ·Charizard ·Diddy Kong ·Donkey Kong ·Falco ·Fox ·Ganondorf ·Ice Climbers ·Ike ·Ivysaur ·Jigglypuff ·King Dedede ·Kirby ·Knuckles ·Link ·Lucario ·Lucas ·Luigi ·Mario ·Marth ·Meta Knight ·Mewtwo ·Mr. Game & Watch ·Ness ·Olimar ·Peach ·Pikachu ·Pit ·R.O.B. ·Roy ·Samus ·Sheik ·Snake ·Sonic ·Squirtle ·Toon Link ·Wario(Wario-Man) ·Wolf ·Yoshi ·Zelda ·Zero Suit Samus