Toon Link (SSB4)
| Toon Link in Super Smash Bros. 4 | |
|---|---|
| Universe | The Legend of Zelda |
| Other playable appearances | in Brawl in Ultimate |
| Availability | Starter |
| Final Smash | Triforce Slash |
| Tier | C (23) |
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.
As in Super Smash Bros. Brawl, Sachi Matsumoto reprises her role as Toon Link's voice actor, albeit via recycled voice clips from The Legend of Zelda: The Wind Waker.
Toon Link is ranked 23rd out of 54 on the tier list, placing him in the C tier. This is a slight drop from his mid-tier placement in Brawl, where he was ranked 13th out of 38th. Due to the SSB4 tier list structure however, Toon Link is actually rendered as a high-tier character.
Toon Link has multiple projectiles, which grant him a powerful zoning game and enable him to follow up into different moves; 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 and longer durations; his back throw is now among the strongest throws in the game; and his tether recovery has much more range.
Although Toon Link's ground game is potent, the overwhelming majority of his overall damage output has decreased. This is most obvious with his smash attacks, as their KO potentials have worsened in spite of their compensated knockback. Toon Link's air game also has unimpressive combo potential in spite of his floatiness, since his aerial attacks' high ending lag prevents them from partaking in long combos. Lastly, reflection-based moves are very detrimental for Toon Link; in addition to turning his projectiles against him, they also significantly hinder his Bomb-based combo game.
Overall, Toon Link's strengths outweigh his weaknesses, and have in turn rendered him as a viable character in competitive play. Toon Link has achieved decent representation and respectable results internationally at the regional and even national level, though most his consistently impressive results are primarily from Japan, thanks to the efforts of professionals such as Sigma and Ri-ma.
Attributes[edit]
The majority of Toon Link's attributes noticeably differ from those of his alternate timeline counterpart. Toon Link is a middleweight, 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. Although 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 wields his respective version of the Master Sword and possesses two shields, instead of just one. The Master Sword grants Toon Link disjointed range, while the Hero's Shield blocks opposing projectiles if he is standing still or walking. Overall, Toon Link's attributes render him as a fairly quick, yet fairly floaty character.
As a zoning-oriented character, Toon Link possesses several projectiles. His Hero's Bow, Boomerang, and Bomb enable him to not only force approaches, but also camp effectively. In addition to these strengths, Boomerang and Bomb boast combo potential, with the latter being his most varied and useful combo starter. Thanks to its explosion no longer damaging Toon Link upon contact with an opponent, Bomb now grants him several follow-ups at varying percentages. With precise usage, it can be followed by his up smash or forward aerial, even at high percentages, both of which are among his most viable KOing options.
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 overall 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 canceled reliably.
Unlike in Brawl, Toon Link's 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 tether grab. By extension, Toon Link's grab game has also benefited in a few ways. Each of his grabs has longer durations, significantly lower ending lag, and is 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 an up throw into a descending Bomb. Aside from this, his up throw can also combo into a short-hopped up aerial at low percentages.
Toon Link's back throw, however, is unarguably the most notable improvement to his Hookshot-oriented moves. The removal of its initial hitbox in favor of a single, slightly more damaging throw hitbox has resulted in it now having a consistent, albeit unchanged, damage output. When this is coupled with the increase to its knockback values, Toon Link's back throw has not only become one of his most viable KOing options, but also one of the strongest throws of all kinds in the game.
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 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 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. 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 Meta Knight. As such, Toon Link must rely on his zoning potential to set up and capitalize on openings.
Regarding custom moves, Toon Link has several 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 jab lock at any percentage, or act as a set-up into several 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 sweetspot. Lastly, Short-Fused Bomb is useful for ranged punishment, starting combos, and even KOing.
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, forward aerial, clean up aerial, and back throw. Although his potency has been lowered somewhat since Brawl, Toon Link is still a viable 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 several regional tournaments and, like Zan, achieved above-average placings at national tournaments.
Changes from Super Smash Bros. Brawl[edit]
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. His grabs have more range and significantly less ending lag; back throw is now one of his most viable KOing options; and Hookshot covers significantly more distance as a tether recovery. Bomb also no longer damages Toon Link on contact with an opponent; when coupled with the changes to hitstun canceling, this makes it very useful for setting up combos. Up tilt and, to a lesser extent, Boomerang's near hitbox also possess improved combo potentials due to the changes to hitstun canceling.
However, Toon Link has also received some noticeable nerfs. Although his overall damage output remains above average, it has nevertheless lowered, which hinders his ability to rack up damage, and it hinders a few of his moves' KO potential. Toon Link's aerial game has also been nerfed. Neutral aerial is weaker, forward aerial can no longer auto-cancel in a short hop, back aerial's excellent combo potential has been significantly toned down as the move is laggier in every regard, and down aerial is much harder to use for spacing and damage racking due being slower and now piercing opponents, which also makes the move much riskier to use off stage. His grab aerial also has increased landing lag, hindering its follow-up potential unless Toon Link's opponent is at very high percents, and if he Z drops an item or a bomb in the air, he will automatically use his grab aerial. Spin Attack's overall recovery distance has slightly decreased, which necessitates using Toon Link's wall jump and tether recovery more often than not. Lastly, many of his moves are no longer semi-spikes, which, along with down aerial's changes, hinders his edge-guarding potential. Despite the improvements his projectiles have received, they have also received some nerfs, both direct and indirect. Quickdrawing has been removed, and the removal of edge momentum shifting has hindered Boomerang's utility. Bombs are also now absorbable, and the aforementioned changes to grab aerial further hinder its utility.
Overall, while Toon Link is still a nimble and difficult-to-hit character with good zoning, his offensive game is worse due to his worse damage output and aerial game, which forces him to play even more campily to survive. Most of his direct buffs do not significantly improve him, while his direct nerfs are more drastic. The changes to Smash 4's mechanics also do not benefit him as much as some other characters. As a result, he is a weaker character than in Brawl, although his potency relative to the cast has not significantly decreased due to Brawl's other higher-tiered characters receiving a similar treatment to varying degrees.
Aesthetics[edit]
Due to the aesthetic used in SSB4, Toon Link has a sleeker design and his overall color scheme is more vibrant. Notably, his hair is much more “clay-like” and his clothes have simpler detailing. These changes make him 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 has received two new alternate costumes, one of which is based on the Links in The Legend of Zelda: A Link to the Past and The Legend of Zelda: A Link Between Worlds.
Toon Link is slightly less expressive. He now smiles only during his up taunt, Wind Waker victory pose, and 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; he winces depressingly while laying prone/supine; and his irises shrink when he is grabbed, hit, or launched. Each of these new expressions is 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 depending 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 visual effects have changed. Toon Link now watches a fairy fly around him before she disappears.[1]
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 silver and polished, instead of gray and tarnished.
Toon Link's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.
Attributes[edit]
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). This slightly improves his aerial mobility and somewhat alleviates the drawbacks of his floatiness; however, it also hinders his endurance, makes him more susceptible to combos, and reduces the height of his jumps, especially his double jump.
Rolls have decreased ending lag (FAF 38 → 28).
Spot dodge has increased ending lag (FAF 23 → 26).
Air dodge has decreased startup (frame 4 → 2) and ending lag (FAF 50 → 32).
Rolls, spot dodge, and air dodge have decreased intangibility frames (frames 4-19 → 4-14 (rolls), frames 2-20 → 2-15 (spot dodge), frames 4-29 → 2-25 (air dodge)).
Toon Link now raises his Hero's Shield when a projectile or explosion hits it, improving its reliability.
After using his Hookshot to grab an edge, Toon Link will now swing under an edge with his momentum intact, instead of immediately stopping directly below the edge.
Using grab aerial while holding a Bomb or any other item results in Toon Link dropping it and using his Hookshot at the same time, instead of simply Z dropping the Bomb. This makes Bomb's advanced techniques, such as the ZAC and iZAC, either significantly more difficult or impossible to perform, and overall hinders Bomb's/grab aerial's versatility.
Ground attacks[edit]
- Neutral attack:
Neutral attack's first and second hits' hitboxes have been re-positioned. Additionally, its first hit's angles have been altered (361°/80°/80° → 50°/80°/88°). Lastly, neutral attack's last hit has a larger hitbox (3.5u → 4.2u). Altogether, these changes make its hits connect better.
Neutral attack's last hit deals 1% less damage (5% → 4%), although its base knockback was compensated (30 → 55).
Neutral attack's last hit's angle has been altered (40° → 48°).
- Forward tilt:
Forward tilt's semi-spike sweetspot has been re-positioned to the center of the Master Sword's blade, and one of the semi-spike hitboxes has been removed.
Forward tilt has increased knockback (20 (base), 96/90 (scaling) → 25/102), improving its spacing and KO potential. It also has decreased start-up lag with a longer duration (frames 10-13 → 9-13).
Forward tilt has increased ending lag (FAF 32 → 34).
- Up tilt:
Up tilt deals 4% less damage (9% → 5%), without full compensation on its knockback scaling (122/130/124/123 → 140), hindering its KO potential.
Up tilt has decreased ending lag (FAF 30 → 26). When coupled with the changes to hitstun canceling, these changes significantly improve its combo potential beyond low percents.
Up tilt has a shorter duration (frames 8-14 → 8-12).
- Down tilt:
Down tilt deals 2% less damage (9% → 7%), although its base knockback was compensated (20 → 30).
Down tilt's chance of tripping has increased (40% → 50%).
- Dash attack:
Dash attack deals 2% less damage (10% (blade)/8% (tip) → 8%/6%) and its angle has been altered (0° → 65°), removing its ability to lock and trip (despite keeping its 30% bonus trip chance) significantly hindering its edge-guarding and setup potential.
Dash attack deals much more knockback (35 (base), 32 (scaling) → 70/70).
- Forward smash:
Forward smash has increased vertical range. Its first hit also has altered knockback (30/40 (set), 110 (scaling) → 50/55/62/43 (base)/7) and angles (80°/76°/45°/10° → 75°/55°/45°/40°). Altogether, these changes allow its hits to connect better, at least at lower percentages. The second hit also has increased knockback scaling (106 → 130) and consistent base knockback (32/25/20 → 32), improving its KO potential despite its lower damage.
The innermost hitbox of the second hit has been removed, and the remaining hitboxes deal less damage (13% → 11%). The outermost hitbox of the first hit has also been positioned closer to Toon Link (Y-offset: 7 → 6).
The window of time that the attack button can be pressed after forward smash's first hit has been significantly tightened. This decreases the possibility of accidentally using its second hit, but makes it so that the delay between the first and second hits cannot be abused before using the second hit.
- Up smash:
Up smash deals less damage (15% (clean)/11% (late) → 13%/10%), without full compensation on its knockback (30 (base), 93 (scaling) → 43/94). The move also has a sourspot with the same knockback values as its Brawl counterpart. Up smash also has increased ending lag (FAF 38 → 43).
- Down smash:
Down smash's second hit deals 4% less damage (11% → 7%), although its knockback was compensated (30 (base), 107 (scaling) → 60/130).
Down smash's first hit has decreased set knockback (80/120/150 → 60/140). This makes it connect better with its second hit, but significantly hinders its KO potential against aerial opponents.
Aerial attacks[edit]
- Neutral aerial:
Neutral aerial deals less damage (10% (both) → 8.5% (front)/7% (back)) with no compensation on its knockback.
Neutral aerial has decreased landing lag (15 frames → 12).
Neutral aerial has increased ending lag (FAF 40 → 42).
Neutral aerial's initial auto-cancel window is shorter (frames 1-5 → 1-2) and auto-cancels later (frame 28 → 41).
Neutral aerial has smaller hitboxes (4.0u/5.0u/5.6u/2.5u → 3.0u/3.6u/4.0u/2.5u) with the outermost hitbox being positioned closer to Toon Link (x-offset: 6 → 5), giving neutral aerial less range.
- Forward aerial:
Forward aerial has increased knockback (22 (base), 100 (scaling) → 35/98), slightly improving its KO potential.
Forward aerial has a new animation which is significantly longer than the previous animation (37 frames → 51). While its IASA frames were mostly compensated (FAF 38 → 39), its auto-cancel window remains unchanged, resulting in the move auto-canceling significantly later (frame 38 → 51). As a result, forward aerial can no longer auto-cancel in a short hop.
Forward aerial has one large static hitbox instead of four smaller ones attached to his body, arm, and sword (4.0/6.0u/6.0u/4.0u → 7.5u).
The hitbox doesn't cover Toon Link's body as much and is not able to hit opponents above Toon Link, giving forward aerial less range overall.
- Back aerial:
Back aerial deals 1% more damage (10% → 11%) improving his KO potential.
Back aerial has increased start-up lag with a shorter duration (frames 6-10 → 7-9), has significantly increased ending lag (FAF 31 → 46), has more landing lag (10 frames → 17), and auto-cancels later (frame 23 → 38). These changes significantly hinder back aerial's combo potential even with the changes to hitstun canceling/DI, and prevent Toon Link from performing two back aerials in a short hop.
Back aerial has smaller hitboxes overall (3.5u/6.0u/6.0u/3.0u → 4.0u/5.0u/4.0u) with the latter hitbox on Toon Link's body being removed entirely. The hitboxes have also been positioned closer to Toon Link, and they don't hit above and below him as much as before, resulting in back aerial having significantly less range.
- Up aerial:
The outermost hitbox has been positioned slightly farther (x-offset: 4.5 → 5).
Late hit deals 1% less damage (12% → 11%).
- Down aerial:
Down aerial has increased start-up lag (frame 12 (clean)/frame 19 (late) → 17/26). The late hit also has a shorter duration (frames 19-64 → 26-64).
Because of its increased startup lag, down aerial gains much more height before Toon Link plummets with it.
Clean down aerial has a longer duration (frames 12-18 → 17-25).
Down aerial's windbox is larger, improving its safety.
Down aerial now has consistent base knockback (30/40 (clean), 40/50 (late) → 40). The clean hit's angle has also been altered (270° → 268°).
Down aerial's late hit deals 1% less damage (13% → 12%).
Late down aerial has increased knockback scaling (80 → 100). The removal of meteor canceling also improves the clean hit's edgeguarding potential.
Down aerial now pierces opponents, instead of bouncing on them. While this makes it significantly easier to hit multiple opponents, it significantly hinders its safety, especially off-stage, as well as its combo potential.
The hitbox around the hilt has been removed entirely, giving down aerial less range despite the remaining hitbox being bigger (5.0u → 5.6u (clean)/5.3 (late).
Down aerial's landing hitboxes no longer affect his teammates if Team Attack is turned off.
This prevents Toon Link from unintentionally harming any teammates that are hanging onto a ledge.
- Grab aerial:
Grab aerial's range is three times longer as a tether recovery, significantly improving its recovery potential, especially when combined with the removal of edgehogging. Its hitbox also has a longer duration (frames 11-16 → 11-20).
Grab aerial has increased ending (FAF 71 → 75) and as with all grab aerials, it now has 8 frames of landing lag as opposed to auto-canceling on landing.
Throws/other attacks[edit]
All grabs have increased ranges and can now grab aerial opponents. They also have decreased ending lag (FAF 85 (standing)/FAF 95 (dash/pivot) → 62/72).
Standing and dash grabs have shorter durations (frames 12-19 (both) → 12-18 (standing), frames 14-21 (dash)). Dash grab also has increased start-up lag (frame 12 → 14).
Hookshot now
flies and retracts in a straight line like the Hookshot in SSB, or
goes limp once fully extended.[2] However, this is merely aesthetic.- Forward throw:
Forward throw has altered knockback (40 (base), 120 (scaling) → 60/110), improving its spacing potential, but hindering its KO potential.
- Back throw:
Back throw's throw deals more damage (4% → 7%) and has increased knockback (30 (base), 110 (scaling) → 60/120), significantly improving its KO potential.
Back throw lacks a collateral hitbox, meaning that back throw can no longer hit bystanders; however, since the throw still deals 7% overall, it also makes the throw significantly stronger overall.
Due to its angle being altered (150° → 130°), back throw is no longer a semi-spike.
- Up throw:
Up throw has increased knockback (24 (base), 200 (scaling) → 25/220), and its angle has been altered (90° → 92°), slightly improving its set-up potential.
- Down throw:
Down throw has increased knockback scaling (60 → 110), and its angle has been altered (100° → 110°). These changes improve its spacing potential, but significantly hinder its combo potential.
Down throw's first hit now always hits Jigglypuff.
- Edge attack:
Edge attack deals less damage (8% (quick), 10% (slow) → 7%). It also has the shorter vertical range of Toon Link's 100%+ edge attack from Brawl.
Edge attack has less startup lag compared to the previous quick edge attack (frame 27 → 21).
Special moves[edit]
- Hero's Bow:
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:
Boomerang travels farther, improving its zoning potential.
The changes to hitstun canceling improve near Boomerang's combo potential.
The removal of edge momentum shifting hinders Boomerang's use as an approach and movement option.
- Spin Attack:
Grounded Spin Attack has a larger horizontal hitbox on each side, improving its range and utility.
Uncharged Spin Attack's last hit has altered knockback (25 (base), 160 (scaling) → 70/141), improving its KO potential.
Aerial Spin Attack's first three hits' angles have been altered (92°/75°/38°/70° (hits 1-2)/92°/75°/40°/70° (hit 3) → 366° (all)). This makes its hits connect better. Its last hit also has increased knockback scaling (163 → 170).
Uncharged and aerial Spin Attack have decreased start-up (frame 11 (both) → 9 (uncharged)/8 (aerial)) and ending lag (FAF 83 → 81).
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 trail, 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.
- Bomb:
Bomb deals less damage (5% (throw)/6% (smash throw) → 4% (both)).
Bomb's explosion deals more damage (3% (grounded and aerial throw/smash throw) → 6% (grounded throw)/7% (grounded smash throw)/8% (aerial throw)) and has increased knockback scaling (70 → 80).
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.
Update history[edit]
Toon Link has been buffed slightly 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 buffed his already improved grab game by reverting his pivot and dash grabs' start-up lag to their values from Brawl.
Unlike his alternate timeline counterpart, Toon Link is neither helped nor 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 first and second hits' hitboxes re-positioned, and its last hit's hitbox size increased: 3.5u → 4.2u. These changes make its hits connect together better.
Dash and pivot grabs' start-up lag decreased: frame 16 (both) → 14 (dash)/15 (pivot), restoring their start-up lag from Brawl.
Sliding Spin Attack improved. It deals 1% more damage: 10% → 11%; received five additional hitboxes; and its grounded version's knockback growth increased.