Toon Link (SSB4): Difference between revisions

Minor edit
(Set win: https://www.youtube.com/watch?v=0KJ7TF3g_mY&index=19&list=PLX8Hr7jWlpeMFYzIUwSYljGeIXahFZUjS&t=0s)
(Minor edit)
Line 26: Line 26:
Bomb's combo potential is further supplemented by [[jump-canceling]] and its status as an [[item]], with the latter trait ensuring that its combo potential is never susceptible to [[rage]] or [[stale-move negation]]. Although it is not as versatile in comparison, Boomerang is nevertheless useful for Toon Link's combo game, as it can combo into his up tilt, grab and various other moves depending on its positioning.
Bomb's combo potential is further supplemented by [[jump-canceling]] and its status as an [[item]], with the latter trait ensuring that its combo potential is never susceptible to [[rage]] or [[stale-move negation]]. Although it is not as versatile in comparison, Boomerang is nevertheless useful for Toon Link's combo game, as it can combo into his up tilt, grab and various other moves depending on its positioning.


Although Toon Link's combo game largely revolves around Bomb, he also possesses non-projectile combo starters. Up tilt is the most effective of these: it can combo into itself, up smash and Spin Attack at low percentages, a short hopped neutral aerial, short hopped back aerial and short hopped Spin Attack at low to medium percentages, and forward aerial and up aerial at medium to high percentages. Aside from up tilt, grab aerial can be used as a long-ranged set-up similarly to Bomb, regardless of the opponent's damage, while neutral attack can be [[jab cancel]]ed reliably.
Although Toon Link's combo game largely revolves around Bomb, he also possesses non-projectile combo starters. Up tilt is the most effective of these: it can combo into itself, up smash, and Spin Attack at low percentages; a short hopped neutral aerial, short hopped back aerial, and short hopped Spin Attack at low to medium percentages; and forward aerial and up aerial at medium to high percentages. Aside from up tilt, grab aerial can be used as a long-ranged set-up similarly to Bomb, regardless of the opponent's damage, while neutral attack's second hit can be [[jab cancel]]ed reliably.


Unlike in ''Brawl'', Toon Link's [[Hookshot and Clawshot|Hookshot]] now possesses a respectable level of utility. Thanks to its longer range, the Hookshot has become an even more effective [[tether recovery]] and has lost its dubious distinction as the shortest ranged [[Grab#Tether grab|tether grab]]. By extension, Toon Link's grab game has also benefited in a few ways. Each of his grabs have longer durations, significantly lower ending lag, and are now capable of grabbing airborne opponents. Toon Link's throws can supplement his projectiles, as he can use them to launch an opponent into the trajectory of a previously thrown Boomerang or Bomb, such as up throw into a descending Bomb. Aside from this, his up throw can also combo into a short hopped up aerial at low percentages.
Unlike in ''Brawl'', Toon Link's [[Hookshot and Clawshot|Hookshot]] now possesses a respectable level of utility. Thanks to its longer range, the Hookshot has become an even more effective [[tether recovery]] and has lost its dubious distinction as the shortest ranged [[Grab#Tether grab|tether grab]]. By extension, Toon Link's grab game has also benefited in a few ways. Each of his grabs have longer durations, significantly lower ending lag, and are now capable of grabbing airborne opponents. Toon Link's throws can supplement his projectiles, as he can use them to launch an opponent into the trajectory of a previously thrown Boomerang or Bomb, such as up throw into a descending Bomb. Aside from this, his up throw can also combo into a short hopped up aerial at low percentages.
Line 34: Line 34:
However, Toon Link has some weaknesses. Although his overall damage output is still above-average, it has nevertheless decreased since ''Brawl''. His smash attacks have been the most adversely affected; although they had their knockback values increased, such improvements were not sufficient enough to fully compensate for their worsened KO potentials. Despite its potency, Toon Link's combo game is heavily reliant on Bomb, up tilt and grab aerial, as the rest of his close-ranged attacks cannot reliably combo most of the time. His throws' aforementioned combo potentials with Boomerang and Bomb are also very situational, since he needs to have precise timing and positioning in order for said combos to be performed properly. To compound this, Toon Link's grabs still have considerable start-up and ending lag, although such a flaw is typical of tether grabs.
However, Toon Link has some weaknesses. Although his overall damage output is still above-average, it has nevertheless decreased since ''Brawl''. His smash attacks have been the most adversely affected; although they had their knockback values increased, such improvements were not sufficient enough to fully compensate for their worsened KO potentials. Despite its potency, Toon Link's combo game is heavily reliant on Bomb, up tilt and grab aerial, as the rest of his close-ranged attacks cannot reliably combo most of the time. His throws' aforementioned combo potentials with Boomerang and Bomb are also very situational, since he needs to have precise timing and positioning in order for said combos to be performed properly. To compound this, Toon Link's grabs still have considerable start-up and ending lag, although such a flaw is typical of tether grabs.


In addition to these new flaws, Toon Link has retained some from ''Brawl''. His floatiness makes him particularly susceptible to strong vertical attacks, and renders his recovery quite predictable in spite of its improvements. However, unlike other floaty characters, he cannot use his floatiness to perform long aerial combos because of his aerials' considerable ending lag. This is most evident with back aerial, which is much less effective at combos than it was in ''Brawl'' because of its much higher ending lag. By extension, Toon Link's frame data in regard to start-up and landing lag is below-average. Lastly, Toon Link's range is flawed like {{SSB4|Meta Knight}}'s: despite being disjointed, it is nevertheless short in comparison to other sword-wielding characters because of his short size. As such, it is necessary for Toon Link to rely on his zoning potential in order to set up and capitalize on openings.
In addition to these new flaws, Toon Link has retained some from ''Brawl''. His floatiness makes him particularly susceptible to strong vertical attacks, and renders his recovery quite predictable in spite of its improvements. Unlike other floaty characters, however, Toon Link cannot use his floatiness to perform long aerial combos because of his aerials' considerable ending lag. This is most evident with back aerial, which is much less effective at combos than it was in ''Brawl'' because of its much higher ending lag. By extension, Toon Link's frame data in regard to start-up and landing lag is below-average. Lastly, Toon Link's disjointed range is somewhat offset by his short size, similarly to {{SSB4|Meta Knight}}. As such, it is necessary for Toon Link to rely on his zoning potential in order to set up and capitalize on openings.


In regard to [[Character customization|custom moves]], Toon Link has a number of useful ones at his disposal. Fire Arrow is incredibly useful for spacing, as it allows him to greatly hinder an opponent's approach. It is also capable of functioning as a [[Lock#Jab lock|jab lock]] at any percentage, or act as a set-up into a number of attacks, particularly his aerials. Floating Boomerang deals a considerable amount of [[hitstun]], which makes it a useful combo option to catch opponents off guard when used correctly. Flying Spin Attack boasts impressive KO potential near the upper blast line, and has an even more reliable [[Edge sweet spot|edge sweetspot]]. Lastly, Short-Fused Bomb is useful for ranged punishment, starting combos and even KOing.
In regard to [[Character customization|custom moves]], Toon Link has a number of useful ones at his disposal. Fire Arrow is incredibly useful for spacing, as it allows him to greatly hinder an opponent's approach. It is also capable of functioning as a [[Lock#Jab lock|jab lock]] at any percentage, or act as a set-up into a number of attacks, particularly his aerials. Floating Boomerang deals a considerable amount of [[hitstun]], which makes it a useful combo option to catch opponents off guard when used correctly. Flying Spin Attack boasts impressive KO potential near the upper blast line, and has an even more reliable [[Edge sweet spot|edge sweetspot]]. Lastly, Short-Fused Bomb is useful for ranged punishment, starting combos and even KOing.
Anonymous user