i didn't know chewy used IC?
Chewy mains the Ice Climbers.
Link's sword and projectiles give him a lot of range.
Link's Jab has many uses. He can cancel his Jab into almost any attack (another Jab, Up-B, D-Air.) Link's Jab can be cancelled into a kill move if they choose. The third hit has decent knockback.
Link's Tilts are generally slow. F-Tilt is Link's slowest tilt. It has a hitbox that reaches above him and in front of him, with enough knockback to kill at high percents. Down-Tilt sweeps directly in front of him. It pops the opponent into the air, with decent knockback. Link's Down-Tilt also has the ability to spike.
Link's Up-Tilt is pretty fast. He swings his sword in an arch, which covers around him and above him. It can kill at higher percents.
Link's Down-Smash serves as a decent kill move. It comes out fast and has good knockback. It hits on both sides, and can be directly linked from a Jab. Up-Smash has the same range as Up-Tilt and is slightly slower. He swings 3 times, with the last hit being the strongest. Up-Smash doesn't have that much knockback, and Link can be interrupted between the swings. His boost smash can slide pretty far.
Forward-Smash is his slowest smash. Link can swing his sword twice, with the second hit being stronger than the first. Link lunges when he swings, giving him more range on his F-Smash than his F-Tilt.
Link's Dash Attack it pops you into the air. It probably won't be used much due to its end lag.
Link's N-Air is a sex kick that has a lot of knockback at the beginning of the move. N-Air can be used to interrupt a string of attacks. It doesn't have a lot of range. F-Air hits twice, with the second hit being stronger than the first. The second hit is strong enough to kill. B-Air is their fastest aerial. B-Air hits twice, and is used as a retreating aerial, or can be used to link into another move. Some players like to do retreating B-Air's to Quick Drawn Arrows. N-Air, F-Air, and B-Air all have low landing lag, making it easier for him to follow up into another move or defend.
Link's Up-Air reaches directly above him with a lot of range and stays out for a long time. It can kill if it hits at the beginning of the move. The weaker hit will knock you right back into the air. Link's moves from under can make landing difficult.
Link's D-Air is his most reliable and possibly strongest kill move. D-Air is even more powerful when combined with fast falling. If he hits someone or bounces off a shield, the second bounce will have weaker knockback. This has a lot of landing lag and is easily punished if it misses.
Link's Clawshot (Z-Air) has insane range, with no landing lag. It can hit twice for 10 damage when fresh. It can be used directly out of an Airdodge and with a Bomb in hand.
Link's projectiles make it easy for him to outcamp us. His Arrows fly at a high speed and fly faster and farther when charged. They can be Quick Drawn upon landing. The arrows aren't used much because it leaves them in one spot for too long. His Boomerang has many uses. It's not strong when thrown directly, but the wind effect has many uses. It can bring the opponent closer to Link, or push them away. It can also gimp recoveries.
The most dangerous projectiles are his Bombs. Link can pull up to 2 out at a time. A bomb can seperate the Climbers, and can help him escape when he is being chaingrabbed. These Bombs can be thrown or dropped anywhere and can be used against him also. The Bombs explode over time.
Link's Spin attack on the ground can be charged. The longer he charges, the stronger it is. It has moderate knockback when uncharged, but when charged it can kill. If you don't get hit by the initial hit, it second hit isn't nearly as strong. If the attack is Powershielded, you can attack him before he finishes spinning.
Link can edgeguard us pretty well with his attacks. He can D-Air offstage if we go near the ledge, so watch out for that. He can also use his Boomerang to blow us away from the edge.
Link has the worst non-tether recovery in the game. A Down-Tilt will send him out too far to recover if done by the edge. He can clawshot instantly to grab the edge if he sees this coming. If he recovers from below, Ice Blocks can disrupt his recovery. If he recovers from above, try to hit him back off the edge.
The main challenge in this matchup is dealing with Bombs. You can do this by catching a Bomb if he throws one at you. Doing this will only allow Link to pull out only one Bomb if you have one in your hand.
You can probably juggle him well, but Bombs can interrupt that. Being Desynched a lot in this matchup is asking to get separated.
A flat stage like Final Destination may help you get a few grabs on Link, because his mobility isn't great and there is little place to run. Stages with platforms like Battlefield and stages that move help him camp with Bombs better. Norfair is the worst place to fight Link because it's probably his best stage and one of our worst.
Link is heavy, so hobbling him is probably easiest. Killing him off the sides is your best bet because if you send him far enough, he may not make it back.
This is 60-40 in Link's favor. It's a frustrating matchup on both ends. Link outranges us and outcamps us.