Toon Link slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents.
Toon Link slashes from behind to in front of him. The beginning of the attack hits behind him. Decent horizontal knockback makes it tolerable for edge-guarding if the blast line is nearby. Has no natural trip chance, but its very low angle can cause tripping anyway.
Quick overhead swipe. Similar to his up smash, except faster and less powerful. Covers a fairly large arc. Knockback is almost entirely vertical, and it is usually possible to chain multiple up tilts in succession on a low-damage enemy. Excellent for combining with aerial attacks. Exactly identical to Link's up tilt, but lasts two frames longer.
A strong sideways slash. If the player hits the attack button again, he follows up with another finishing slash. A good finisher. The first hit has little set knockback. The second hit has powerful knockback and cannot be SDI'd, but lightweights can easily escape it. When fully charged and both hits connect, the move can KO at 72%.
Sweeps his sword in front of and then behind him along the ground. The first hit leads into the second hit on grounded opponents and cannot be SDI'd; on aerial opponents it hits upwards with decent knockback. With proper timing it can be used to counter players who roll a lot. The attack also has a 30% chance of tripping opponents.
Double swipe of the sword, first in front then behind, similar to Marth's neutral aerial. The first hit can bring the target into the second hit, provided the enemy is positioned properly. Minimal starting lag makes this a useful move out of a short hop.
Forward slash, high knockback. Good for edge-guarding in terms of leaving the stage to intercept the recovering enemy. Can be short hopped, but is not as effective in that capacity as his neutral aerial or back aerial. Is auto-cancelled after a short hop and doing it right away.
Quick backward arc, raising from his feet to about his head. High damage, but low knockback, enabling multiple hits to be strung together consecutively. Excellent for combining with other aerial attacks, and a tolerable edge-guarding move if one stages an aerial-interception defence directly from the ledge itself. Excellent to use out of a short hop using a reverse aerial rush. One of the best back aerials in the game as it has excellent edgeguarding ability, KOing power, and can combo at low percentages. Has diagonal knockback that is better for Star KOs at later percentages.
Sticks his sword above him, like Link's up aerial, though it has more knockback. Long duration, very high knockback. One of his best Star KO moves and problably one of the best up aerials in the game. The range and disjointed hitbox of this move make it a good choice for juggling. Similar to a sex kick in that it will do more damage on the opening frames but is held out for a while.
Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.
Fires his Hookshot straight in front of him, just like Link's tether recovery but with shorter range. The only part of the attack which hits is the tip of the Hookshot. There is very little knockback to this attack, which is commonly used to follow up with a grab, which can lead to aerial combos. Typically done in a short hop and used at the peak of Toon Link's jump, or just as he begins to fall. This attack is unique in the sense it can be used instantly out of an air dodge (a typical combo is a short hop, air dodge, tether recovery), and is practically lagless when Toon Link hits the ground.
Throws opponent on the ground and slams on top of them. The first hit cannot hit Jigglypuff. It is believed that this is because Jigglypuff's low weight causes the animation to occur too quickly, the hitbox appearing and vanishing before it is checked for.
Two quick swipes to either side.
Two quick swipes to either side; faster-hitting than the other floor attack.
Slashes in front of him and then behind him just like his floor attacks.