#I am DETERMINED to work out how to use Hyrule's ladder in a fight
Explore tagged Tumblr posts
Text
Linked Universe Combat Guide (part 1)
Lmao I have been casually sitting on this for like two months now and since I'm procrastinating writing an essay, I've decided to post it.
Anyway, this came from my bajillion notes about the Chain's equipment so I could have fight scenes that involved more than "he swings his sword" x9. I also wanted to identify all the weird weapons the Links would have too bc I know they exist. And since adhd is the shark disorder and I need to do something bc I stop moving I die, I've made my notes coherent enough to inflict upon tumblr.
General Notes:
In terms of additional weapons/equipment, I’m not including the traditional bombs/bow + arrows/boomerangs bc basically everyone has a variant of these. All I'm doing is looking at the possible items collected on the quests and being like "yeah I could probably work out a way to kill monsters with that".
Also they all have one-handed sword and shield proficiency, so I'm not including that for each Link. However any other canonical or possible weapon proficiencies will be listed.
7 out of 9 Links are predominantly lefties. Generally, left-handed swordfighters are used to fighting right-handed swordfighters, but the same is not true vice versa, so they will have an advantage against most human enemies. -> any ambidextrous fighters in the group is largely a headcanon but go nuts w/ it.
Researched to the best of my ability (limited only by search terms and my own waning hyperfixation), but pls be aware I literally only played my first Zelda game ever in February 2024 so there’s a lot I don’t know and games I haven’t played. Both parts are open to peer review and active fact checking lmao
Half of this is canonical abilities and half is presumed abilities based off of said canon + other logical conclusions. I'm doing this from a lore-accurate sense, rather than a straight pull from the LU comics, simply bc that allows for a broader analysis of what they're technically all capable of. I've tried my best to keep my personal headcanons out of this either way.
This part covers Four, Hyrule, Legend and Wind, whose games I have not played, so my apologies if anything is missing or incorrect.
Updated 9 March 2025 with new info provided by @thejolteonmastertj who's a literal godsend for their info about Legend and Hyrule's combat skills🙏, and @respheal who added on and emphasised just how important Legend's spin attack is. I love you both <3
Updated again 2 May 2025 with info for everyone here provided by @interlink-au.
Four
I am actively making the argument that Four probably has knowledge about other fighting styles due to his trade as a black/weaponsmith. I do not have any specifics in mind bc I do not have the spoons for that deep-dive, but feel free to run with this however you want.
Sword techniques: -> spin attack + variants -> great spin attack (repeated spins. interlink-au emphasises that it's very OP bc there's no dizziness/stamina involved so it can be spammed) -> hurricane spin (same as above but temporarily induces dizziness) -> dash attack (requires pegasus boots) -> peril beam (only works when he's got 1 heart left) -> sword beam when at full hearts -> roll attack -> down thrust (requires Roc’s cape)
Obviously, Four's greatest strength is team combat w/ the Colours. By splitting, he's able to coordinate combat with easy tag-team attacks with a much lower risk of friendly fire compared to when fighting alongside members of the Chain. Group combat, quite obviously, is actually kinda hard bc it requires an increased amount of situational awareness that is often overridden by adrenaline. Thankfully, since Four and the Colours are literally the same person, this is mitigated by a LOT.
Seriously do not discount how Four's height is an advantage in combat. Being smaller/shorter means you have less body mass to speed up and slow down, so you have greater agility and speed. You're also harder to hit and better at close combat (short limbs take less time to block, attack, etc.)
Genuinely don't know if he's proficient in combat while on horseback. I've heard at least one of Four's games has an Epona, but I don't know if there's any mounted combat.
Additional Weapons/Equipment: -> power bracelets -> gust jar -> Cane of Pacci -> magnetic glove -> fire rod -> magic hammer (hammer is capable of producing shockwaves and causing earth tremors) -> pegasus boots -> Roc’s cape -> shovel (do not under any circumstances discount mundane weapons) -> slingshot
Hyrule
To start off, the most important thing to know about Hyrule is that he's a self-taught fighter.
No, seriously this is more important than you think but not for the reasons you may think. Self-taught fighters are scrappy as shit. Out of the entire Chain, Hyrule will be the first one to resort to fighting dirty. Have him clawing at people’s eyes, throwing dirt, and biting. When you grow up in a situation where survival is a thin line you don't want to cross, you’ll do anything to stay alive when you have to.
Spells*: -> Shield: reduces damage by half -> Jump: self-explanatory -> Life: recovers health -> Fairy: shapeshifts into a fairy -> Fire: shoots fireballs from the end of his sword. (an aside, but this scene from the comic may be a variant of Fire? Fact check again lmao) -> Reflect: reflects magic attacks and strengthens his shield to temporarily block some physical attacks and most magical attacks -> Spell: can turn most enemies into Bots -> Thunder: summons lightning *be aware Hyrule has a magic meter. I haven't included how it functions here because it cluttered this section up horribly, but here's a link to it.
Hyrule actually gained the ability to use magic in his second quest, so while he's probably well adapted to using it now and may default to using it when backed into a corner, he's still a capable swordsman without it. -> Update: while the spells I listed above came about in Hyrule's second quest, thejolteonmastertj points out that Hyrule is straight up slinging sword beams with the random sword he gets given at the start of his first adventure, and that it's an important technique for the game.
He can canonically use Jump to perform a down thrust (like Four's) and a jump thrust (think Mario hitting bricks lmao),but there are so many ways to utilise this spell. Someone should teach Hyrule the Helm Splitter.
Additional Weapons/Equipment: -> power bracelets -> hammer -> this will sound stupid but ladder (again, never underestimate weird and mundane weapons.) -> magic rod (w/ accompanying fire upgrade) -> magic recorder (used in-game for fast travel but thejolteonmastertj also says it summons a tornado and if you can't find a way to use that in combat, I'm going to eat my hat)
Legend
Legend gave me so much trouble, solely bc sir has too many games. Jesus Christ man.
I am once again happily arguing that due to Legend’s sheer experience, he probably has other weapon proficiencies outside of a one-handed sword + shield combo, but that’s entirely up to personal headcanons. -> update provided by interlink-au: Legend is capable of dual-wielding his sword and a magic rod/cane, a boomerang, a hook-shot, etc etc. He will also parry with his sword if he's charging a spin attack (and can hurt them by walking into them, unless they're also holding a sword which will mitigate the blow).
Sword techniques (provided by interlink-au): -> spin attack (see above) -> dash attack (needs pegasus boots) -> sword beam -> hurricane spin (drains magic and induces dizziness) -> great spin (separate to a spin attack. increases range of normal attacks)
Once again for the class lmao, Legend has the most questing experience. While his section may seem small bc I don't want to rehash stuff I've already said, it's entirely on-brand for him to have tweaked a lot of this. Headcanons abound.
Updating the above points: again provided by thejolteonmastertj, Legend's officially getting smacked with another label, and this is "Most OP Spin Attack". This has been pointed out to be a core aspect of combat for ALTTP (Legend's first adventure). directly quoting their reblog bc I can't summarise it any better than it's already been said: -> "Legend’s charged spin attack as reactive crowd control is foundational & central to his entire battle style. It’s extremely difficult to land a hit otherwise! You gotta either run, button mash to parry with ur back against a wall till something hits… … or you play it smart, watch everything in the room & plan your charged spins accordingly. Legend would be particularly adept at being outnumbered in an enclosed space. He can also throw pots, even shrubbery if he so desires, but well-timed spin-attacks are what truly carries him through his first few dungeons."
respheal also points out that some of Legend's enemies can only be damaged by the spin attack, making it a cruical technique that he's more than likely put time into developing more than the others may have.
interlink-au adds on to both of the above and mentions that, with the roc feather/cape, Legend is able to do a jumping spin attack.
Sword techinques (provided by interlink-au): -> spin attack (see above) -> dash attack (needs pegasus boots) -> sword beam -> hurricane spin (drains magic and induces dizziness) -> great spin (separate to a spin attack. increases range of normal attacks)
Can't believe I didn't mention Legend's own tactical prowess smh
interlink-au also has informed me that two of Legend's rings let him punch, so congratulations, he now probably knows some brawling/boxing techniques. The Expert Ring can let him punch so hard, he does the same amount of damage as he can do with the Noble Sword.
Additional Weapons/Equipment (Warning: brace yourself): -> literally the entire contents of his ring box. I'm not listing them. I don't even know what's in it, nor do I want to at this point. A link to the Everything in his ring box can be found here -> power bracelets/power glove/titan’s mitt -> hammer(s) -> pegasus boots -> Cane of Byrna -> Cane of Somaria -> hookshots -> switch hook(quoting interlink-au: "swaps you for whatever you hit it with, objects and enemies, which you can use to cross gaps.") -> long hook (upgraded version of the switch hook) -> seed shooter (+ ember seeds, scent seeds, mystery seeds, gale seeds, & pegasus seeds) -> hyper slingshot (interlink-au says it can shoot 3 mysterious seeds at a time, which have different elemental effects). -> fire rod -> ice rod -> Rod of Seasons -> tornado rod -> sand rod -> Bombos medallion -> Ether Medallion -> Quake medallion -> magic powder -> shovel -> super net -> alternative tunics (attack or defensive enhancements) -> red shield (fire defence) -> Roc’s feather & cape -> mermaid suit (allows Legend to use items underwater) -> magnetic gloves -> super lantern (I've discovered this is as strong as Legend's second Master Sword upgrade in ALBW) -> magic cape (makes Legend invincible)
Breaking my own rules to list a few of Legend's 5 boomerangs, as they all have different abilities (info provided by interlink-au) 1. Magical boomerang -> can be controlled with his mind. 2. Magic boomerang (different object) -> further range 3. Nice boomerang -> sends out three boomerangs for the price of one
Wind
Arguably has the best balance and proprioception of the group, which is extremely useful in many situations.
Once again, do not be afraid to use Wind’s height to his advantage. He has a slight detriment bc he’s still getting taller and going through puberty does screw up your proprioception, but I think if you’re using a sword that much, both against enemies and in sparring matches, he's probably still got a decent sense of his own balance and body.
Updated info provided by interlink-au: Wind has a great spin/hurricane attack, which does induce dizziness and use magic.
I genuinely don’t know how the Phantom Sword works, sorry. I know it has some potential to slow time, but I’m not entirely sure about the mechanics behind that, nor if it’s still capable of such magic. From interlink-au: apparently the Phantom Sword currently doesn't work bc it doesn't have any magic leftover. There may be a comic out there made by Jojo that features Time and Wind talking about the sword, so if anyone knows of it, pls let me know.
Wind’s Parry Attack: Hmm this thing. It’s interesting. Note: no actual parrying with a shield is needed, which means it's kinda like BOTW's perfect dodge mechanic. -> Wind’s parry attack is like the Helm Splitter and Back Slice combined into one. If the attack is vertical, he does a Back Slice-esque attack. If the attack is horizontal, it’s a Helm Splitter. -> Additionally he has an ending blow like Twilight and Sky, which has a specific trigger.
Mild note from interlink-au: Wind can use three different items at the same time, unlike the others who generally use two, and he's very quick when he uses said items. Topically, I keep forgetting that Wind has magic which he uses to empower some of his arrows with fire or ice.
Additional Weapons/Equipment: -> power bracelets -> deku leaf (requires magic to be used) -> skull hammer -> grappling hook (!!!!! any rope dart combat video would make this brutal) -> shovel -> hookshot -> Wind’s weird magic armour spell -> Hyoi pears if you feel like world-building
Part 2: Sky, Time, Twi, Wars and Wild
#linked universe#writing tools#with the exception of Wind everyone here has a 2D game which does limit the animations you can mimic in writing#also? Wind Waker's combat??? ITS SO SMOOTH WTF????#i need to get that game or watch a full playthrough#lu four#lu hyrule#lu legend#lu wind#bc of the technological limits when Hyrule's games came out he's kinda hard to analyse properly sorry bud o7#I am DETERMINED to work out how to use Hyrule's ladder in a fight#it has literally haunted me for almost an entire year#one day#linked universe meta#Lu meta#combat meta#i'm not including mole mitts raised in interlink-au's reblog bc I don't think they'd be good in a fight#in the sense that you're more likely to break your fingers punching something with them#i dunno im agonising over this
69 notes
·
View notes