Ocarina of Time

Superswim

When Link enters water, his air speed is preserved for a moment before he reaches his neutral swimming animation and rapidly decelerates. Superswimming prevents Link from reaching this neutral animation, thus preserving his speed until he surfaces, which can be useful when entering the water at speeds higher than normal swimming speed like from a jumpslash recoil or megaflip. The most common way to superswim is to repeatedly tap target while holding a control stick direction, but alternating between a control stick direction and neutral also works.

A superswim can also be started by shielding damage while floating on water, and this kind of superswim can be kept up indefinitely because Link never surfaces.

Last updated September 7, 2026 by bewildebeest