Toon Link (SSB4): Difference between revisions
(Added supplemental links) |
No edit summary |
||
Line 40: | Line 40: | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Due to the aesthetic used in ''SSB4'', Toon Link has a sleeker design, and his overall color scheme is more vibrant. His torso, arms, and legs are also very slightly shorter. Altogether, these changes make Toon Link appear much more in line with his appearances in ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}'' and ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker HD}}''.}} | *{{change|Due to the aesthetic used in ''SSB4'', Toon Link has a sleeker design, and his overall color scheme is more vibrant. His torso, arms, and legs are also very slightly shorter. Altogether, these changes make Toon Link appear much more in line with his appearances in ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}'' and ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker HD}}''.}} | ||
*{{change|{{GameIcon|ssb4-u}}Toon Link is slightly more expressive. He winces in pain upon being [[screen KO]]'d, raises his eyebrows in surprise during his side taunt, winces depressingly while [[Floor recovery|laying prone or supine]], and his irises [http://tvtropes.org/pmwiki/pmwiki.php/Main/WideEyesAndShrunkenIrises shrink] when he is [[grab]]bed, hit, or launched. Each of these new expressions are based on the {{s|zeldawiki|Picto Box}}'s respective "pained", "awestruck", and "distressed" [[zeldawiki:Photo#Expressions|expressions]] that are available via its selfie feature in ''The Wind Waker HD''.}} | *{{change|{{GameIcon|ssb4-3ds}}Toon Link is slightly less expressive. He now smiles only during his up [[taunt]], [[zeldawiki:Wind Waker (Item)|Wind Waker]] [[victory pose]], and during his defeated/[[Results screen#No Contest screen|No Contest]] animation, instead of also doing so occasionally during certain actions. His irises also no longer shrink when he is hit, launched, or during the ending of down aerial's landing animation. This is presumably to avoid any unnecessary hardware strain.}} | ||
*{{change|{{GameIcon|ssb4-3ds}} | *{{change|{{GameIcon|ssb4-u}}Toon Link is slightly more expressive. He now winces in pain upon being [[screen KO]]'d, raises his eyebrows in surprise during his side taunt, winces depressingly while [[Floor recovery|laying prone or supine]], and his irises [http://tvtropes.org/pmwiki/pmwiki.php/Main/WideEyesAndShrunkenIrises shrink] when he is [[grab]]bed, hit, or launched. Each of these new expressions are based on the {{s|zeldawiki|Picto Box}}'s respective "pained", "awestruck", and "distressed" [[zeldawiki:Photo#Expressions|expressions]] that are available via its selfie feature in ''The Wind Waker HD''.}} | ||
*{{change|Toon Link's hat now {{GameIcon|ssb4-3ds}}disobeys gravity and usually stays in a limp position while he is falling instead of the tip swaying above the rest of his body, or {{GameIcon|ssb4-u}}sways based on whether he is jumping or falling, with the tip swaying above his body while he is falling.}} | |||
*{{change|Up taunt has updated sound effects.}} | *{{change|Up taunt has updated sound effects.}} | ||
*{{change|Side taunt's animation has changed. Toon Link now watches a {{s|zeldawiki|fairy}}, which has its design from ''The Wind Waker'', as it flies around him.<ref>[https://youtu.be/sXY0TURtaqY?t=2m29s All of Toon Link's Moves for Super Smash Bros 3DS + All Taunts + Final Smash]</ref>}} | *{{change|Side taunt's animation has changed. Toon Link now watches a {{s|zeldawiki|fairy}}, which has its design from ''The Wind Waker'', as it flies around him.<ref>[https://youtu.be/sXY0TURtaqY?t=2m29s All of Toon Link's Moves for Super Smash Bros 3DS + All Taunts + Final Smash]</ref>}} | ||
*{{change|Whenever the {{s|zeldawiki|Master Sword}} is swung, its blade glows Alice blue, instead of whitish turquoise. This makes it appear almost identical to its appearance in ''The Wind Waker'' and ''The Wind Waker HD'' when its [[zeldawiki:Power to Repel Evil|power to repel evil]] is fully restored. Additionally, its trail is white and produces afterimages, instead of being a whitish turquoise blur. Lastly, its swings are slightly higher pitched.}} | *{{change|Whenever the {{s|zeldawiki|Master Sword}} is swung, its blade now glows Alice blue, instead of whitish turquoise. This makes it appear almost identical to its appearance in ''The Wind Waker'' and ''The Wind Waker HD'' when its [[zeldawiki:Power to Repel Evil|power to repel evil]] is fully restored. Additionally, its trail is now white and produces afterimages, instead of being a whitish turquoise blur. Lastly, its swings are now slightly higher pitched.}} | ||
*{{change|The {{s|zeldawiki|Hero's Shield}} is dark taupe, instead of cordovan. Its metal decals, bolts, and rim are also silver and polished, instead of gray and tarnished.}} | *{{change|The {{s|zeldawiki|Hero's Shield}} is now dark taupe, instead of cordovan. Its metal decals, bolts, and rim are also now silver and polished, instead of gray and tarnished.}} | ||
===Attributes=== | ===Attributes=== | ||
Line 93: | Line 93: | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have decreased ending lag (frame 84 (standing)/frame 93 (dash/pivot) → 62/72) and can now grab aerial opponents. Dash and pivot grabs also have decreased start-up lag (frame 16 (both) → 14 (dash)/15 (pivot)).}} | *{{buff|All grabs have decreased ending lag (frame 84 (standing)/frame 93 (dash/pivot) → 62/72) and can now grab aerial opponents. Dash and pivot grabs also have decreased start-up lag (frame 16 (both) → 14 (dash)/15 (pivot)).}} | ||
*{{change|[[Hookshot]] | *{{change|[[Hookshot]] now {{GameIcon|ssb4-3ds}}flies and retracts in a straight line like the Hookshot in ''[[Super Smash Bros.|SSB]]'', or {{GameIcon|ssb4-u}}goes limp once fully extended.<ref>[http://youtu.be/sHYakDYtI98?t=12m59s Nintendo Treehouse: Live @ E3 - Day 3: Super Smash Bros. for Nintendo 3DS Part 2]</ref> However, this is merely aesthetic.}} | ||
*{{change|Forward throw has altered knockback (40 (base)/120 (growth) → 60/110).}} | *{{change|Forward throw has altered knockback (40 (base)/120 (growth) → 60/110).}} | ||
*{{buff|Back throw now consists of one hit instead of two and has increased knockback (30 (base)/110 (growth) → 60/120). These changes grant it KO potential despite its damage output remaining unchanged.}} | *{{buff|Back throw now consists of one hit instead of two, and has increased knockback (30 (base)/110 (growth) → 60/120). These changes grant it KO potential despite its damage output remaining unchanged.}} | ||
*{{nerf|Due to its angle being altered (30° → 130°), back throw is no longer a [[semi-spike]].}} | *{{nerf|Due to its angle being altered (30° → 130°), back throw is no longer a [[semi-spike]].}} | ||
*{{buff|Up throw has increased knockback (24 (base)/200 (growth) → 25/220).}} | *{{buff|Up throw has increased knockback (24 (base)/200 (growth) → 25/220).}} | ||
Line 112: | Line 112: | ||
*{{nerf|Aerial Spin Attack covers slightly less vertical and horizontal distance, hindering its recovery potential.}} | *{{nerf|Aerial Spin Attack covers slightly less vertical and horizontal distance, hindering its recovery potential.}} | ||
*{{change|Spin Attack's visual effects have changed. It now emits a jagged, whitish harlequin green trail,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADbUgNpXbDdIg Pic of the Day: October 28, 2013]</ref> instead of a smooth, whitish turquoise trail. This makes it appear almost identical to the [[zeldawiki:Spin Attack#Great Spin Attack|Hurricane Spin]].}} | *{{change|Spin Attack's visual effects have changed. It now emits a jagged, whitish harlequin green trail,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAADbUgNpXbDdIg Pic of the Day: October 28, 2013]</ref> instead of a smooth, whitish turquoise trail. This makes it appear almost identical to the [[zeldawiki:Spin Attack#Great Spin Attack|Hurricane Spin]].}} | ||
*{{buff|The weakening of [[Smash directional influence|SDI]] makes Spin Attack significantly more difficult to escape from.}} | |||
*{{change|If a {{B|Bomb|Link}} hits the opponent or their shield, the explosion will not affect Toon Link. However, if the opponent grabs a Bomb and throws it back at Toon Link or another opponent, the explosion will not harm them either.}} | *{{change|If a {{B|Bomb|Link}} hits the opponent or their shield, the explosion will not affect Toon Link. However, if the opponent grabs a Bomb and throws it back at Toon Link or another opponent, the explosion will not harm them either.}} | ||
*{{nerf|Bomb's explosion is [[Absorption|absorbable]].}} | *{{nerf|Bomb's explosion is [[Absorption|absorbable]].}} |
Revision as of 20:13, September 1, 2017
Toon Link in Super Smash Bros. 4 | |
---|---|
Universe | The Legend of Zelda |
Other playable appearance | in Brawl |
Availability | Starter |
Final Smash | Triforce Slash |
Tier | B (20) |
Toon Link (トゥーンリンク, Toon Link) is a playable character in Super Smash Bros. 4. His return to the series was announced in a Director's Room Miiverse post on September 26th, 2013, which also commemorated The Legend of Zelda: The Wind Waker HD being released in Japan on the same day.[1] Sachi Matsumoto reprises her role as Toon Link's voice actor, albeit via voice clips recycled from Super Smash Bros. Brawl.
Toon Link is currently ranked 20th out of 58 on the tier list, placing him in the B tier. This is roughly comparable to his placement in Brawl, where he was ranked 13th out of 38, although he is now assessed as a high-tier character instead of a mid-tier character. Toon Link has multiple projectiles, which grant him a powerful zoning game and enable him to follow up into different moves; his Bomb in particular is his most notable set-up for combos and KOs. Toon Link's Hookshot has also been improved: his grabs now have much less ending lag, his back throw is now among the strongest throws in the game thanks to its significantly higher knockback, and his tether recovery has much more range.
While Toon Link's ground game is potent, his overall damage output has decreased, which has weakened his smash attacks' KO potentials. Additionally, his air game is rather unimpressive despite his floatiness, as his aerial attacks' high ending lag prevents them from partaking in long combos. Lastly, as Toon Link's combo game largely relies on his projectiles, reflection-based moves can both significantly hinder his combo game and turn his projectiles against him.
Toon Link has achieved impressive tournament results, thanks to the efforts of professionals like Zan and Hyuga, the latter of whom placed 9th at GENESIS 3 and 5th at CEO 2016. However, after Hyuga was banned from competing in tournaments following EVO 2016, Toon Link's results plummeted significantly, to the point that he has achieved respectable results only at the regional level. Although Hyuga returned to the competitive scene in January 2017 by winning Hail Smash VIII: The Return of the Hero of the Wind, and then winning Smash Pendiente 68 a few days later, Toon Link's tier placement has nevertheless become debatable.
Attributes
As in Brawl, the majority of Toon Link's attributes noticeably differ from those of his alternate timeline counterpart. Toon Link is among the lighter middleweights, yet boasts above average dashing speed and air acceleration, as well as the ability to wall jump. However, his falling and fast falling speeds are both slow, while his gravity is low. While they differ on the majority of their attributes, Toon Link and Link both have above average walking speeds and slow air speeds. Like Link, he also possesses two shields instead of just one. In Toon Link's case, he wields the Hero's Shield, which blocks opposing projectiles if he is standing still or walking.[2] Overall, Toon Link's attributes render him as a fairly quick, yet fairly floaty character.
Like Link, Toon Link is a very zoning-oriented character, thanks to his Hero's Bow, Boomerang and Bomb. In addition to forcing approaches, his projectiles grant him a strong camping game. Another benefit that Toon Link's projectiles possess is their combo potential. Bomb is effectively the best combo starter out of Toon Link's projectiles, as it can grant him a number of follow-ups at low percents, such as into his neutral aerial and dash attack. Bomb can even combo into his up smash or forward aerial, both of which are among his most viable KOing options, while its combo potential is further supplemented by jump-canceling. Boomerang is also useful for his combo game, as it can combo into his up tilt, grab and various other moves depending on its positioning. While largely reliant on his projectiles, Toon Link's impressive combo game is not exclusively limited to them. His up tilt can combo into itself repeatedly, a short hopped neutral aerial, an up smash, or Spin Attack at low percents, into a short hopped Spin Attack at medium percents, and then into an up aerial at medium to high percents.
After possessing arguably the worst grab game in Brawl because of his grabs' very high ending lag and his Hookshot being the shortest ranged tether grab, these faults have been noticeably improved in SSB4. His grabs are less punishable due to having significantly decreased ending lag and are now capable of grabbing airborne opponents, while Hookshot is much more effective as a tether recovery due to its range being significantly increased when used as such. Additionally, Toon Link's back throw is now one of his most viable KOing options and among the strongest throws of any kind in the game, thanks to its increased knockback values. Toon Link's throws can also supplement his projectiles, as he can use them to launch an opponent into the trajectory of a previously thrown Boomerang or Bomb, such as his up throw into a descending Bomb. Aside from this, his up throw can also combo into a short hopped up aerial at low percents.
However, Toon Link has some weaknesses. His overall damage output has been decreased, with his smash attacks being the most prominent examples. While his smash attacks had their knockback values increased, they were not sufficient enough to fully compensate. Thus, Toon Link is effectively forced to use them later instead of earlier when attempting to score a KO. While Toon Link's combo game is potent, it is heavily reliant on his projectiles, 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 Toon Link needs to have precise timing and positioning in order for said combos to be performed properly. To compound this, his grabs still have considerable ending lag, despite having been improved in that regard.
Toon Link's floatiness is also problematic in various ways. It makes his recovery quite predictable, especially since Spin Attack can be easily gimped due to its overall recovery distance being average, while Toon Link himself is susceptible to strong vertical attacks. However, unlike other floaty characters, he cannot use his floatiness to perform long aerial combos, due to most of his aerials having considerable ending lag. This is most evident with his back aerial, which is much less effective at combos than it was in Brawl due to its significantly increased ending lag.
In regard to custom moves, Toon Link has a number of notable ones at his disposal. Fire Arrow is an incredibly useful tool for spacing, as it allows him to greatly hinder an opponent's approach. It is also capable of functioning as a jab lock at any percent, or act as a set-up into a number of options and finishers from an arrow on the ground. Floating Boomerang is a very useful combo option to catch opponents off guard if used correctly, making it excellent for combos because of the considerable amount of hitstun it deals. Flying Spin Attack is an excellent KOing option and has an even more reliable edge sweetspot. Lastly, Short-Fused Bomb is useful for ranged punishment and starting combos, in addition to functioning as a powerful KOing option.
Ultimately, Toon Link's lowered overall damage output necessitates using his useful projectiles and combo game to continually rack up damage before he can attempt to score KOs with his smash attacks, back throw, forward aerial and clean up aerial. While his potency has been lowered somewhat since Brawl, Toon Link is still an effective character when his strengths are properly utilized. This is evident by Xorn, Ri-ma and 3xA achieving respectable placings at regional tournaments, while Hyuga has won a number of regional tournaments and, like Zan, has achieved above average placings at national tournaments.
Changes from Brawl
Toon Link received both buffs and nerfs in the transition from Brawl to SSB4, but was overall slightly nerfed. He gained some important buffs to his mobility, Boomerang and Bomb's utility and, most noticeably, his Hookshot. All of his grabs have significantly less ending lag, his back throw is now one of his most viable KOing options, and Hookshot covers much more distance as a tether recovery. Bomb also no longer damages Toon Link on contact with an opponent, making it very useful in melee combat when combined with his Boomerang, particularly when followed up with KOing options like his forward aerial.
However, Toon Link has also received some noticeable nerfs, particularly to his power and combo game. His smash attacks' damage outputs have been decreased, which forces Toon Link to deal more damage before attempting to score a KO with them. His back aerial, which was an incredibly useful combo option in Brawl, now has much more ending lag, making it very hard to combo with. While his down aerial can now meteor smash when sweetspotted, it no longer bounces on opponents, making it much harder to use for spacing and damage racking. Lastly, Spin Attack's overall recovery distance has slightly decreased, which necessitates using his wall jump and tether recovery more often than not.
Aesthetics
- Due to the aesthetic used in SSB4, Toon Link has a sleeker design, and his overall color scheme is more vibrant. His torso, arms, and legs are also very slightly shorter. Altogether, these changes make Toon Link appear much more in line with his appearances in The Legend of Zelda: The Wind Waker and The Legend of Zelda: The Wind Waker HD.
- Toon Link is slightly less expressive. He now smiles only during his up taunt, Wind Waker victory pose, and during his defeated/No Contest animation, instead of also doing so occasionally during certain actions. His irises also no longer shrink when he is hit, launched, or during the ending of down aerial's landing animation. This is presumably to avoid any unnecessary hardware strain.
- Toon Link is slightly more expressive. He now winces in pain upon being screen KO'd, raises his eyebrows in surprise during his side taunt, winces depressingly while laying prone or supine, and his irises shrink when he is grabbed, hit, or launched. Each of these new expressions are based on the Picto Box's respective "pained", "awestruck", and "distressed" expressions that are available via its selfie feature in The Wind Waker HD.
- Toon Link's hat now disobeys gravity and usually stays in a limp position while he is falling instead of the tip swaying above the rest of his body, or sways based on whether he is jumping or falling, with the tip swaying above his body while he is falling.
- Up taunt has updated sound effects.
- Side taunt's animation has changed. Toon Link now watches a fairy, which has its design from The Wind Waker, as it flies around him.[3]
- Whenever the Master Sword is swung, its blade now glows Alice blue, instead of whitish turquoise. This makes it appear almost identical to its appearance in The Wind Waker and The Wind Waker HD when its power to repel evil is fully restored. Additionally, its trail is now white and produces afterimages, instead of being a whitish turquoise blur. Lastly, its swings are now slightly higher pitched.
- The Hero's Shield is now dark taupe, instead of cordovan. Its metal decals, bolts, and rim are also now silver and polished, instead of gray and tarnished.
Attributes
- Toon Link is heavier (92 → 93).
- Toon Link walks faster (1.22 → 1.2265).
- Toon Link dashes faster (1.65 → 1.7325).
- Toon Link's gravity is higher (0.07 → 0.079).
- Rolls have decreased ending lag (IASA 37 → 27).
- Sidestep has increased ending lag (IASA 22 → 25).
- Air dodge has decreased ending lag (IASA 49 → 31).
- Rolls, sidestep and air dodge have decreased intangibility frames (frames 4-19 → 4-14 (rolls), frames 2-20 → 2-15 (sidestep), frames 4-29 → 2-25 (air dodge)).
- Toon Link now raises his Hero's Shield when a projectile or an explosion hits it,[2] improving its reliability.
- After using his Hookshot to grab on an edge, Toon Link will now swing under an edge with his momentum intact, instead of immediately stopping directly below the edge.
Ground attacks
- Neutral attack's last hit deals 1% less damage (5% → 4%).
- Neutral attack's second hit keeps the opponent in better place for its last hit, improving its reliability. Its last hit's hitbox is also larger (3.5u → 4.2u).
- Forward tilt has received a sourspot at the base of the Master Sword's blade. Additionally, its semi-spike sweetspot has been re-positioned to the center of the blade. Lastly, it has increased ending lag (frame 31 → 34).
- Up tilt deals 4% less damage (9% → 5%), significantly hindering its KO potential.
- Up tilt has decreased ending lag (frame 29 → 26), significantly improving its combo potential and damage racking ability.
- Down tilt deals 2% less damage (9% → 7%).
- Down tilt's chance of tripping has increased (40% → 50%).
- Dash attack's base deals 4% less damage (10% → 6%). It also lost its ability to trip opponents, hindering its set-up potential.
- Dash attack has increased knockback (35 (base)/32 (growth) → 70/70) and its angle has been altered (0° → 65°), slightly improving its spacing potential.
- Forward smash's second hit now deals consistent damage (13%/11% → 11%), although its knockback was compensated (32/25/20 (base)/106 (growth) → 32/130).
- Forward smash is faster and has increased vertical range. Its first hit also has altered knockback (0 (base)/110 (growth) → 49/54/56/60 (base)/10 (growth)) and angles (80°/76°/45°/10° → 75°/55°/45°/40°). Altogether, these changes allow its hits to connect together better.
- The window of time that the attack button can be pressed after forward smash's first hit in order to activate the second hit has been significantly tightened. This leads to less accidental activations of its second hit, but makes it so that the delay cannot be used as much in order to land its second hit.
- Up smash deals less damage (15% (clean)/11% (late) → 13%/10%), although its knockback was compensated (30 (base)/93 (growth) → 43/94). It also has increased ending lag (frame 37 → 43).
- Down smash's second hit deals 4% less damage (11% → 7%), although its knockback was compensated (30 (base)/107 (growth) → 60/130).
- Down smash's first hit has decreased weight-based knockback (80/120/150 → 60/140). This allows it to connect together better with its second hit, but removes its KO potential against aerial opponents.
Aerial attacks
- Neutral aerial deals less damage (10% (both) → 8.5% (front)/7% (back)).
- Neutral aerial has decreased landing lag (15 frames → 12).
- Forward aerial has altered knockback (22 (base)/100 (growth) → 35/98), improving its KO potential.
- Back aerial deals 1% more damage (10% → 11%).
- Back aerial has increased start-up (frame 6 → 7), a shorter duration (5 frames → 3 frames), and more ending lag (31 frames → 46), significantly hindering its combo potential. It also has increased landing lag (10 frames → 17).
- Late up and down aerials deal 1% less damage (12% → 11% (up), 13% → 12% (down)), although the latter's knockback growth was compensated (80 → 100).
- Down aerial's windbox is larger, improving its safety.
- Down aerial now pierces opponents, instead of bouncing on them. This makes it easier to hit multiple opponents, but hinders its safety as an edge-guarding option.
- Grab aerial has increased landing lag (2 frames → 8).
- Grab aerial travels three times farther as a tether recovery, significantly improving its recovery potential.
- If Toon Link performs his grab aerial while holding a Bomb, he will now drop it and use his Hookshot at the same time, rather than just drop the Bomb. This makes Bomb's advanced techniques, such as the ZAC and iZAC, significantly more difficult to perform. However, the ability to use these attacks at the same time opens up possibilities for new advanced techniques.
Throws/other attacks
- All grabs have decreased ending lag (frame 84 (standing)/frame 93 (dash/pivot) → 62/72) and can now grab aerial opponents. Dash and pivot grabs also have decreased start-up lag (frame 16 (both) → 14 (dash)/15 (pivot)).
- Hookshot now flies and retracts in a straight line like the Hookshot in SSB, or goes limp once fully extended.[4] However, this is merely aesthetic.
- Forward throw has altered knockback (40 (base)/120 (growth) → 60/110).
- Back throw now consists of one hit instead of two, and has increased knockback (30 (base)/110 (growth) → 60/120). These changes grant it KO potential despite its damage output remaining unchanged.
- Due to its angle being altered (30° → 130°), back throw is no longer a semi-spike.
- Up throw has increased knockback (24 (base)/200 (growth) → 25/220).
- Down throw has increased knockback growth (60 → 110), significantly hindering its combo potential.
- Down throw's first hit now always hits Jigglypuff.
- Edge attack deals less damage (8%/10% → 7%). It also has the decreased vertical range of his 100%+ edge attack from Brawl.
- Edge attack is much faster.
Special moves
- Hero's Bow charges faster. Charged Hero's Bow also travels farther, improving its zoning potential.
- The removal of Quickdrawing significantly hinders Hero's Bow's utility.
- Boomerang travels farther, improving its zoning potential.
- Uncharged Spin Attack's last hit has altered knockback (25 (base)/160 (growth) → 70/141), improving its spacing potential.
- Aerial Spin Attack's hits connect together better and its last hit has increased knockback back growth (163 → 170), improving its KO potential.
- Uncharged and aerial Spin Attack have decreased start-up lag (frame 11 (both) → 9 (uncharged)/8 (aerial)).
- Aerial Spin Attack covers slightly less vertical and horizontal distance, hindering its recovery potential.
- Spin Attack's visual effects have changed. It now emits a jagged, whitish harlequin green trail,[5] instead of a smooth, whitish turquoise trail. This makes it appear almost identical to the Hurricane Spin.
- The weakening of SDI makes Spin Attack significantly more difficult to escape from.
- If a Bomb hits the opponent or their shield, the explosion will not affect Toon Link. However, if the opponent grabs a Bomb and throws it back at Toon Link or another opponent, the explosion will not harm them either.
- Bomb's explosion is absorbable.
- Bomb is slightly larger. However, this is merely aesthetic.
- Triforce Slash deals 18% less damage (78% → 60%).
Update history
Toon Link has been slightly buffed via game updates. Update 1.0.6 saw his Hero's Shield become capable of blocking Fox and Falco's Blasters, resulting in Toon Link now being capable of properly blocking any characters' projectiles so long as he stands still or walks. Update 1.1.0 saw his grab game improved even further, as his pivot and dash grabs' start-up lag were decreased.
Unlike his alternate timeline counterpart, however, Toon Link is neither helped or hindered by the changes to the shield mechanics brought about by updates 1.1.0 and 1.1.1. Lastly, update 1.1.4 improved his forward smash by enabling its first hit to connect better with its second hit.
- The period Toon Link can be at his maximum fall speed before using hard landing lag has been shortened (4 frames → 3).
- Neutral aerial has less landing lag (15 frames → 12).
- Toon Link can no longer throw a bomb with down special to cancel landing lag (outside of special moves which already could not be canceled).
- This hinders the safety of his aerials and air dodge, hinders the combo potential of his aerials and it prevents Toon Link from canceling hitstun if he lands while in non-tumble hitstun.
- Toon Link can no longer throw a bomb with down special to cancel tumble hitstun.
- This not only makes Toon Link considerably more susceptible to combos, since he can no longer throw a bomb to cancel the hitstun and act sooner but this also considerably hinders his endurance, since he can no longer throw a bomb and then utilise momentum canceling to survive longer.
- Hero's Shield now blocks Blasters, improving its reliability.
- Down smash's first hit's weight-based knockback decreased: 80/150 → 60/120. This makes it connect together better with its second hit, but removes its KO potential against aerial opponents.
- Neutral attack's second hit connects together better with its last hit, and its last hit's hitbox size increased: 3.5u → 4.2u.
- Dash and pivot grabs' start-up lag decreased: frame 16 (both) → 14 (dash)/15 (pivot).
- Sliding Spin Attack improved. It deals 1% more damage: 10% → 11%, received five additional hitboxes, and its grounded version's knockback growth increased.
- Back aerial landing lag: 22 → 17.
- Forward smash connects better with the second hit with high amounts of rage, damage or how long it is charged.
- Spin Attack and Flying Spin Attack have 2 less frames of startup.
- Trip invincibility and all trip followups except floor attack have one less frame of invincibility.
Technical changelist 1.1.4
Change | Old value | New value |
---|---|---|
Back aerial landing lag | 22 | 17 |
Spin Attack/Flying Spin Attack start up (uncharged/fully charged) | 11/70 | 9/68 |
Spin Attack duration (uncharged/fully charged) | 82/141 | 80/139 |
Trip followup on standing/forward/back | 17/10/10 | 16/9/9 |
Trip invincibility on hard/soft | 6/6 | 5/5 |
Moveset
- Toon Link can wall jump.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | An inward slash, followed by an outward slash, followed by a thrust. The first two hits can be jab canceled, with allows it to be followed up with tilt attacks, a grab, or Spin Attack. It appears to be loosely based on the final blow that the Link from The Legend of Zelda: Ocarina of Time dealt to Ganon. | ||
2% | ||||
4% | ||||
Forward tilt | 9% | A downward slash. Its sweetspot is located at the center of the Master Sword's blade and has high knockback growth. Although its lower damage output and much lower base knockback result in it KOing much later than Link's, its significantly faster speed and much higher knockback growth make it better for spacing compared to his. | ||
Up tilt | 5% | An overhead arcing slash. It hits on frame 8 and has minimal ending lag, very low base knockback, and very high knockback growth. Altogether, these traits make it a very reliable combo starter, as it can combo into itself, a short hopped neutral aerial, up smash, or Spin Attack at low percents, into a short hopped Spin Attack at medium percents, and into an up aerial at medium to high percents. Due to Toon Link swinging the Master Sword on a 180° arc, it is also decent at punishing rolling opponents. | ||
Down tilt | 7% | A kneeling inward slice. It can reliably trip opponents at low percents, making it an ideal set-up option. It can also be used for edge-guarding, thanks to the Master Sword's blade being capable of reaching below edges. | ||
Dash attack | 6% (base), 8% (tip) | An outward slash. Its tip deals slightly more damage than its base, but its 38 frames of ending lag make it very punishable. | ||
Forward smash | 10% | A lunging downward slash. If the attack button is pressed again, he performs a lunging outward slash, making it a natural combo. Unlike Link's forward smash, the first hit of Toon Link's version lacks KO potential because of its extremely low knockback growth, which makes it more reliable at following into the second hit. The second hit has less base knockback than the first, but deals slightly more damage and has drastically higher knockback growth, which allows it to KO middleweights at 105% while near the edge. | ||
11% | ||||
Up smash | 13% (early, clean), 10% (late) | An overhead arcing slash. It has the lowest amount of ending lag out of his smash attacks. Although its late hitbox deals less damage than its early and clean hitboxes, they all have the same knockback values. Its early and clean hitboxes KO middleweights at 135%, while its late hitbox KOs them at 170%. | ||
Down smash | 6% (hit 1), 7% (hit 2) | Kneels and performs an inward slash in the direction he is facing, followed by an outward slash behind himself. Its first hit combos very well into its second hit, though it is not a natural combo, while its second hit launches the opponent behind Toon Link. Its second hit deals slightly more damage and very high knockback growth, which allows it to KO middleweights at 125% while near the edge. | ||
Neutral aerial | 8.5% (front), 7% (back) | An inward slash in front of himself, followed by an outward slash behind himself. Due to it hitting on frame 6, it has the lowest amount of start-up out of his aerials. When coupled with its ability to be auto-canceled with a short hop and its minimal landing lag, it is a viable approach option when SHFF'd. It is also a useful follow-up option from up tilt at low to medium percents. However, its 27 frames of ending lag make it punishable when it is not auto-canceled. | ||
Forward aerial | 13% | A spinning outward slash. Its respectable damage output and high knockback growth allow it to KO middleweights at 123% while near the edge, making it one of Toon Link's most viable KOing options. It also has combo potential, either as a follow-up from Bomb, or as a set-up into either Spin Attack at low percents, or into a grab aerial at slightly higher percents. Due to it hitting on frame 14, however, it is punishable. It appears very similar to the rolling Parry Attack. | ||
Back aerial | 11% | Twists around to perform an upward slice behind himself. It hits on frame 7, deals respectable damage, and has very high knockback growth, which allow it to KO middleweights at 127% while near the upper blast line. It also has the ability to auto-cancel with a short hop. However, it has extremely low base knockback and launches at 60°, which make it best used while near the upper blast line when attempting to score a KO. Otherwise, it KOs middleweights at 151% while near the edge. Its 36 frames of ending lag also makes it punishable when it is not auto-canceled. | ||
Up aerial | Up Thrust | 14% (clean), 11% (late) | An upward thrust used by the Link from Zelda II: The Adventure of Link. Its clean hitbox's respectable damage output and high knockback growth allow it to KO at 108% while near the upper blast line. Although its late hitbox deals less damage, it has the same knockback values as its clean hit and has a much longer duration, which make it a great juggling option. | |
Down aerial | Down Thrust | 16% (clean), 12% (late), 5% (landing) | A downward thrust used by the Links in Zelda II: The Adventure of Link, The Legend of Zelda: Four Swords, The Legend of Zelda: Four Swords Adventures and The Legend of Zelda: The Minish Cap. Unlike Link's version, Toon Link's version is a stall-then-fall, which makes it very risky to use off-stage. Unlike in Brawl, it now pierces an opponent, which makes it a useful edge-guarding option when performed on edges because of its clean hitbox being a meteor smash. Its landing hitbox also has a windbox that pushes away nearby opponents. Due to it hitting on frame 17, however, it has the highest amount of start-up lag out of Toon Link's aerials. When coupled with its 75 frames of ending lag and 40 frames of landing lag, it is his most punishable attack. | |
Grab aerial | Hookshot | 4% | Fires his Hookshot forward. The Hookshot has great range, deals damage, and has very minimal landing lag. All of these traits make it a good spacing option and capable of either starting combos or functioning as a tether recovery. However, while Toon Link can cancel his air dodge at any point via his tether, it will not cancel the landing lag dealt from the dodge. | |
Grab | Hookshot | — | Fires his Hookshot forward. The Hookshot functions as a tether grab, but unlike in Brawl, it is now capable of grabbing aerial opponents. | |
Pummel | 2% | Hits the opponent with the Master Sword's pommel. A fairly fast pummel. | ||
Forward throw | 3% (hit 1), 4% (throw) | A shoulder tackle. It has high knockback growth and launches at 45°, which make it suitable for launching the opponent off-stage for an edge-guard attempt, or into the trajectory of a returning Boomerang or a descending Bomb. It can also combo into a dash attack at low percents, but this combo is only effective if the opponent misses their tech and does not DI away. | ||
Back throw | 7% | The tomoe nage, a Judo throw. Although its damage output has remained unchanged since Brawl, it now consists solely of a throw hitbox instead of a hitbox and a throw hitbox. When coupled with its very high knockback growth, it is now one of Toon Link's most viable KOing options, as it KOs middleweights at 131% while near the edge. | ||
Up throw | 5% (hit 1), 2% (throw) | Slightly lifts the opponent up and performs an upward slash. It has extremely low base knockback, extremely high knockback growth, and launches at 92°, which make it useful for launching an opponent into a upward thrown Bomb. It can also combo into a short hopped up aerial at low percents, although this combo is fairly easily to avoid. Despite having the highest knockback growth out of his throws, it lacks KO potential because of its throw hitbox's very low damage output. | ||
Down throw | 3% (hit 1), 4% (throw) | Pins the opponent to the ground and then performs an elbow drop. It has high knockback growth and launches at 110°, which allow it potentially combo into back aerial. However, this combo is only usable if the opponent lands on a platform and misses their tech. | ||
Floor attack (front) | 7% | Slices behind himself and then in front of himself while getting up. | ||
Floor attack (back) | 7% | Slices in front of himself and then behind himself while getting up. | ||
Floor attack (trip) | 5% | Slices in front of himself and then behind himself while getting up. | ||
Edge attack | 7% | Performs an outward slice while climbing up. | ||
Neutral special | Default | Hero's Bow | 4% (uncharged), 12% (fully charged) | Wields his Hero's Bow and fires an arrow forward. If the button is held down, Toon Link charges the arrow by drawing farther back on the Hero's Bow, increasing the damage output and range. Unlike Link's Hero's Bow, Toon Link's version fires arrows that are much floatier. As a result, Toon Link's version is more consistent for zoning, yet noticeably slower, even while charged or fully charged. |
Custom 1 | Fire Bow | 2% (uncharged), 6% (charged), 6% (blaze) | Fires a Fire Arrow. Deals less damage and virtually no knockback, although the Fire Arrow charges, flies and falls very quickly. Once it hits the ground, it creates a smokey blaze that lingers at the point where it landed, with the blaze dealing more damage and knockback than the Fire Arrow itself. It is comparable to Young Link's Fire Bow in Melee. | |
Custom 2 | Piercing Bow | 1% (uncharged), 6% (charged) | Fires an arrow that flies perfectly straight and pierces opponents. However, it has less range and deals noticeably less damage. | |
Side special | Default | Boomerang | 8% (near), 5% (middle), 3% (return) | Throws a Boomerang that flies forward and returns to him. Like Gale Boomerang, if Toon Link fails to catch his Boomerang, he must wait very briefly before he can use it again. Unlike Gale Boomerang, however, it damages opponents it comes into contact with upon returning instead of pushing them toward Toon Link. It can be thrown at a variety of angles with the analog/circle pad, and three main directions with the directional pad. At close range, it can be used as a set-up into another attack. |
Custom 1 | Floating Boomerang | 4% (all points) | The Boomerang flies much slower and can be angled only very narrowly. However, it can angle much more steeply than normal while returning to Toon Link, and can even loop around him. While returning, the Boomerang remains in its vertical position, meaning it has a larger hitbox when returning, making it more likely to hit an opponent. If it hits an opponent on the way back, it disappears, but can then be re-thrown immediately afterward. | |
Custom 2 | High-Speed Boomerang | 3% (near), 2% (middle), 1% (return) | The Boomerang flies and returns quickly. However, it takes slightly longer to throw and maintains its thrown angle throughout its flight, even if Toon Link moves. The Boomerang is thrown at a more horizontal position and remains this way, giving it a slightly smaller hitbox. At the Boomerang's turning point, it is capable of hitting multiple times. | |
Up special | Default | Spin Attack | 1% (uncharged hits 1-9), 3% (uncharged hit 10), 1%-2% (charged hits 1-9), 4%-5% (charged hit 10), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5) | A series of spinning, outward slashes. Like Link's Spin Attack, Toon Link's grounded version can be charged to deal more damage, whereas its aerial version consists of a series of spinning inward slashes that also covers a respectable amount of vertical distance, but minimal horizontal distance. Unlike Link's Spin Attack, however, Toon Link's grounded version hits multiple times before launching the opponent, which makes it capable of damage racking and safer for punishing rolls or get-up options. |
Custom 1 | Sliding Spin Attack | 11% (uncharged), 12%-16% (partially charged), 17% (fully charged), 2% (aerial hit 1), 1% (aerial hits 2-4), 5% (aerial hit 5) | Charges forward while performing the Spin Attack. The grounded version hits once and has decent knockback and moves him forward, but has more start-up, even when minimally charged. Conversely, the aerial version hits multiple times and covers much more horizontal distance, but at the cost of some vertical distance. It is based on the Hurricane Spin, the most powerful version of the Spin Attack in The Legend of Zelda: The Wind Waker. | |
Custom 2 | Flying Spin Attack | 1% (uncharged hits 1-6), 3% (uncharged hit 7), 4% (uncharged hit 8), 1%-2% (charged hits 1-6), 4% (charged hit 7), 6% (charged hit 8) | The Spin Attack concludes with an ascending upward slash, which is strong enough to KO middleweights at 103% while near the upper blast line. The aerial version also grants super armor while ascending, while its first few hits make him ascend slowly before the last hit quickly propels him upward. However, its overall vertical recovery is shorter than Spin Attack's. | |
Down special | Default | Bomb | 4% (grounded and aerial throws/smash throws at body), 6%-7% (grounded throw/smash throw at feet), 8%-9% (aerial throw/smash throw at feet) | Pulls out a Bomb. It deals damage upon contact with a surface, an attack, or an opponent. Like Link's Bomb, Toon Link's version can hurt him unless it hits an opponent first, which in turn can be used to remove him from helplessness and thus allow him to perform an extra Spin Attack, improving his recovery. Unlike Link's Bomb, Toon Link's version explodes 4.98 seconds (299 frames) after being pulled out and deals less damage itself, but its explosion is much larger, deals more damage when smash thrown at the opponent's feet, and has less knockback growth. Thanks to its low base knockback, average knockback growth, and its immunity to both rage and staleness, it is arguably Toon Link's best combo option. |
Custom 1 | Time Bomb | 1%-2% (grounded throw/smash throw at body, feet), 2%-4% (aerial throw/smash throw at body, feet) | The Bomb is smaller, has a shorter fuse, and covers much less distance when thrown or smash thrown. It also cannot explode when directly thrown at opponents, as they will bounce off of them instead. While its damage output and explosion are both minuscule, it has extremely high knockback. This makes it useful for zoning and, unlike Bomb, capable of KOing when thrown or smash thrown from the air. It KOs middleweights at 148% while near the edge. | |
Custom 2 | Short-Fused Bomb | 9%-10% (grounded throw/smash throw at body), 11%-12% (grounded throw/smash throw at feet), 9%-12% (aerial throw at body), 14% (aerial smash throw at feet) | The Bomb is larger and has a much shorter fuse. However, it and its explosion deal noticeably more damage, while its explosion is also very large. It has considerable knockback, but not as much as Time Bomb, and is therefore noticeably less effective at KOing. Due to its very short fuse, it has much better bomb recovery potential than Bomb or Time Bomb. | |
Final Smash | Triforce Slash | 1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17) | Emits a beam of light from the Triforce of Courage symbol on the back of his hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Toon Link dashes forward and slashes them repeatedly while they are trapped in a Triforce-shaped energy field, with the last hit being an outward slash that is powerful enough to KOs middleweights at 77% while near the edge. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit. Unlike Link's Triforce Slash, Toon Link's version has much shorter range. However, Toon Link performs a slight jump after activating it, which can help him recover should he be too far off-stage. |
On-screen appearance
- An explosion appears on-screen and as the smoke fades, Toon Link appears and unsheathes the Master Sword and equips the Hero's Shield.
Taunts
- Up taunt: Sheathes the Master Sword and places the Hero's Shield on his back as he conducts with the Wind Waker, then strikes a pose and smiles while facing towards/away from the screen.
- Side taunt: Sheathes the Master Sword and places the Hero's Shield on his back as he watches a fairy fly around him. Like Toon Link, the fairy's design is from The Legend of Zelda: The Wind Waker.
- Down taunt: Wildly swings the Master Sword in front of himself while yelling in a panicked tone, then runs out of breath while sporting a comically exhausted expression and while facing towards/away from the screen.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Taps the edge of his boot on the ground.
- Looks around himself.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Link! Link! Link! | Rin-ku! |
Pitch | Group chant | Group chant |
Victory poses
- Conducts with the Wind Waker before concluding by striking a pose while smiling.
- Chases a pig, catches it, and raises it in the air triumphantly.
- Chases a pig, but fails to catch it, which results in him comically tripping and landing on his bottom, then rubbing it in discomfort.
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Toon Link | 2111 | 2121 | 2131 | 2113 | 2133 |
2112 | 2211 | 2213 | 3131 | 1113 |
Notable players
Active
- 3xA - Placed 7th at 2GGT: FOW Saga and 33rd at EVO 2016. Ranked 14th on the NorCal Power Rankings.
- Anaky - Placed 13th at B.E.A.S.T 5 and 25th at B.E.A.S.T 6. Ranked 3rd on the United Kingdom Power Rankings.
- Biddy - Placed 17th at Apex 2016 and Midwest Mayhem 6: SoCal Invasion, and 9th at KTAR XX.
- Dicks - Placed 9th at Dismantle 2 and 25th at The Big House 5.
- Hayato. - Placed 2nd at Umebura 21 and 5th at Sumabato for THE BIG HOUSE. Formerly ranked 10th on the Umebura Power Rankings and formerly 20th on the eSports Runner Japanese Power Rankings.
- Hyuga - The best Toon Link player in the world prior to his hiatus, he is still considered to be one of the best Toon Link players in the world along with Sigma. Placed 3rd at Smash Factor 4 and Low Tier City 4, 4th at 2GGT: Mexico Saga, 5th at CEO 2016, 9th at GENESIS 3 and Pound 2016, and 25th at EVO 2016. Ranked 4th on the Mexico City Power Rankings.
- Manzoku - Placed 4th at Umebura 11.
- MJG - Placed 4th at PG Key to GENESIS 4 and 9th at Midwest Mayhem 6: SoCal Invasion.
- Ri-ma - Placed 7th at Sumabato 12 and 13th at The Big House 6. He has a win over Larry Lurr.
- S@nt - Placed 5th at First Attack 2016. Ranked 1st on the Puerto Rico Power Rankings.
- Sigma - The best Toon Link player in Japan and one of the two best Toon Link players in the world. Placed 2nd at Sumabato 7 and Sumabato 10, and 9th at Umebura S.A.T. Ranked 10th on the Umebura Power Rankings, formerly ranked 15th on the JAPAN Power Rankings, and formerly ranked 14th on the eSports Runner Japanese Power Rankings.
- Xorn - Placed 9th at Shine 2016. Formerly ranked 9th on the Massachusetts Power Rankings.
- yeti - Placed 7th at Midwest Mayhem 5 and 5th at Kings of the North V. Ranked 3rd on the Minnesota Power Rankings.
- Zan - The best Toon Link player in the United States. Placed 4th at Key to The PG House, 5th at SoCal Regionals 2016, 7th at 2GGT: KTAR Saga, 9th at 2GGT: FOW Saga and 2GG: Pay It Forward, and 33rd at GENESIS 3.
Inactive
- BlueLink - Formerly ranked 1st on the Italian Power Rankings prior to his retirement. He has a win over MVD.
Tier placement and history
Upon SSB4's release, players had high expectations of Toon Link because of his success in Brawl. While players realized that his power had been toned down since Brawl, the adoption of a new playstyle that is more reliant on his Bomb allowed him to attain roughly the same potency that he did in Brawl. Despite not achieving many tournament results, professionals like Hyuga, Zan, Anaky, and Sigma have achieved very favorable tournament results in their respective regions, with Hyuga in particular placing 3rd at the national tournament Smash Factor 4. Opinions of Toon Link became even more positive when Hyuga announced his participation in GENESIS 3, where he placed 9th. As a result of his early success, Toon Link was ranked 22nd on the first tier list.
Expectations of Toon Link remained high thanks to Hyuga placing 9th at Pound 2016, 4th at 2GGT: Mexico Saga and 5th at CEO 2016, while Zan and some Japanese smashers also achieved respectable placings at 2GGaming and local Japanese tournaments, respectively. As such, Toon Link ranked at 17th on the second tier list. However, after Hyuga became inactive after EVO 2016, Toon Link's representation and success at the national level noticeably decreased. While 3xA, Ri-ma and Xorn managed to achieve respectable placings at the regional level throughout 2016, with Ri-ma also managing to place 13th at the national tournament The Big House 6, Toon Link's tier placement was still considered to be a bit too high. Additionally, even though Hyuga made his return to the competitive scene in January 2017 by winning the regional tournament Hail Smash VIII: The Return of the Hero of the Wind, and continued that success by winning Smash Pendiente 68 a few days later, Toon Link dropped three spots to his current ranking of 20th on the third and current tier list.
Trophies
- Toon Link
- This cartoonish version of young Link is how he appears in The Legend of Zelda: The Wind Waker and a few other titles. While he shares some moves with his older counterpart, he's a very different fighter. Take advantage of his size and speed to whirl past enemies and bombard them with long-range attacks.
- Toon Link (Alt.)
- Toon Link's bombs don't do much damage, but their large blast radius makes it easy to hit foes with them. You can also throw them in any directions, making them a great diversionary tactic. His Spin Attack gives him more air-time than Link. His side smash may seem weak, but press the button again for a second hit that'll really send 'em flying!
- Triforce Slash (Toon Link)
- For Toon Link's Final Smash, a ray of light emanates from his hand, and whomever the light touches gets trapped in the Triforce. While they're defenseless, Toon Link strikes at foes repeatedly and then launches them a great distance. Just be sure to time the Final Smash well-if the ray of light doesn't touch anyone, nothing happens. At all.
- For Toon Link's Final Smash, a ray of light emanates from his hand, and whoever the light touches gets trapped in the Triforce. While they're defenceless, Toon Link strikes them repeatedly, then launches them a great distance. Just be sure to time the Final Smash well - if the ray of light doesn't touch anyone, nothing happens. At all.
In Event Matches
Solo Events
- All-Star Battle: Secret: Toon Link is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous Super Smash Bros. games.
- Four Swords Adventures: Toon Link must defeat three other Toon Links in a Stamina Battle.
- It's Past Your Bedtime!: As Jigglypuff, the player must use Sing to put Toon Link, Bowser Jr. and Ness to sleep at the same time.
- The Ultimate Swordsman: As Ike, the player must defeat Toon Link, Link, Marth, Meta Knight, male Robin, female Robin and Shulk. All of the opponents wield swords.
Co-op Events
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
- Scheming Sorcerer: Toon Link and Yoshi must defeat a male Robin, a female Robin, a metal male Robin and a giant metal female Robin.
Alternate costumes
Gallery
Toon Link's amiibo.
Using Spin Attack on Luigi and Kirby.
Using his forward tilt on Pit.
Toon Link alongside Peach.
Toon Link laying prone on Wily Castle.
Using Hero's Bow.
A pre-release picture of Toon Link using his side taunt in Super Smash Bros. for Nintendo 3DS alongside Link.
Toon Link reeling.
Donkey Kong holding Toon Link's Bomb.
A pre-release picture of the Link from The Legend of Zelda: Spirit Tracks appearing as a background character on Spirit Train.
Using his down aerial alongside Yoshi's Yoshi Bomb and Bowser's Bowser Bomb.
Fighting Mario, Kirby, and Samus.
Toon Link being damaged by Zelda's Din's Fire.
Using the Gust Bellows on Samus.
Trivia
- There are technically two Toon Links in SSB4. Aside from the playable one that originated from The Legend of Zelda: The Wind Waker and reappeared in The Legend of Zelda: Phantom Hourglass, there is a non-playable one that originated from The Legend of Zelda: Spirit Tracks who conducts the Spirit Train on the stage of the same name.
- Despite having no apparent relationship with the Link from The Wind Waker and Phantom Hourglass, and existing in a different timeline than the Link from The Legend of Zelda: Twilight Princess, the Link from Spirit Tracks will not appear as a conductor if either of the playable Links fight on Spirit Train. Instead, he will be replaced by his mentor, Alfonzo.
- However, prior to SSB4's final release, the Link from Spirit Tracks would appear as a conductor if either of the playable Links fought on Spirit Train.
- Despite having no apparent relationship with the Link from The Wind Waker and Phantom Hourglass, and existing in a different timeline than the Link from The Legend of Zelda: Twilight Princess, the Link from Spirit Tracks will not appear as a conductor if either of the playable Links fight on Spirit Train. Instead, he will be replaced by his mentor, Alfonzo.
- If Toon Link eats Superspicy Curry and does not move or attack after the effect wears off, he will not wield the Master Sword and Hero's Shield until he finally moves or attacks. This animation quirk was carried over from Brawl.
- Toon Link's hair is not affected by gravity or wind.
- Toon Link's default fighter trophy in the NTSC version of SSB4 has a slight error. Its first sentence reads "This cartoonish version of Link is how he appeared in The Legend of Zelda: Wind Waker and a few other titles.", which is incorrect, as the game's full title is The Legend of Zelda: The Wind Waker. This is fixed in the PAL region's version.
References
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |