Neutral Special 1 (Hero's Bow)Link's bow and arrow are back. Very similar to brawl. 3% uncharged, 10-13% fully charged depending on distance. No real knockback but causes some interruption. Arcs to the ground if not fully charged. Can travel the whole stage fully charged, and about half the stage uncharged.
Neutral Special 2 (Silver Arrows)These arrows must be heavy. Uncharged it falls STRAIGHT to the ground. Does 3% damage uncharged. Fully charged, however, is where this arrow shines. Does roughly 20% damage but actually has knockback. Can KO at about 100%. ESPECIALLY if using it once the opponent is off the stage. Can not be used to edge guard as it disappears as soon as it gets to below link's feet.
Neutral Special 3 (Piercing Arrow)Covers less distance and has magical sound effects, but the arrow always flies straight and disappears at the end of its path rather than hitting the ground. It also has a piercing effect! Fully charged arrow goes roughly twice as far. Does 2% uncharged, 8% fully charged. No Knockback at all. Like all piercing effects, is probably better for FFA than 1v1.
Side Special 1 (Gale Boomerang)The all new-and-improved gale boomerang! Travels at a decent speed, similar to smash 64, and does about 6% damage and has an interrupt effect. Also, it only has the tornado effect coming back, which pulls enemies toward you. You can angle it up/down right after execution.
Side Special 2 (Normal Boomerang)Behaves similar in speed/functionality as toon link's default boomerang. Does 5, 7, or 9% depending on distance from your target. Does 3% on the way back. No real knockback, but causes an interrupt.
Side Special 3 (Magic Boomerang)Doesn't go as far (roughly half the distance of the other two boomerangs) and goes half as fast, BUT it has a piercing effect and can hit multiple times (going away AND coming back). Does 4% up close, then 2% going out, then 1% each hit on the way back. Seemingly no knockback.
Up Special 1 (Spin attack)Similar to how it was in brawl, but it seems like knockback has been improved. Can also be charged up for more damage and knockback. 12% uncharged, and 20% fully charged. Takes roughly 2 seconds to charge to full, similar to the length of a fully charged smash attack.
For recovery, it seems to cover more vertical distance than it did in brawl, as well. It's multihit in the air, with the last hit having some decent knockback (though not likely to be used as a KO move unless they're at above 150% or so).
Up Special 2 (Magic Spin Attack)Similar to the other spin attack, but it has the same 'black lightning' effect that robin's levin sword has when he hits with it (sound effects and all). Does more damage and knockback at the cost of vertical distance with the recovery. Really strong on the ground. 14% uncharged, 23% fully charged, can actually be used as a kill move. Killed ganondorf bot at 80% fully charged and at about 110% uncharged at the edge of the gerudo final destination stage.
Up Special 3 (Flying spin attack)Similar to one of mario's variations, this one allows you to cover more horizontal (and seemingly the same vertical distance) at the cost of doing no damage (as far as I can tell). It also covers the distance much quicker. If used on the ground, it forces you to go upwards and has no ground-only variation. This is simply for better recovery, but serves no other purpose.
Down Special 1 (Barne's bomb)Does about 6% damage, with some very minor knockback. Similar to his brawl bomb.
Down Special 2 (Super Bomb)A much bigger bomb, with a much MUCH bigger blast radius. It takes slightly longer to remove from the bomb bag, but the major downside is that it does not explode (nor do any damage at all) if you hit someone with it. It always explodes on a timer (of roughly 5 seconds). Does about 8% and no knockback whatsoever.
Down Special 3 (Meteor bombs)Quicker to pull out of the bomb bag, throws faster, but only does 5%. The crux of these, however, is that they have a meteor effect, so they're fantastic for using on enemies off the stage. Pretty great, honestly.
Playing around with it some more, the bombs detonate a bit faster (3-4 seconds) and they drop faster, so it's harder to hit enemies further off stage. without jumping first. Meteor effect is one of the least powerful ones in the game, but it's enough to kill most characters with mediocre to bad vertical distance on their recovery. Someone like pit would survive, but not ganondorf, or even mario, without having their 2nd jump left.
( http://www.neogaf.com/forum/showpost.php?p=130692788&postcount=12911 )