Editing Toon Link (SSBU)

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As in ''Brawl'' and ''[[Super Smash Bros. 4]]'', {{s|wikipedia|Sachi Matsumoto}}'s portrayal of Toon Link from ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}'' was repurposed for ''Ultimate''.
As in ''Brawl'' and ''[[Super Smash Bros. 4]]'', {{s|wikipedia|Sachi Matsumoto}}'s portrayal of Toon Link from ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}'' was repurposed for ''Ultimate''.


Toon Link is ranked 46th out of 82 on the current [[tier list]], placing him in the B- tier. This is a noticeable drop from his 23rd out of 54 placement in ''SSB4'' and is his worst placement in the series. Toon Link's gameplan is relatively a middle ground between Young Link's strong projectile and combo game and Link's strong kill power or Bomb usage. Toon Link has a pretty strong zoning game thanks to his numerous projectiles in [[Bomb (Link)|Bomb]] and [[Boomerang]]. The former allows him to set up combos or confirm into KOs at higher percents while the latter is a good combo starter or a way for opponents to approach him in neutral. Toon Link's mobility is also among the best of the three Links on the ground, allowing him to catch up or run away from his opponents more reliably. His frame 2 air dodge and floatiness also allow him to escape from more combos too.
Toon Link is ranked 46th out of 82 on the current [[tier list]], placing him in the B- tier. This is a noticeable drop from his previous placement in ''SSB4'', being ranked 23rd out of 54, and is his worst placement in the series. Toon Link's gameplan is relatively a middle-ground between Young Link's strong projectile-based and combo game and Link's strong KO power or usage of {{b|Bomb|Link}}s. Toon Link has a fairly strong zoning game thanks to his numerous projectiles in [[Bomb (Link)|Bomb]] and [[Boomerang]]. The former allows him to set up combos or confirm into KOs at higher percents, while the latter is a good combo starter or a method for opponents to approach him in neutral. Toon Link's overall mobility is also quick and among the best of the three Links, allowing him to catch up and/or flee from his opponents more easily and safely while also benefiting his ability to approach himself. His 2-frame [[air dodge]] and floatiness also allow him to escape from combos too.


Toon Link has some weaknesses similarly shared to the other Links. Because of his floatiness, it makes him take a while to land back on the ground, making him prone to juggling. Toon Link also has lower range than most other swordfighters who can outrange and pressure better than he can. His recovery is also relatively exploitable as it travels in a predictable path, though it can be mixed up with Bomb Jump.
Toon Link shares comparative flaws to the other fellow Links. Because of his floatiness, it requires a while to land back on the ground, making him vulnerable to [[juggling]]. In addition, Toon Link's overall range falls short in comparison to most of the other swordfighters who can outrange and pressure better than he can. His [[recovery]] is also relatively exploitable as it travels in a predictable path, though it can be mixed up with Bomb Jump. Toon Link's aerial game also has unimpressive combo potential despite his floatiness, since his aerial attacks' high ending lag prevents them from partaking in lasting combos. Lastly, [[reflection]]-based moves are very detrimental for Toon Link; in addition to turning his projectiles against him, they also drastically hinder his Bomb-based combo game.


Overall, Toon Link is a character with a simple, effective, and consistent gameplan that works when he gets momentum or wins neutral interactions. Toon Link has seen some strong results and representation mostly in Japan, through players, such as {{Sm|Lv.1}} and {{Sm|Sigma}}, who have had strong placements at majors.
Overall, Toon Link is a character with a simple, effective, and consistent gameplan that works when he gets momentum or wins neutral interactions. Toon Link has received some strong results and representation mostly in Japan, through players, such as {{Sm|Lv.1}} and {{Sm|Sigma}}, who have had strong placements at majors.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
{{incomplete|This section needs an in depth explanation of Toon Link's strengths and weaknesses.}}
The majority of Toon Link's attributes noticeably differ from those of his [[Link (SSBU)|alternate time]][[Young Link (SSBU)|line counterparts]]. Toon Link is a short [[weight|middleweight]], yet his [[dash]]ing, [[walk]]ing speeds and [[air acceleration]] are each above-average (with a relatively quick [[initial dash]], as well as the ability to [[wall jump]]. However, his [[air speed]] is average and his [[falling speed|falling]], [[fast fall]]ing speeds and [[gravity]] are each below-average. Although they differ on the majority of their attributes, Toon Link and {{SSBU|Link}} both have above-average [[walk]]ing speeds. Like Link, he also wields his respective version of the {{s|zeldawiki|Master Sword}} and possesses a [[shield]]. The Master Sword grants Toon Link disjointed range, while the [[Passive shield|Hero's Shield]] blocks opposing [[projectile]]s if he is standing still or walking. Overall, Toon Link's attributes render him as a fairly quick, yet fairly [[Falling speed#Floaty|floaty]] character.
Toon Link is a [[weight|middleweight]], yet boasts above-average [[dash]]ing speed and [[air acceleration]], as well as the ability to [[wall jump]]. However, his [[air speed]] is average and his [[falling speed|falling]] and [[fast fall]]ing speeds are both slow, while his [[gravity]] is low. Although they differ on the majority of their attributes, Toon Link and {{SSBU|Link}} both have above-average [[walk]]ing speeds. Like Link, he also wields his respective version of the {{s|zeldawiki|Master Sword}} and possesses a [[shield]]. The Master Sword grants Toon Link disjointed range, while the [[Passive shield|Hero's Shield]] blocks opposing [[projectile]]s if he is standing still or walking. Overall, Toon Link's attributes render him as a fairly quick, yet fairly [[Falling speed#Floaty|floaty]] character.


As a zoning-orientated character, Toon Link possesses a number of [[projectile]]s. His [[Hero's Bow]], [[Boomerang]] and {{b|Bomb|Link}} 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 a number of 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.  
As a zoning-orientated character, Toon Link possesses a number of [[projectile]]s. His [[Hero's Bow]], [[Boomerang]] and {{b|Bomb|Link}} 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 a number of follow-ups at varying percentages. Using precision, 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.  
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 canceled reliably.  
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.  


However, Toon Link has some weaknesses. His grab game is overall very polarized: [[Hookshot]] grants him long-lasting grabs that can grab airborne opponents, and a [[grab aerial]] and [[tether recovery]] that are both very useful, yet his grabs have considerable start-up and ending lag (albeit much less so than in previous installments). By extension, Toon Link's back throw is one of his most viable KO options due to being one of the strongest back throws in the game, while his forward throw is decent for setting up edge-guards and creating space. Conversely, Toon Link's down throw lacks combo potential, which makes it drastically inferior to Link and Young Link's versions. It can almost combo into back aerial. Although Toon Link's up throw is a situational KO option on platforms like Link and Young Link's versions, his back throw utterly outclasses it in this role. As a result, Toon Link's up and down throws are used primarily for setting up aerial pressure, such as by launching an opponent into the trajectory of a previously thrown Boomerang or Bomb.
As of ''SSB4'', Toon Link's [[Hookshot]] possesses a respectable level of utility. Thanks to its long range, the Hookshot is an effective [[tether recovery]] and has lost its dubious distinction as the shortest-ranged [[Grab#Tether grab|tether grab]] since ''Brawl''. By extension, Toon Link's throws can supplement his projectiles, as he can make usage of 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. Toon Link's back throw, however, is one of the most useful to his Hookshot-oriented moves. In addition, Toon Link's back throw is not only one of his most viable KOing options, but also one the strongest throws of all kinds in the game.


Toon Link's 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. Toon Link's disjointed range is also somewhat offset by his short size, while the faster pace of ''Ultimate'' makes his defensive, projectile-based gameplan less effective than it was in previous installments.
However, Toon Link is burdened with some weaknesses. His [[grab]] game is overall very polarized: [[Hookshot]] grants him long-lasting grabs that can grab airborne opponents, and a [[grab aerial]] and [[tether recovery]] that are both extremely useful, yet his grabs have considerable start-up and ending lag (albeit much less so than in previous installments). By extension, Toon Link's back throw is one of his most viable KO options due to being one of the strongest back throws in the game, while his forward throw is decent for setting up edge-guards and creating space. Conversely, Toon Link's down throw lacks combo potential, which makes it drastically inferior to Link and Young Link's down throws. It can almost combo into back aerial. Although Toon Link's up throw is a situational KO option on platforms like Link and Young Link's up throws, his back throw utterly outclasses it in this role. As a result, Toon Link's up and down throws are primarily useful for setting up aerial pressure, such as by launching an opponent into the trajectory of a previously thrown Boomerang or Bomb.


Overall, Toon Link is considered a very balanced and fast fighter with a plethora of attack options via his projectiles, tether grab/recovery, and decent frame data. The combination of low ending lag on his forward and back aerials with his slow fall speed allow Toon Link to dominate in the air with combos, while his moderately fast yet fairly useful tilt attacks and reasonably strong smash attacks allow for relatively easy KOs. While his middling weight and slow falling speed make him easier to combo and KO, it is generally agreed that Toon Link's strengths outweigh his weaknesses by a fair margin.
Toon Link's floatiness makes him especially susceptible to strong vertical attacks, and renders his recovery quite predictable in spite of its improvements. Unlike other floaty characters, however, Toon Link cannot benefit from his floatiness to perform long aerial combos because of his aerials' considerable ending lag. Toon Link's disjointed range is also somewhat offset by his short size, while the quicker and more aggressive pace of ''Ultimate'' makes his defensive, projectile-based gameplan less effective than it was in previous installments.
 
Despite its potency, Toon Link's combo game is also 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 requires 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.
 
Overall, Toon Link is considered a very balanced and mobile fighter with a plethora of attack options via his projectiles, tether grab/recovery, and decent frame-data. The combination of low ending lag on his forward and back aerials with his floatiness allow Toon Link to dominate in the air with combos, while his moderately quick, yet fairly useful tilt attacks and reasonably strong smash attacks allow for relatively easy KOs. While his middling weight and slow falling speed make him easier to combo and KO, it is generally agreed that Toon Link's strengths outweigh his weaknesses by a fair margin.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Toon Link has received a notable mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate''. Many of his standard attacks have been improved, but the general pace of ''Ultimate'', combined with the worsening of his camping tools, have annulled his improvements to an extent. As a result, Toon Link has been slightly nerfed overall.
Toon Link has received a notable mixture of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate''. Many of his standard attacks have been improved, but the general pace of ''Ultimate'', combined with the worsening of his camping tools, have annulled his improvements to an extent. As a result, Toon Link has been slightly nerfed overall.


Several of Toon Link's attacks where he uses the Master Sword have been notably buffed, alleviating one of his weaker points from ''SSB4''. Particularly, Toon Link now boasts a vastly buffed ground game: [[neutral attack]]'s first two hits can now [[lock]], and the third hit now has the tech-chasing ability his adult counterpart has. [[Forward tilt]] has less ending lag, all hitboxes send opponents in front of him, and its hitboxes can now hit behind Toon Link. The changes to the [[Sakurai angle]] allow [[down tilt]] to launch aerial opponents lower, improving its tech chasing potential. [[Dash attack]] is much faster, has more range and less endlag, and the sweetspots out-prioritize the sourspot, turning it into a respectable combo starter at low percentages. [[Up smash]] is more consistent on landing the sweetspot, whereas [[down smash]] now has consistent KO potential on both sides of the move instead of pulling opponents into a second hit.
Several of Toon Link's attacks involving the Master Sword have been notably buffed, alleviating one of his weaker points from ''SSB4''. In particular, Toon Link now boasts a vastly buffed grounded game: [[neutral attack]]'s first two hits can now [[lock]], and the third hit now has the tech-chasing ability his adult counterpart has. [[Forward tilt]] has less ending lag, all hitboxes send opponents in front of him, and its hitboxes can now hit behind Toon Link. The changes to the [[sakurai angle]] allow [[down tilt]] to launch aerial opponents lower, improving its tech chasing potential. [[Dash attack]] is much quick, has more range and less ending lag, and the sweetspots out-prioritize the sourspot, turning it into a respectable combo starter at low percentages. [[Up smash]] is more consistent on landing the sweetspot, whereas [[down smash]] now has consistent KO potential on both sides of the move instead of pulling opponents into a second hit.


Toon Link's air game, while seeing less buffs, has also become more useful; [[neutral aerial]] has more range, [[forward aerial]] can once again autocancel if performed in a short hop, [[back aerial]] is faster and has regained some of its combo potential, and [[up aerial]] is notably much safer to use due to its altered animation. Finally, Toon Link's Spin Attack has received various improvements, with the grounded version now being one of the best out of shield options in the game due to it being much faster and gaining KO potential, whereas the aerial version's power and safety have both improved and it will now always send opponents in front of Toon Link.
Toon Link's air game, while receiving less buffs, has also become more useful; [[neutral aerial]] has more range, [[forward aerial]] can once again autocancel if performed in a short hop, [[back aerial]] is faster and has regained some of its combo potential, and [[up aerial]] is notably much safer for usage due to its altered animation. Finally, Toon Link's Spin Attack has received various improvements, with the grounded version now being one of the best [[out of shield]] options in the game due to it being much faster and gaining KO potential, whereas the aerial version's power and safety have both improved and it will now typically send opponents in front of Toon Link.


However, Toon Link also received some noticeable nerfs. One of his biggest nerfs was to his [[forward smash]]; the move no longer has a second hit, while its single hit instead is slightly slower, deals less aggregate damage, possesses no mixup or spacing potential, and has a debatably worse hitbox that fails to strike short opponents or ones hanging on an edge. His other major nerf was to his {{b|Bomb|Link}}s, which no longer beat weak projectiles and continue on, instead bouncing off of them; this massively worsens their potential in trade and projectile situations. Other nerfs to his [[camping]] ability include his item throws having more ending lag, which worsens his combo game via his Bombs; and his [[grab aerial]] now bouncing off of the first projectile or hurtbox it makes contact with, instead of piercing through. Aside from forward smash, a few of his sword-based moves also received some nerfs. [[Up tilt]] has slightly inferior combo potential at high percentages due to the changes to knockback, [[up smash]] has fewer active frames, and [[back aerial]]'s already minimal KO potential has been almost totally removed in favor of restoring its combo potential.
However, Toon Link also received some noticeable nerfs. One of his biggest nerfs involved Toon Link's [[forward smash]]; the move no longer has a second hit, while its single hit instead is slightly slower, deals less aggregate damage, possesses no mixup or spacing potential, and has a debatably worse hitbox that fails to strike short opponents or ones hanging on an edge, with the only benefit being that it has much less ending lag in comparison to its old second hit. His other major detriment was to his {{b|Bomb|Link}}s, which no longer beat weak projectiles and continue on, instead bouncing off of them; this drastically worsens their potential in trade and projectile-based situations. Toon Link's other nerfs to his [[camping]] ability include his item throws possessing more ending lag, which worsens his combo game via his Bombs; and his [[grab aerial]] now bouncing off of the first projectile or hurtbox it makes contact with, instead of piercing through. Aside from forward smash, a few of his sword-based moves also received some nerfs. [[Up tilt]] has slightly inferior combo potential at high percentages due to the changes to knockback, [[up smash]] has fewer active frames, and [[back aerial]]'s already minimal KO potential has been almost totally removed in favor of restoring its combo potential.


The universal changes to gameplay mechanics are overall mixed for Toon Link. The reduced landing lag makes it easier for him to combo, and safer to land if his aerials hit. The ability to [[Dash-canceling|use any attack out of a run]] also allows Toon Link more access to his now respectable grounded game. On the other hand, the changes to [[shieldstun]] make his grounded moveset much safer, though it also means shielding opponents are now more likely to punish mispaced aerials as easily. The nerfs to shield grabbing alleviate the negative changes from shieldstun, but combined with other characters also having reduced landing lag, and the changes to shieldstun, this notably worsens his grab game, despite his grabs' much lower ending lag. Finally, the universal increase to mobility further contributes to Toon Link's grounded game (due to his faster [[walk]]ing and [[dash]]ing speeds) and allows him to now combo out of his [[Hero's Bow]] when uncharged, but also allows more mobile opponents to close in on the distance to him and/or stay away from him easier.
''Ultimate''{{'}}s adjusted mechanics are overall double-edged swords for Toon Link. The reduced landing lag makes it easier for him to combo, and safer to land if his aerials hit. The ability to [[Dash-canceling|perform an attack out of a run]] also allows Toon Link more access to his now respectable grounded game. On the other hand, the changes to [[shieldstun]] make his grounded moveset much safer, though it also means shielding opponents are now more likely to punish mispaced aerials as easily. The nerfs to [[shield grab]]bing alleviate the negative changes from shieldstun, but combined with the various reductions to the entire cast's landing lag, and the changes to shieldstun, this notably worsens his grab game, despite his grabs' much lower ending lag. Finally, the universal increase to mobility further contributes to Toon Link's grounded game (due to his faster [[walk]]ing and [[dash]]ing speeds) and allows him to now combo out of his [[Hero's Bow]] when uncharged, but also allows more mobile opponents to close in on the distance to him and/or flee from him easier.


Overall, Toon Link has more utility in his sword-based attacks, but has to contend with worsened camping tools and the faster pace of ''Ultimate'', which makes his defensive, projectile-based game less effective compared to previous titles. This noticeably changes his playstyle, shifting from primarily a zoner and counter-zoner, to a more movement and pressure-based playstyle that utilizes his sword attacks more. Combined with various buffs other veterans have received, Toon Link performs worse than his ''SSB4'' iteration, and while he remains relatively viable, he's widely considered overshadowed by {{SSBU|Young Link}} due to the former's faster air-to-ground mobility, superior damage output, and stronger projectile game.
Overall, Toon Link has more utility in his sword-based attacks, but has to contend with worsened camping tools and the faster pace of ''Ultimate'', which makes his defensive, projectile-based game less effective compared to previous titles. This noticeably changes his playstyle, shifting from primarily a zoner and counter-zoner, to a more movement and pressure-based playstyle that utilizes his sword attacks more. Combined with various buffs other veterans have received and the introduction of powerful DLC characters, Toon Link performs worse than his ''SSB4'' iteration, and while he remains effective, he is widely considered overshadowed by {{SSBU|Young Link}} due to the former's overall superior mobility, damage output, and projectile game.


{{SSB4 to SSBU changelist|char=Toon Link}}
{{SSB4 to SSBU changelist|char=Toon Link}}


==Update history==
==Update history==
Toon Link received a mix of buffs, a single nerf and glitch fixes via game updates, but was buffed slightly overall.
Toon Link received a mixture of buffs, a single nerf and glitch fixes via game updates, but was buffed slightly overall. Starting with update 2.0.0, Toon Link's forward aerial can now auto-cancel out of a short hop, greatly buffing the move's utility and offense. He also can now grab the ledge earlier after using his back aerial. Update 3.0.0 nerfed Boomerang's shield damage as a part of a universal nerf to projectiles. Update 3.1.0 made neutral attack connect better, and Toon Link can now shield SDI if a projectiles hits his Hero's Shield thanks to update 4.0.0.
 
Starting with update 2.0.0, Toon Link's forward aerial can now auto-cancel out of a short hop, greatly buffing the move's utility and offense. He also can now grab the ledge earlier after using his back aerial. Update 3.0.0 nerfed Boomerang's shield damage as a part of a universal nerf to projectiles. Update 3.1.0 made neutral attack connect better, and Toon Link can now shield SDI if a projectiles hits his Hero's Shield thanks to update 4.0.0.


Update 7.0.0 brought the most noteworthy buffs to Toon Link's kit. His dash attack was given less ending lag, both hits of his down smash now deal more knockback, his back aerial now hits earlier and has a slightly longer hitbox duration. His down aerial is now drastically stronger than it was before due to it now dealing more damage and not having its knockback not fully compensated. And finally, his grab aerial's hitbox lasts 2 frames longer. Due to these changes, Toon Link's KO potential and spacing were improved.
Update 7.0.0 brought the most noteworthy buffs to Toon Link's kit. His dash attack was given less ending lag, both hits of his down smash now deal more knockback, his back aerial now hits earlier and has a slightly longer hitbox duration. His down aerial is now drastically stronger than it was before due to it now dealing more damage and not having its knockback not fully compensated. And finally, his grab aerial's hitbox lasts 2 frames longer. Due to these changes, Toon Link's KO potential and spacing was greatly improved.


Update 10.1.0 made Aerial Spin Attack much more consistent by giving it much better hitboxes and a more favorable angle if Toon Link is moving forward.  
Update 10.1.0 made Aerial Spin Attack much more consistent by giving it much better hitboxes and a more favorable angle if Toon Link is moving forward.  


Overall, Toon Link fares slightly better than he did at the launch of ''Ultimate''.
Overall, Toon Link fares better than he did at the launch of ''Ultimate''.


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
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|ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltdmg=9%
|ftiltdmg=9%
|ftiltdesc= A lunging downward slash. Moderate startup at frame 9, with low ending lag and decent knockback, making it fast for its power. The hilt and the middle of the swords are semi-spikes, while the tip launches at the Sakurai angle. Its hitboxes at the beginning of the animation reach far enough back for Toon Link to hit opponents behind him. It resembles the [[zeldawiki:Targeting#Z-Targeting|Z-Targeting]] slash used by the Hero of Time.
|ftiltdesc= A lunging downward slash. Moderate startup at frame 9, with low ending lag and decent knockback, making it quick for its power. The hilt and the middle of the swords are semi-spikes, while the tip launches at the sakurai angle. Its hitboxes at the beginning of the animation reach far enough back for Toon Link to hit opponents behind him. It has very high knockback growth, as well as a sweetspot located at the center of the {{s|zeldawiki|Master Sword}}'s blade that is a semi-spike. Although its sourspot has the same damage output and knockback values, it is much less suited for KOing because of it launching at the [[sakurai angle]]. This is further compounded by its sweetspot's position requiring very precise usage in order to be effective. Its lower damage output and extremely low base knockback result in it KOing much later than {{SSBU|Link}} and {{SSBU|Young Link}}'s, yet its much lower start-up and ending lag make it more effective for spacing than theirs, regardless of whether it is sweetspotted or sourspotted. Its sweetspot KOs middleweights at 129% while near the edge of Final Destination. It resembles the [[zeldawiki:Targeting#Z-Targeting|Z-Targeting]] slash used by the Hero of Time.
|utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu Kiri}})
|utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu Kiri}})
|utiltdmg=5%
|utiltdmg=5%
|utiltdesc=An overhead arcing slash. Thanks to its frame 8 startup and very low ending lag, it is one of Toon Link's best combo starters. Can combo into itself at low percentages, and at later percents, it can combo into his neutral, forward, back and up aerials.
|utiltdesc=An overhead arcing slash. Thanks to its frame 8 startup and very low ending lag, it is one of Toon Link's best combo starters: it can combo into [[Spin Attack]] from 0%-10%; into itself and up smash from 0% to low percentages; into a short hopped neutral aerial; short hopped back aerial and short hopped Spin Attack from low to medium percentages; and into forward aerial and up aerial from medium to high percentages. Due to Toon Link swinging the Master Sword on a 180° arc, it is also decent at punishing rolls.
|dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|dtiltdmg=7%
|dtiltdmg=7%
|dtiltdesc=A kneeling inward slash. Can cause opponents to [[trip]] at low percents with a 50% trip chance and comes out on frame 9 with very minimal ending lag, making it very good for set-ups and tech-chases as well as being able to lock. At higher percents, it launches opponents away at a horizontal angle.
|dtiltdesc=A kneeling inward slash. Can cause opponents to [[trip]] at low percents with a 50% tripping chance and comes out on frame 9 with very minimal ending lag, making it very good for set-ups and tech-chases as well as being able to lock. At higher percents, it launches opponents away at a horizontal angle. It can also be used for edge-guarding, thanks to the Master Sword's blade being capable of reaching below edges.
|dashname=Running Hack ({{ja|追い斬り|Oi Kiri}})
|dashname=Running Hack ({{ja|追い斬り|Oi Kiri}})
|dashdmg=8% (sweetspot), 6% (sourspot)
|dashdmg=8% (sweetspot), 6% (sourspot)
|dashdesc= A lunging outward slash. It has fast startup at frame 7 and very little ending lag (19 frames), making it safe on shield despite its lack of shieldstun and useful for catching landings. However, it has a sourspot on Toon Link's arm that deals less damage.
|dashdesc= A lunging outward slash. It has fast startup at frame 7 and minimal ending lag (19 frames), making it safe on shield despite its lack of shieldstun and useful for catching landings. However, it has a sourspot on Toon Link's arm that deals less damage.
|fsmashname=Smash Upper ({{ja|スマッシュアッパー|Sumasshu Appā}})
|fsmashname=Smash Upper ({{ja|スマッシュアッパー|Sumasshu Appā}})
|fsmashdmg={{ChargedSmashDmgSSBU|14}}
|fsmashdmg={{ChargedSmashDmgSSBU|14}}
|fsmashdesc=Winds up and then performs an upward slash. Toon Link moves slightly forwards when using it. It comes out on frame 16, it's strong and it and has less ending lag compared to his previous forward smash, but also less versatile. The duration of this move's hitbox is deceptively short compared to the animation, only lasting for two frames. As such, the move's range is also deceptively short and will fail to damage those above Toon Link beginning at frame 18.
|fsmashdesc=Winds up and then performs an upward-arcing slash. It moves Toon Link slightly forwards. The duration of this move's hitbox is deceptively shorter that the duration of the swing (frames 16 and 17). As such, the move's range is also deceptively short and will fail to damage opponents above Toon Link beginning at frame 18, and it has trouble in hitting small characters in the ground. It is one of the strongest forward smashes in ''Ultimate'', as it KOs middleweights at around 84% while near the edge of Final Destination.
|usmashname=Sky Slash ({{ja|天空斬り|Tenkū Kiri}})
|usmashname=Sky Slash ({{ja|天空斬り|Tenkū Kiri}})
|usmashdmg={{ChargedSmashDmgSSBU|13}}
|usmashdmg={{ChargedSmashDmgSSBU|13}}
|usmashdesc=A hopping, overhead arcing slash. Can hit behind Toon Link. Although the animation causes Toon Link to hop, it cannot reach opponents standing on a Battlefield platform above him. A standard anti-air and effective for covering both sides of Toon Link quickly should down smash not suffice.
|usmashdesc=A hopping, overhead-arcing slash. It is capable of hitting behind Toon Link. Although the animation causes Toon Link to hop, it cannot reach opponents standing on a Battlefield platform above him. A standard anti-air and effective for covering both sides of Toon Link quickly should down smash not suffice. It has the lowest amount of ending lag out of his smash attacks. Although each of its hitboxes share the same knockback values, its late hitbox's lower damage output results in its KO potential being noticeably lower deals less damage than its early and clean hitboxes. Its early and clean hitboxes KO middleweights at around 114% from anywhere on Final Destination. In comparison, its late hitbox KOs them at 149% from anywhere on Final Destination.
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashname=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|13}} (back)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (front), {{ChargedSmashDmgSSBU|13}} (back)
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. Unlike in previous games, the first hit no longer leads into the second, although both hits have their knockbacks compensated, making the move effective near the sides of the stage.
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. Unlike in previous games, the first hit no longer leads into the second, although both hits have their knockbacks compensated, making the move effective near the sides of the stage. Both hits can KO middleweights at around 121% while near the edge of Final Destination.
|nairname=Two Part Slash ({{ja|二段斬り|Nidan Kiri}})
|nairname=Two Part Slash ({{ja|二段斬り|Nidan Kiri}})
|nairdmg={{ShortHopDmgSSBU|8.5}} (front), {{ShortHopDmgSSBU|7}} (back)
|nairdmg={{ShortHopDmgSSBU|8.5}} (front), {{ShortHopDmgSSBU|7}} (back)
|nairdesc=An inward slash followed by an outward slash behind himself. Has a chance to trip (30% trip chance) grounded opponents at low percents. Can also be used to lock, or as a combo starter. It can autocancel at the peak of a short hop.
|nairdesc=An inward slash followed by an outward slash behind himself. Has a chance to trip (30% trip chance) grounded opponents at low percents. Can also be useful for locking, or as a combo starter. It can [[auto-cancel]] at the peak of a short hop. 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 approaching option when [[SHFF]]'d. However, its 27 frames of ending lag make it punishable when it is not auto-canceled. It is possible, albeit rare, to land both hits at lower percents, especially against opponents with wider hurtboxes, such as {{SSBU|R.O.B.}} and {{SSBU|Bowser}}.
|fairname=Slash Up ({{ja|斬り上げ|Kiri Age}})
|fairname=Slash Up ({{ja|斬り上げ|Kiri Age}})
|fairdmg={{ShortHopDmgSSBU|13}}
|fairdmg={{ShortHopDmgSSBU|13}}
|fairdesc=A spinning outward slash. Has noticeable startup at frame 14, but it has low ending lag, can autocancel in a short hop and has respectable damage and great knockback, being able to KO at higher percents. It resembles his rolling {{iw|zeldawiki|Parry Attack}}.
|fairdesc=A spinning outward slash. Has noticeable startup at frame 14, but it has low ending lag, can auto-cancel in a short hop and its respectable damage output and high knockback growth make it one of Toon Link's most viable KOing options. It KOs middleweights at around 99% while near the edge of Final Destination. In addition to its KO potential, it has combo potential: it can function as a set-up into Spin Attack at low percentages; into a grab aerial at slightly higher percentages; and as a follow-up from [[Bomb (Link)|Bomb]]. It resembles his rolling {{iw|zeldawiki|Parry Attack}}.
|bairname=Backward Slash Up ({{ja|後方斬り上げ|Kōhō Kiri Age}})
|bairname=Backward Slash Up ({{ja|後方斬り上げ|Kōhō Kiri Age}})
|bairdmg={{ShortHopDmgSSBU|8}}
|bairdmg={{ShortHopDmgSSBU|8}}
|bairdesc=Turns around and performs an upward slash behind himself. Almost identical to forward aerial, but trades power for faster startup, being tied with neutral aerial for the fastest startup of his aerials, at frame 6. While it is extremely weak and will not KO at any reasonable percent, its very low base knockback, high knockback growth, and ability to autocancel with a short hop make it a fairly good option for combos. It can combo into itself at low percents, and into an aerial Spin Attack as a KO combo.
|bairdesc=Turns around and performs an upward-arcing slash behind himself. It is almost identical to forward aerial, but trades power for faster startup, being tied with neutral aerial for the fastest startup of his aerials, at frame 6. While it does not KO middleweights until around 177% at the edge of Final Destination, thus making it best useful while near the upper blast line when attempting to score a KO, its very low base knockback, high knockback growth, and ability to auto-cancel with a short hop make it a fairly good option for combos. It can combo into itself at low percents for a [[wall of pain]], and into an aerial Spin Attack as a KO combo.
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|11}} (late)
|uairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|11}} (late)
|uairdesc=The {{iw|zeldawiki|Jump Thrust}}. Possesses [[sex kick]] properties. The clean hit has high knockback and can KO off the upper blast line at high percents, and the late hit can be used as a combo starter until high percents.
|uairdesc=The {{iw|zeldawiki|Jump Thrust}}. Possesses properties of a [[sex kick]]. Its clean hitbox's respectable damage output and high knockback growth make it one of Toon Link's most viable KOing options. It KOs middleweights at around 89% while near the upper blast line of Final Destination. Its late hitbox deals less damage, which makes it unsuited for KOing in spite of it possessing the same knockback values as its clean hitbox. When coupled with its much longer duration, however, it is nevertheless useful for juggling.
|dairname=Sword Plant ({{ja|下突き急降下|Shita Tsuki Kyūkōka}}, ''Down Thrust Dive'')
|dairname=Sword Plant ({{ja|下突き急降下|Shita Tsuki Kyūkōka}}, ''Down Thrust Dive'')
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|14}} (late) , 5% (landing)
|dairdmg={{ShortHopDmgSSBU|16}} (clean), {{ShortHopDmgSSBU|14}} (late) , 5% (landing)
|dairdesc=A [[stall-then-fall]] version of the {{iw|zeldawiki|Down Thrust}}. Has a powerful meteor smash at the start of the descent, and weak [[windbox]]es on landing, while also having a small hitbox that deals 5% when Toon Link takes out the Master Sword. Extremely risky to use offstage, as it has a long duration and, unlike the down aerials of the other Links, Toon Link's will not bounce off of any opponents he hits. Resembles his final strike to Ganondorf's head in ''The Legend of Zelda: The Wind Waker''.
|dairdesc=A [[stall-then-fall]] version of the {{iw|zeldawiki|Down Thrust}}. It boasts a powerful [[meteor smash]] at the beginning of the descent, and weak [[windbox]]es on landing, while also possessing a small hitbox that deals 5% when Toon Link takes out the Master Sword. It is extremely risky to use offstage, as it has a long duration and, unlike the down aerials of the other Links, Toon Link's will not bounce off of opponents he hits. As in ''SSB4'', 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. 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 24 frames of landing lag, it is his most punishable aerial attack, although it has rather minimal lag for a comparable aerial attack of its kind (15 frames). Resembles his final strike to Ganondorf's head in ''The Legend of Zelda: The Wind Waker''.
|zairname=Midair Hookshot ({{ja|空中フックショット|Kūchū Fukkushotto}})
|zairname=Midair Hookshot ({{ja|空中フックショット|Kūchū Fukkushotto}})
|zairdmg=4%
|zairdmg=4%
|zairdesc=Fires his {{s|zeldawiki|Hookshot}} forward. Can be used to [[Tether recovery|grab edges]] and is a very useful spacing option. As well as being safe on shield, it set ups tech situations at high percentages, which can act as an effective kill confirm. It replaces Down Tilt as Toon Link's main jab reset setup above 80-100% depending on character weight.
|zairdesc=Fires his {{s|zeldawiki|Hookshot}} forward. Can be used to [[Tether recovery|grab edges]] and is a very useful spacing option. As well as being safe on shield, it set ups tech situations at high percentages, which can act as an effective kill confirm. It replaces Down Tilt as Toon Link's main jab reset setup above 80-100% depending on character weight.
|grabname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}})
|grabname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}})
|grabdesc=Fires his Hookshot forward. It is a tether grab, and thus has higher lag than normal grabs in exchange for much longer range. Has noticeably less ending lag than {{SSBU|Young Link}}'s grabs.
|grabdesc=Fires his Hookshot forward. It is a tether grab, and thus has more lag than traditional grabs in exchange for much longer range. Has noticeably less ending lag than {{SSBU|Young Link}}'s grabs.
|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummelname=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=Quickly hits the opponent with the pommel of the Master Sword.
|pummeldesc=Bashes the opponent with the pommel of the Master Sword. A quick pummel with minimal damage.
|fthrowname=Tackle ({{ja|タックル|Takkuru}})
|fthrowname=Tackle ({{ja|タックル|Takkuru}})
|fthrowdmg=3% (hit), 4% (throw)
|fthrowdmg=3% (hit), 4% (throw)
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|bthrowname=Circle Throw ({{ja|巴投げ|Tomoe Nage}})
|bthrowname=Circle Throw ({{ja|巴投げ|Tomoe Nage}})
|bthrowdmg=7%
|bthrowdmg=7%
|bthrowdesc=Performs the tomoe nage,{{ref|a}} a judo throw. A reliable KO throw, as it can KO middleweights at around 138% at the edge of {{SSBU|Final Destination}} with good [[DI]].
|bthrowdesc=Performs the tomoe nage,{{ref|a}} a judo throw. When coupled with its very high knockback growth, it is one of Toon Link's most viable KOing options, and one of the strongest throws of all kinds in the game, as it can KO middleweights at around 138% at the edge of {{SSBU|Final Destination}} with good [[DI]].
|uthrowname=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}})
|uthrowname=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}})
|uthrowdmg=5% (hit), 2% (throw)
|uthrowdmg=5% (hit), 2% (throw)
|uthrowdesc=Tosses the opponent up into the air and performs a spinning upward slash. Has very minimal KO potential, even on platforms, as it KOs middleweights at around 185% on Final Destination. Instead, it is best suited for setting up aerial pressure or launching an opponent into the trajectory of a previously thrown Boomerang or Bomb.
|uthrowdesc=Tosses the opponent up into the air and performs a spinning upward-arcing slash. It has very minimal KO potential, even on platforms, as it KOs middleweights at around 185% on Final Destination. Instead, it is best suited for setting up aerial pressure or launching an opponent into the trajectory of a previously thrown Boomerang or Bomb. However, it is useful for launching an opponent into a descending Bomb. It can also combo into a short hopped up aerial at low percentages, although this combo is fairly easily to avoid.
|dthrowname=Elbow Strike ({{ja|ヒジ打ち|Hiji Uchi}}, ''ヒジ打ち'')
|dthrowname=Elbow Strike ({{ja|ヒジ打ち|Hiji Uchi}}, ''ヒジ打ち'')
|dthrowdmg=3% (hit), 4% (throw)
|dthrowdmg=3% (hit), 4% (throw)
|dthrowdesc=Pins the opponent to the ground and performs an elbow drop. Due to its lack of combo potential, it is absolutely inferior to his alternate timeline counterparts' down throws. As a result, its only utility is for setting up aerial pressure or launching an opponent into the trajectory of a previously thrown Boomerang or Bomb.
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. Due to its lack of combo potential, it is drastically inferior to his alternate timeline counterparts' down throws. As a result, its only utility is for setting up aerial pressure or launching an opponent into the trajectory of a previously thrown Boomerang or Bomb. Its only notable follow-up is back aerial, which is only usable if the opponent lands on a platform and fails to tech their landing.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Performs an outwards slash while climbing up.
|edgedesc=Performs an outward-arcing slash while climbing up.
|nsname=Hero's Bow
|nsname=Hero's Bow
|nsdmg=4% (uncharged), 12% (fully charged)
|nsdmg=4% (uncharged), 12% (fully charged)
|nsdesc=Wields his {{iw|zeldawiki|Hero's Bow}} to fire an {{iw|zeldawiki|arrow}}. It can be charged up for more power and range. The arrows move much slower than the arrows that Link or Young Link fire, making them easier to avoid. However, this also means that the arrows remain active for longer. It can also lock at low percents.
|nsdesc=Wields his {{iw|zeldawiki|Hero's Bow}} to fire an {{iw|zeldawiki|arrow}}. It can be charged up for more power and range. The arrows move much slower than the arrows that Link or Young Link fire, making them easier to avoid. However, this also means that the arrows remain active for longer. It can also lock at low percents. Unlike Link's Hero's Bow, Toon Link's version fires arrows that are [[Falling speed#Floaty|floaty]], which in turn makes them more consistent for zoning.
|ssname=Boomerang
|ssname=Boomerang
|ssdmg= 8% (close), 9.6% (smash throw), 5% (far), 3% (return)
|ssdmg= 8% (close), 9.6% (smash throw), 5% (far), 3% (return)
|ssdesc=Throws his {{iw|zeldawiki|Boomerang}} forward. It flies forward and then returns to Toon Link. On the way forward, it launches enemies vertically with low base knockback, and on the way back, it launches them towards Link with no base knockback but very high knockback growth, allowing it to set up combos. It can be angled up or down, and inputting it like a smash attack increases its damage, as well as the distance it can travel.
|ssdesc=Throws his {{iw|zeldawiki|Boomerang}} forward. It flies forward and then returns to Toon Link. On their direction forward, it launches opponents vertically with low base knockback, and upon boomeranging, it launches them towards Link with the lack of base knockback, albeit very high knockback growth, allowing it to set up combos. It can be angled up or down, and inputting it like a smash attack increases its damage, as well as the distance it can travel. The Boomerang is typically tilted vertically during its flight, and typically tilted horizontally during its return. It can be thrown at a variety of diagonal angles with the [[control stick]], and three primary directions with the directional pad. At close range, it can be used as a set-up into another attack. Like [[Boomerang#Gale Boomerang|Gale Boomerang]], if Toon Link fails to catch his Boomerang, he must wait very briefly before he can use it again. Unlike Gale Boomerang, it damages opponents it comes into contact with upon returning, instead of pushing them toward Toon Link.
|usname=Spin Attack
|usname=Spin Attack
|usdmg= 1% (uncharged hits 1-10), 3% (uncharged hit 11), 1.6% (charged hits 1-10), 4% (charged hit 11), 4% (aerial hit 1), 2% (aerial hits 2-4) 4% (aerial hit 5)
|usdmg= 1% (uncharged hits 1-10), 3% (uncharged hit 11), 1.6% (charged hits 1-10), 4% (charged hit 11), 4% (aerial hit 1), 2% (aerial hits 2-4) 4% (aerial hit 5)
|usdesc=[[zeldawiki:Spin Attack|Spins rapidly with the Master Sword outstretched]]. The grounded version is a series of outward slashes, whereas the aerial version is a series of inward slashes. The last hit of both versions has a horizontal launching angle. The grounded version can be charged to inflict even more damage, and due to it being faster and much stronger than in ''SSB4'', it is a very good out of shield option and one of Toon Link's best KO options. The aerial version can carry opponents to the upper blast line, and KO them there if they are sufficiently damaged.
|usdesc=[[zeldawiki:Spin Attack|Spins rapidly with the Master Sword outstretched]]. The grounded version is a series of outward slashes, whereas the aerial version is a series of inward slashes. The last hit of both versions has a horizontal launching angle. The grounded version can be charged to inflict even more damage, and due to it being faster and much stronger than in ''SSB4'', it is an exceptional [[out of shield]] option and one of Toon Link's best KO options. The aerial version can carry opponents to the upper blast line, and KO them there if they are sufficiently damaged. When coupled with its decent knockback, its fully charged clean hit KOs middleweights at around 91% while near the edge of Final Destination. It also moves Toon Link forward, which can allow him to use it for punishing when it is spaced properly.
|dspage=Bomb_(Link)
|dspage=Bomb_(Link)
|dsname=Bomb
|dsname=Bomb
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|fsname=Triforce Slash
|fsname=Triforce Slash
|fsdmg=1% (trapping), 2.8% (hits 1-14), 2% (hit 15), 14% (final)
|fsdmg=1% (trapping), 2.8% (hits 1-14), 2% (hit 15), 14% (final)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Toon Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them and any bystanders.
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Toon Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them and any bystanders. It is among the most powerful [[Final Smash]]es in the game, as it will KO middleweights at around 18% while near the edge of Final Destination. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit. In comparison to Link and Young Link's Triforce Slash, Toon Link's Triforce Slash has much shorter range.
}}
}}


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===[[On-screen appearance]]===
===[[On-screen appearance]]===
*A cartoony explosion appears on-screen. As the smoke fades, Toon Link appears and equips the Master Sword and Hero's Shield.
*A cartoonish explosion appears on-screen. As the smoke fades, Toon Link makes an appearance and equips the Master Sword and Hero's Shield.
<gallery>
<gallery>
ToonLinkOnScreenAppearanceSSBU.gif|Toon Link's on-screen appearance
ToonLinkOnScreenAppearanceSSBU.gif|Toon Link's on-screen appearance
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Conducts using the Wind Waker before striking a pose similar to his official artwork from ''The Legend of Zelda: The Wind Waker''.
*'''Left:''' Conducts using the Wind Waker before striking a pose similar to his official artwork from ''The Legend of Zelda: The Wind Waker''.
*'''Up:''' Chases a pig. Upon catching a {{s|ZeldaWiki|pig}}, he holds it above his head. Whilst balancing on one foot, he occasionally starts to lose balance before steadying himself.
*'''Up:''' Persuades a pig. Upon catching a {{s|ZeldaWiki|pig}}, he holds it above his head. Whilst balancing on one foot, he occasionally starts to lose balance before steadying himself.
*'''Right:''' Tries to catch a pig, but ends up tripping and falling on his bottom. He then proceeds to rub his bottom for the rest of the victory pose while smiling sheepishly.
*'''Right:''' Tries to catch a pig, but ends up tripping and falling on his bottom. He then proceeds to rub his bottom for the rest of the victory pose while smiling sheepishly.
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the main theme of ''The Legend of Zelda'' series.]]
[[File:ZeldaSeriesVictoryThemeUltimate.ogg|thumb|A flourished and abridged remix of the theme that plays when [[Link]] obtains a [[zeldawiki:Triforce|Triforce Piece]] in ''{{iw|zeldawiki|The Legend of Zelda|Game}}'' and has since become the primary theme of ''The Legend of Zelda'' series.]]
<gallery>
<gallery>
ToonLinkVictoryPose1SSBU.gif
ToonLinkVictoryPose1SSBU.gif
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===Tier placement and history===
===Tier placement and history===
Toon Link saw middling success in the early metagame, most notably in Mexico -- thanks to players such as {{Sm|Ang}} and {{Sm|Hyuga}} -- and Japan -- thanks to players such as {{Sm|Lv.1}}, {{Sm|Ri-ma}}, and {{Sm|Sigma}}. However, Toon Link's representation was not as strong outside of those two regions, mainly due to perceptions that Toon Link was noticeably inferior to Link and Young Link. This perception stemmed from the buffs and changes Link and Young Link received, which made many to consider both characters at least high-tier. Coversely, Toon Link received a mix of buffs and nerfs in his transition, and was seen as a weaker version of Young Link due to having a weaker projectile game and damage output. In addition, most of Toon Link's best players generally only participated at regional-level events, while Ri-ma relegated Toon Link to a secondary in favor of {{SSBU|Joker}}, leaving Sigma as the only notable Toon Link player consistently performing well at majors. As such, many players considered Toon Link to be a mid-tier.
Toon Link received middling success in the early metagame, most notably in Mexico -- thanks to players such as {{Sm|Ang}} and {{Sm|Hyuga}} -- and Japan -- thanks to players such as {{Sm|Lv.1}}, {{Sm|Ri-ma}}, and {{Sm|Sigma}}. However, Toon Link's representation was not as strong outside of those two regions, mainly due to perceptions that Toon Link was noticeably inferior to Link and Young Link. This perception stemmed from the buffs and changes Link and Young Link received, which made several to consider both characters at least high-tier. Coversely, Toon Link received a mix of buffs and nerfs in his transition, and was regarded as a weaker version of Young Link due to having a possessing projectile-oriented game and damage output. In addition, most of Toon Link's best players generally only participated at regional-level events, while Ri-ma relegated Toon Link to a secondary in favor of {{SSBU|Joker}}, leaving Sigma as the only notable Toon Link player consistently performing well at majors. As such, several players considered Toon Link to be a mid-tier.


Dedicated mains would continue to push Toon Link, which led his overall representation to remain relatively stable for most of the game's lifespan, usually hovering between the high-30s to low-40s. Although some Toon Link players ultimately fell out of the limelight, newer players would appear and replace them, including {{Sm|Marvelous_Marco}} and {{Sm|JoJoDaHoBo}}, who began placing well at American events in the post-online metagame, and {{Sm|Manzoku}}, who dropped Link for Toon Link during the pandemic. In addition, Lv.1's results began improving, most notably in mid-2023, while Sigma's results remained strong, which ultimately led to him being ranked 44th on the [[UltRank 2022]], the first Toon Link player to be ranked in the top 50 globally. This has led many to believe Toon Link was stronger than previously perceived. As it currently stands, Toon Link is ranked 46th on the tier list as an upper mid-tier and is no longer considered the worst Link, as he is ranked 10 spots above Link.
Dedicated mains would continue to push Toon Link, which led his overall representation to remain relatively stable for most of the game's lifespan, typically hovering between the high-30s to low-40s. Although some Toon Link players ultimately fell out of the limelight, newer players would appear and replace them, including {{Sm|Marvelous_Marco}} and {{Sm|JoJoDaHoBo}}, who began placing well at American events in the post-online metagame, and {{Sm|Manzoku}}, who dropped Link for Toon Link during the pandemic. In addition, Lv.1's results began improving, most notably in mid-2023, while Sigma's results remained strong, which ultimately led to him being ranked 44th on the [[UltRank 2022]], the first Toon Link player to be ranked in the top 50 globally. This has led most of the community to believe Toon Link was stronger than previously perceived, now considering him as an upper mid-tier or high-tier at least. As it currently stands, Toon Link is ranked 49th on the tier list as an upper mid-tier and is no longer considered the worst Link, as he is ranked 10 spots above Link.


=={{SSBU|Classic Mode}}: The Teamwork of Courage==
=={{SSBU|Classic Mode}}: The Teamwork of Courage==
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*While holding a small [[item]], Toon Link reuses his facial expressions from ''[[Smash 4]]'' in his [[idle]] animation.
*While holding a small [[item]], Toon Link reuses his facial expressions from ''[[Smash 4]]'' in his [[idle]] animation.
*Despite Toon Link's {{mvsub|Toon Link|SSBU|down aerial}} no longer bouncing off opponents, his character files still have data for the 8% damage hitbox used after a bounce, which is labeled as "AttackAirLw2Attack". This was also the case in ''Smash 4''.
*Despite Toon Link's {{mvsub|Toon Link|SSBU|down aerial}} no longer bouncing off opponents, his character files still have data for the 8% damage hitbox used after a bounce, which is labeled as "AttackAirLw2Attack". This was also the case in ''Smash 4''.
*In his ''Ultimate'' trailer, his sword attacks use punching sounds when they hit: this is different from the actual game, where they use unique comical [[slash]]ing sounds.
*In his ''Ultimate'' trailer, his sword-wielding attacks emit punching sounds when they hit: this is different from the actual game, where they emit unique comical [[slash]]ing sounds.
*Toon Link is one of only five characters to predominantly use his left hand to wield his weapon, sharing this trait with {{SSBU|Young Link}}, {{SSBU|Sephiroth}}, {{SSBU|Ice Climbers}}, and {{SSBU|Rosalina & Luma}}.
*Toon Link is one of only five characters to predominantly use his left hand to wield his weapon, sharing this trait with {{SSBU|Young Link}}, {{SSBU|Sephiroth}}, {{SSBU|Ice Climbers}}, and {{SSBU|Rosalina & Luma}}.
*Toon Link is one of five characters whose unlocking battle in World of Light is not on either Final Destination or a Ω form. The other four are {{SSBU|Peach}}, {{SSBU|Daisy}}, {{SSBU|King K. Rool}}, and {{SSBU|Mii Gunner}}.
*Toon Link is one of five characters whose unlocking battle in World of Light is not on either Final Destination or a Ω form. The other four are {{SSBU|Peach}}, {{SSBU|Daisy}}, {{SSBU|King K. Rool}}, and {{SSBU|Mii Gunner}}.

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