Toon Link is one of the many playable characters in the Brawl mod Project M. His moveset is heavily altered from Brawl, mixing in elements from both Young Link's and Smash 64 Link's movesets.
Toon Link's alternate costume, Outset Toon Link.
Changes from Brawl to PM
Toon Link was largely buffed from Brawl to Project M.
- New down taunt that acts like Young Link's. If Toon Link is not interrupted during the drinking portion, it heals 3%.
- Up taunt's ending melody has a weak wind hitbox, allowing for extremely situational disrespectful kills. This could be thought to simulate a "windy" effect from using his Wind Waker.
- Sword attacks now display actual slashing sound effects, like Link's.
- On-screen appearance revamped: the bomb explosion now occurs in midair, and Toon Link falls screaming into the ground face-first, getting up afterwards.
- Old down taunt moved to his side taunt. Brawl side taunt removed.
- Sword length slightly increased.
- Toon Link benefits immensely from Aerial Glide Tossing, giving him faster, more versatile and safer approaches, recovery and combo game.
- Improved tether recovery properties make his zair more effective for recovery.
- Jab combo hits connect slightly better, and the third hit is an upwards slice which moves you a slight distance foward giving Toon Link slightly higher mobility.
- Forward tilt is slightly faster and does more damage and KOs more reliably.
- Down tilt is now a crouching stab reminiscent of the shield-stab from Ocarina of Time and Majora's Mask, and can meteor smash if a character is hit with the tip of the sword. It is also a faster move with better range.
- Down smash is no longer a linking attack, instead acting like a weaker version of Link's, but has a semi-spike angle that can still yield deadly KOs at high percents.
- New Forward smash resembles Link's from Smash 64. It has large range and is stronger than his Brawl forward smash, albeit having more startup lag.
- Dash attack is now a fast stab forward akin to Link's in Smash 64, but with better initial dashing speed. It has a semi-spike trajectory with drastically increased knockback and range, being better at KOing and approaching than his previous dash attack. Its latent hitbox also allows for better option coverage as an edgeguard tool.
- New down tilt deals slightly less damage than the old one.
- Down smash hits don't link with each other causing less total damage.
- Forward aerial does slightly more damage, and does slightly higher knockback.
- Up air comes out faster and has less landing lag, acting as a powerful juggle tool. Its hitboxes have been made larger, allowing it to hit horizontally.
- Down Air has more knockback and damage than both Young and Toon Link's Down Airs. Young Link's fiery hilt hitbox has also been added, but is a spike as opposed to Young Link's meteor.
Grabs and Throws
- Grab has faster start-up, and less ending lag.
- Up throw does more damage.
- Boomerang has Young Link's close-range sweetspot and can be better angled.
- Arrows from Hero's Bow are set on fire, like Young Link's. After being shot, they also stick in the ground for a few seconds to damage enemies, dealing weak damage with no knockback.
- Grounded Spin Attack has higher range and is better at damaging, possesing more hits that deal up to 25% if fully charged. Charging the move allows Toon Link to strafe on the ground while attacking, similar to Wind Waker's Hurricane Spin.
- Aerial Spin Attack is no longer a multi-hit, and is instead a single powerful strike that decreases in power with each spin (similar to a disjointed sex kick), serving as a powerful KO move as early as 80% on some fastfallers when sweetspotted.
- Bombs hit up to four times each, now dealing up to 13% damage. Toon Link can have up to 3 bombs out on the field at the same time ; attempting to pull one more out when 3 are already on the field will make Toon Link go into bomb pulling animation without any other effect(calculation is done upon input, so if a bomb blows while Toon Link is pulling a new one, the move will still fail).
- Boomerang does slightly less damage from a distance.
- Arrows from Hero's Bow do slightly less damage and travel a much lesser distance, just barely covering over Final Destination's length at full charge.
- Up-B hitbox on the tip of his sword has been reduced very slightly in size
- Down-smash stats properly ported from Melee
- Forward-Air and Back-Air had very, very minor hitbox adjustments
- Forward-Smash has a lower trajectory and knockback growth is increased
- Forward-Air damage and hit duration slightly increased
- Down-Air hit duration and endlag in the air reduced
- Grounded Up-B adjusted so opponents cannot shield in the middle of the move
- Grounded Up-B damages adjusted to be more rewarding
- Aerial Up-B initial hit damage, knockback growth, and duration slightly increased
- Forward-Smash is now SDIable
- Neutral-B takes slightly longer to draw the arrow
- Aerial Up-B hitboxes reduced in size slightly
- Aerial Up-B late hit damage reduced
- Jab 2 and Jab 3 have a new animation similar to his Wind Waker slash sequence
- Forward-Tilt animation adjusted
- Down-Tilt tip meteor angle slightly adjusted, knockback growth greatly increased, and now has an electric effect
- Forward-Smash has a much longer hit duration, hitting earlier and slightly later in the animation
- Grab hand collision is larger like a normal grab, ends when the hookshot extends, and the chain is unable to grab airborne targets to prevent a standing chaingrab
- Forward-Throw angle increased
- Back-Throw angle lowered and base knockback increased
- Down-Throw knockback growth increased
- Boomerang speed, damage, and knockback adjusted
- Can pull up to 3 Bombs
- Back-Air has a more combo friendly angle and ends one frame sooner
- Forward-Throw reworked to offer potential reward when used
- Up-Throw reworked to offer potential reward when used
- Down-Tilt meteor uses the new "Light" hit element
- Side-B (boomerang) catch animation only occurs when Toon Link stands still
- Up-B damage, knockback, angle, and hitbox sizes all adjusted slightly: Shorter sweetspot, better middle hit, and a relevant "flub"
- Fast Fall Velocity increased
- Forward-Tilt now does more damage closer to the tip
- Up-Tilt has slightly less endlag
- Forward-Air has less startup
- Up-Throw has less endlag
- Up Special's last hitbox does more damage, with less hitlag and weaker SFX
- All sword attacks are now correctly clankable
- Forward-Tilt has slightly less base knockback on inside hits
- Forward-Tilt's knockback growth slightly increased on all hits
- Up-Tilt's base knockback increased and knockback growth lowered
- Up-Tilt's angle now increases closer to the tip
- Down-Air's hitboxes moved in to better center them around Toon Link/his sword
- Up-Throw's speed is now properly weight dependent
- Up Special's second hitbox lasts one less frame
- Forward throw causes more knockback.
- Down throw causes more knockback.
- It also has less startup lag.
- Boomerang does more damage if it is speetspotted.
- Hitboxes on forward tilt are smaller.
- Up-Smash reverted back to 2.0 up-smash (hits only once)
- It now does less damage if it does not hit with the tip of the sword.
- In addition, its knockback has been significantly decreased.
- However, it has higher knockback growth.
- Forward aerial is worse, with more startup lag, less damage on arm and body hitboxes, and less knockback.
- Down aerial causes less knockback.
- Neutral aerial changed to Brawl-inspired neutral aerial.
Up to date as of version 3.5.
|| 2% (hit 1), 3% (hit 2), 5% (hit 3) (10% total)
|| Toon Link swings his sword in a variety of directions.
|| 10% (body), 11% (blade), 12% (tip)
|| Toon Link slashes from behind to in front of him. The beginning of the attack hits behind him. Can lead to a KO around 120%.
|| Quick overhead swipe. Similar to his up smash, except slightly faster and less powerful. Covers a fairly large arc. Knockback is almost entirely vertical, and it is usually possible to chain multiple up tilts in succession on a low-damage enemy. Excellent for juggles and hitconforming after an aerial at low percent.
|| Toon Link kneels and jabs his sword outward. Has a hitbox on it's tip that applies an electric shock to the opponent and spikes them downward. Similar in appearance to Marth's down-tilt.
|| 10% (clean), 8% (late)
|| Toon Link runs forward with his sword in a stabbing stance. If sweetspotted, will send enemies in a fully horizontal trajectory. Has a latent hitbox, making it a good and easy edgeguarding tool against high recoveries.
|| Spins his sword once, followed by a spark and Toon Link throwing down his sword, similar to a jump attack from the Zelda series. Extremely powerful KOing tool due to its power, range and angle, but has significant starting lag. Exceptional against hard-to-sweetspot recoveries like Ness'.
|| 13% (base), 13% (tip)
|| Toon Link swings his sword above his head. A slower, more powerful up-tilt. Great juggle tool against fastfallers at mid percents. Can kill reliably at 150%.
|| 13%/15% (front/body), 12% (back)
|| Toon Link quickly swings his sword to the left and right of him on the ground. First hit has higher knockback. A fast and powerful horizontal KO move due to its angle, speed and knockback.
|| 12% (first hit), 9% (second hit)
|| Quickly slashes forward then backwards. Excellent SHFFL option, also good a shield pressure.
|| 8%/11% (body/arm), 14% (sword)
|| After a very brief delay, Toon Link slashes his sword in front of him. Good combo finisher. Stronger knockback on the sword's tip.
|| Toon Link quickly slashes his sword behind him. Good combo move.
|| 15% (clean), 12% (late)
|| Toon Link holds his sword upwards. Very latent hitbox make it a strong combo starter or extender in a variety of situations.
|| Initial: 14% (early), 17% (late); Firespike: 16% (early), 21% (late), 8% (bounce hit)
|| Toon Link grips onto the handle of his blade and falls downward with it under him. The hilt of the sword where Toon Link is holding it hides a hitbox that will apply a flame effect to the opponent and spike them downwards. If an opponent or shield is hit, the player can 'bounce' off with the sword and hit multiple times, dealing lower damage and fixed, light knockback. This bounce makes Down Air a strong high-risk, high-reward edgeguarding tool.
|| Toon Link uses his hookshot in the air. Good for spacing or to increase safety of an onstage airdodge. Toon 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.
|| Toon Link uses his hookshot to grab opponents.
|| Toon Link hits his opponents with his sword's hilt.
|| 3% (hit), 4% (throw) (7% total)
|| Toon Link shoves the opponent forward. A good DI-trap at high percents, allowing for a down-air or up-B followup.
|| 3% (hit), 4% (throw) (7% total)
|| Toon Link rolls backward and flings the opponent backward. Does not cause tumbling until mid-percents.
|| 4% (hit), 5% (throw) (7% total)
|| Toon Link tosses his opponent upward. High base knockback. Toon Link's main combo starter until very high percents.
|| 2% (hit), 4% (throw) (7% total)
|| Toon Link pummels his opponent against the ground. Pops floaty to medium opponents for an easy follow-up with up-smash, aerial up-b, fair or bair, unless DI's properly.
|Floor attack (front)
|| Two quick swipes to either side.
|Floor attack (back)
|| Two quick swipes to either side.
|Floor attack (trip)
|| Slashes in front of him and then behind him just like his floor attack.
|Edge attack (fast)
|| Gets on the stage and slashes from head to toe.
|Edge attack (slow)
|| Slowly gets up and stabs forward.
|| Hero's Bow
|| 6-11%, 3% (grounded arrows)
|| Shoots fiery arrows that can be charged. The arrows linger onto the stage, dealing light, knockbackless damage to enemies who step on them. The arrow's low trajectory can be used to hinder recovery and apply pressure to an offstage opponent, usualy leading to an easy edgeguard.
|| 19% (close), 7% (far), 3% (return)
|| Toon Link throws his trusty boomerang. Players can continue to use or B-reverse this move's animation when the boomerang is flying at will.
|| Spin Attack
|| 11%-19% (ground), 17-8% (air)
|| Toon Link spins around with his sword. Multi-hit move on the ground, powerful finisher in the air which decreases in damage over time. When used on the ground, the player can maintain some degree of control over Toon Link and make him move left or right. Can be charged on the ground to increase strafing speed and damage. Good aerial finisher as early as 80% on some characters; good out-of shield option as a pressure breaker.
|| 13% total
|| Toon Link pulls out a bomb. He can throw these bombs with the Control Stick or the C-Stick. He can also drop these bombs by inputing the grab button. If a bomb is dropped near the floor, it won't explode and other players can pick up these bombs. The blast radius is more similar to Young Link rather than Toon Link's Brawl appearance, in that the blast radius is quite small, and the bomb hits multiple times (dealing fewer damage the further the target is from the bomb's position upon exploding). Extremely good hitconfirm that can easily lead into down-air or up-B at high percents due to its fixed knockback.
|| Triforce Slash
|| 5% (trapping), 4% (hits 1-15), 18% (hit 16) (78% total)
|| Traps the opponent and lays down a series of quick sword strikes before an impressive final blow.
Toon Link now has an alternate costume based on his Outset Island clothing from The Legend of Zelda: The Wind Waker. When using the alternate costume, Toon Link wears a patterned light blue tunic instead of his normal blue one and no cap. He also uses the Hero's Sword given to him by the island's swordsman instead of the Master Sword. This costume has two recolors so that it can be used in Team Battles.
- In 3.0, Toon Link's costume had an odd hole in his head, and crashed the game when a Metal Box was used.
- Toon Link's pajama recolors seem to reference the three goddesses of the Triforce:
- Blue is based off Nayru, who represents Wisdom.
- Green is based off Farore, who represent Courage (and whose symbol appears on the front).
- Red is based off Din, who represents Power.