Toon Link (SSB4): Difference between revisions

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'''Toon Link''' ({{ja|トゥーンリンク|Tūn Rinku}}, ''Toon Link'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on September 26th, 2013, which also commemorated ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker HD}}'' being released in Japan on the same day. Sachi Matsumoto reprises her role as Toon Link's voice actor, albeit via voice clips recycled from ''[[Super Smash Bros. Brawl]]''.
'''Toon Link''' ({{ja|トゥーンリンク|Tūn Rinku}}, ''Toon Link'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on September 26th, 2013, which also commemorated ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker HD}}'' being released in Japan on the same day.


Toon Link is currently ranked 23rd out of 55 on the [[tier list]], placing him in the C tier. This is roughly on par with his placement in ''Brawl'', where he was ranked 13th out of 38. Toon Link has multiple projectiles, which grant him a powerful zoning game and enable him to follow up into different moves; {{B|Bomb|Link}}, in particular, is his most notable set-up for combos and KOs. Toon Link's [[Hookshot and Clawshot|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.
As in ''[[Super Smash Bros. Brawl]]'', {{s|wikipedia|Sachi Matsumoto}} reprises her role as Toon Link's voice actor, albeit via recycled voice clips from ''{{s|zeldawiki|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; {{B|Bomb|Link}}, 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 [[Falling speed#Floaty|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.
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 [[Falling speed#Floaty|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.
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Bomb's combo potential is further supplemented by [[jump-canceling]] and its status as an [[item]], with the latter trait ensuring that its combo potential is never susceptible to [[rage]] or [[stale-move negation]]. Although it is not as versatile in comparison, Boomerang is nevertheless useful for Toon Link's combo game, as it can combo into his up tilt, grab and various other moves depending on its positioning.
Bomb's combo potential is further supplemented by [[jump-canceling]] and its status as an [[item]], with the latter trait ensuring that its combo potential is never susceptible to [[rage]] or [[stale-move negation]]. Although it is not as versatile in comparison, Boomerang is nevertheless useful for Toon Link's combo game, as it can combo into his up tilt, grab and various other moves depending on its positioning.


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


Unlike in ''Brawl'', Toon Link's [[Hookshot and Clawshot|Hookshot]] now possesses a respectable level of utility. Thanks to its longer range, the Hookshot has become an even more effective [[tether recovery]] and has lost its dubious distinction as the shortest ranged [[Grab#Tether grab|tether grab]]. By extension, Toon Link's grab game has also benefited in a few ways. Each of his grabs have longer durations, significantly lower ending lag, and are now capable of grabbing airborne opponents. Toon Link's throws can supplement his projectiles, as he can use them to launch an opponent into the trajectory of a previously thrown Boomerang or Bomb, such as up throw into a descending Bomb. Aside from this, his up throw can also combo into a short hopped up aerial at low percentages.
Unlike in ''Brawl'', Toon Link's [[Hookshot]] now possesses a respectable level of utility. Thanks to its longer range, the Hookshot has become an even more effective [[tether recovery]] and has lost its dubious distinction as the shortest-ranged [[Grab#Tether grab|tether grab]]. By extension, Toon Link's grab game has also benefited in a few ways. Each of his grabs have longer durations, significantly lower ending lag, and are now capable of grabbing airborne opponents. Toon Link's throws can supplement his projectiles, as he can use them to launch an opponent into the trajectory of a previously thrown Boomerang or Bomb, such as up throw into a descending Bomb. Aside from this, his up throw can also combo into a short hopped up aerial at low percentages.


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 the strongest throws of any kind in the game.
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 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 enough to fully compensate for their worsened KO potentials. Despite its potency, Toon Link's combo game is heavily reliant on Bomb, up tilt and grab aerial, as the rest of his close-ranged attacks cannot reliably combo most of the time. His throws' aforementioned combo potentials with Boomerang and Bomb are also very situational, since he needs to have precise timing and positioning in order for said combos to be performed properly. To compound this, Toon Link's grabs still have considerable start-up and ending lag, although such a flaw is typical of tether grabs.
However, Toon Link has some weaknesses. Although his overall damage output is still above-average, it has nevertheless decreased since ''Brawl''. His smash attacks have been the most adversely affected; although they had their knockback values increased, such improvements were not sufficient enough to fully compensate for their worsened KO potentials. Despite its potency, Toon Link's combo game is heavily reliant on Bomb, up tilt and grab aerial, as the rest of his close-ranged attacks cannot reliably combo most of the time. His throws' aforementioned combo potentials with Boomerang and Bomb are also very situational, since he needs to have precise timing and positioning in order for said combos to be performed properly. To compound this, Toon Link's grabs still have considerable start-up and ending lag, although such a flaw is typical of tether grabs.
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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 {{Sm|Xorn}}, {{Sm|Ri-ma}} and {{Sm|3xA}} achieving respectable placings at regional tournaments, while {{Sm|Hyuga}} has won a number of regional tournaments and, like {{Sm|Zan}}, achieved above-average placings at national tournaments.
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 {{Sm|Xorn}}, {{Sm|Ri-ma}} and {{Sm|3xA}} achieving respectable placings at regional tournaments, while {{Sm|Hyuga}} has won a number of regional tournaments and, like {{Sm|Zan}}, achieved above-average placings at national tournaments.


==Changes from ''Brawl''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Toon Link received both [[buff]]s and [[nerf]]s 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 and Clawshot|Hookshot]]. His grabs have longer ranges, durations, 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 thanks to hitstun canceling's modifications.
Toon Link received both [[buff]]s and [[nerf]]s 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 followup 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. [[Quickdraw (technique)|Quickdrawing]] has been removed, and the removal of [[edge momentum shifting]] has hindered Boomerang's utility. Bombs are also now [[absorb]]able, and the aforementioned changes to grab aerial further hinders its utility.


However, Toon Link has also received some noticeable nerfs. Although his overall damage output remains above average, it has nevertheless lowered, which has particularly hindered his smash attacks' KO potentials. Back aerial's excellent combo potential has been significantly toned down, whereas down aerial is much harder to use for spacing and damage racking because of it now piercing opponents. 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, and his down aerial meteor smash is much riskier to perform, hindering his edge-guarding potential.
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 force him to play even campier in order 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===
===Aesthetics===
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*{{change|Whenever the {{s|zeldawiki|Master Sword}} is swung, its blade now glows Alice blue, instead of whitish turquoise. This makes it appear almost identical to its appearance in ''The Wind Waker'' and ''The Wind Waker HD'' when its [[zeldawiki:Power to Repel Evil|power to repel evil]] is fully restored. Additionally, its trail is now white and produces afterimages, instead of being a whitish turquoise blur. Lastly, its swings are now slightly higher pitched.}}
*{{change|Whenever the {{s|zeldawiki|Master Sword}} is swung, its blade now glows Alice blue, instead of whitish turquoise. This makes it appear almost identical to its appearance in ''The Wind Waker'' and ''The Wind Waker HD'' when its [[zeldawiki:Power to Repel Evil|power to repel evil]] is fully restored. Additionally, its trail is now white and produces afterimages, instead of being a whitish turquoise blur. Lastly, its swings are now slightly higher pitched.}}
*{{change|The {{s|zeldawiki|Hero's Shield}} is now dark taupe, instead of cordovan. Its metal decals, bolts and rim are also silver and polished, instead of gray and tarnished.}}
*{{change|The {{s|zeldawiki|Hero's Shield}} is now dark taupe, instead of cordovan. Its metal decals, bolts and rim are also silver and polished, instead of gray and tarnished.}}
*{{change|Toon Link's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
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*{{buff|Toon Link [[walk]]s faster (1.22 → 1.2265).}}
*{{buff|Toon Link [[walk]]s faster (1.22 → 1.2265).}}
*{{buff|Toon Link [[dash]]es faster (1.65 → 1.7325).}}
*{{buff|Toon Link [[dash]]es faster (1.65 → 1.7325).}}
*{{buff|Toon Link's [[gravity]] is higher (0.07 → 0.079). This slightly improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]].}}
*{{change|Toon Link's [[gravity]] is higher (0.07 → 0.079). This slightly improves his aerial mobility, and somewhat alleviates the drawbacks of his [[Falling speed#Floaty|floatiness]] however, it also hinders his endurance, makes him more susceptible to combos and reduces the height of his jumps especially his double jump.}}
*{{buff|[[Roll]]s have decreased ending lag (frame 37 27).}}
*{{buff|[[Roll]]s have decreased ending lag (FAF 38 28).}}
*{{nerf|[[Sidestep]] has increased ending lag (frame 22 25).}}
*{{nerf|[[Spot dodge]] has increased ending lag (FAF 23 26).}}
*{{buff|[[Air dodge]] has decreased ending lag (frame 49 31).}}
*{{buff|[[Air dodge]] has decreased startup (frame 4 → 2) and ending lag (FAF 50 32).}}
*{{nerf|Rolls, sidestep and air dodge have decreased intangibility frames (frames 4-19 → 4-14 (rolls), frames 2-20 → 2-15 (sidestep), frames 4-29 → 2-25 (air dodge)).}}
*{{nerf|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)).}}
*{{buff|Toon Link now raises his Hero's Shield when a projectile or explosion hits it, improving its reliability.}}
*{{buff|Toon Link now raises his Hero's Shield when a projectile or explosion hits it, improving its reliability.}}
*{{change|After using his [[Hookshot and Clawshot|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.}}
*{{change|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.}}
*{{nerf|Using grab aerial while holding a {{B|Bomb|Link}} 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 technique]]s, 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===
===Ground attacks===
*{{nerf|Neutral attack's last hit deals 1% less damage (5% → 4%), although its base knockback was compensated (30 → 55).}}
*[[Neutral attack]]:
*{{buff|Neutral attack's first and second hits' hitboxes have been re-positioned. Additionally, its first hit's angles have been altered ([[Sakurai angle|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 together better.}}
**{{buff|Neutral attack's first and second hits' hitboxes have been re-positioned. Additionally, its first hit's angles have been altered ([[Sakurai angle|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 together better.}}
*{{change|Neutral attack's last hit's angle has been altered (40° → 48°).}}
**{{nerf|Neutral attack's last hit deals 1% less damage (5% → 4%), although its base knockback was compensated (30 → 55).}}
*{{nerf|Forward tilt's [[semi-spike]] sweetspot has been re-positioned to the center of the blade. Additionally, it has received a sourspot at the base of the Master Sword's blade. Lastly, it has increased ending lag (frame 32 → 34).}}
**{{change|Neutral attack's last hit's angle has been altered (40° → 48°).}}
*{{buff|Forward tilt has increased knockback (20 (base)/96/90 (growth) → 25/102), improving it spacing potential. It also has decreased start-up lag (frame 10 → 9) and a longer duration (frames 10-13 → 9-13).}}
*[[Forward tilt]]:
*{{buff|Up tilt deals 4% less damage (9% → 5%), although its knockback growth was compensated (122/130/124/123 → 140). It also has decreased ending lag (frame 30 → 26). When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential.}}
**{{nerf|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.}}
*{{nerf|Up tilt has a shorter duration (frames 8-14 → 8-12).}}
**{{buff|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).}}
*{{buff|Down tilt deals 2% less damage (9% → 7%), although its base knockback was compensated (20 → 30). Its chance of [[tripping]] has also increased (40% → 50%). Altogether, these changes improve its set-up potential.}}
**{{nerf|Forward tilt has increased ending lag (FAF 32 → 34).}}
*{{nerf|Dash attack deals 2% less damage (10% (blade)/8% (tip) → 8%/6%), although its knockback was compensated (35 (base)/32 (growth) → 70/70). Its angle has also been altered (0° → 65°), removing its ability to [[lock]] and significantly hindering its edge-guarding potential.}}
*[[Up tilt]]:
*{{nerf|Dash attack has lost its ability to trip opponents, significantly hindering its set-up potential.}}
**{{nerf|Up tilt deals 4% less damage (9% → 5%), without full compensation on its knockback scaling (122/130/124/123 → 140) hindering its KO potential.}}
*{{nerf|Forward smash's second hit now deals consistent damage (13%/11% → 11%), although its knockback was compensated (32/25/20 (base)/106 (growth) → 32/130).}}
**{{buff|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.}}
*{{buff|Forward smash has increased vertical range. Its first hit also has altered knockback (0 (base)/110 (growth) → 49/54/56/60 (base)/10 (growth)) and angles (80°/76°/45°/10° → 75°/55°/45°/40°). Altogether, these changes allow its hits to connect together better.}}
**{{nerf|Up tilt has a shorter duration (frames 8-14 → 8-12).}}
*{{change|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.}}
*[[Down tilt]]:
*{{nerf|Up smash deals less damage (15% (clean)/11% (late) → 13%/10%), although its knockback was compensated (30 (base)/93 (growth) → 43/94). It also has increased ending lag (frame 38 → 43).}}
**{{nerf|Down tilt deals 2% less damage (9% → 7%), although its base knockback was compensated (20 → 30).}}
*{{nerf|Down smash's second hit deals 4% less damage (11% → 7%), although its knockback was compensated (30 (base)/107 (growth) → 60/130).}}
**{{buff|Down tilt's chance of [[tripping]] has increased (40% → 50%).}}
*{{change|Down smash's first hit has decreased weight-based knockback (80/120/150 → 60/140). This makes it connect together better with its second hit, but removes its KO potential against aerial opponents.}}
*[[Dash attack]]:
**{{nerf|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.}}
**{{buff|Dash attack deals much more knockback (35 (base), 32 (scaling) → 70/70).}}
*[[Forward smash]]:
**{{buff|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 together better at least at lower percents. 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.}}
**{{nerf|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).}}
**{{change|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]]:
**{{nerf|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]]:
**{{nerf|Down smash's second hit deals 4% less damage (11% → 7%), although its knockback was compensated (30 (base), 107 (scaling) → 60/130).}}
**{{change|Down smash's first hit has decreased set knockback (80/120/150 → 60/140). This makes it connect together better with its second hit, but significantly hinders its KO potential against aerial opponents.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Neutral aerial deals less damage (10% (both) → 8.5% (front)/7% (back)).}}
*[[Neutral aerial]]:
*{{nerf|Neutral, forward and back aerials have increased ending lag (frame 40 42 (neutral), frame 38 → 39 (forward), frame 31 → 46 (back)), significantly hindering back aerial's combo potential.}}
**{{nerf|Neutral aerial deals less damage (10% (both) → 8.5% (front)/7% (back)) with no compensation on its knockback.}}
*{{buff|Neutral aerial has decreased landing lag (15 frames 12).}}
**{{buff|Neutral aerial has decreased landing lag (15 frames 12).}}
*{{nerf|Neutral and back aerials auto-cancel later (frame 28> → 41> (neutral), frame 23> 38> (back).}}
**{{nerf|Neutral aerial has increased ending lag (FAF 40 42).}}
*{{buff|Forward aerial has altered knockback (22 (base)/100 (growth) → 35/98), slightly improving its KO potential.}}
**{{nerf|Neutral aerial's initial auto-cancel window is shorter (frames 1-5 → 1-2) and auto-cancels later (frame 28 → 41).}}
*{{buff|Back aerial deals 1% more damage (10% → 11%).}}
**{{nerf|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.}}
*{{nerf|Back aerial has increased start-up (frame 6 → 7) and landing lag (10 frames → 17). It also has a shorter duration (frames 6-10 7-9).}}
*[[Forward aerial]]:
*{{nerf|Late up and down aerials deal 1% less damage (12% → 11% (up), 13% → 12% (down)), although the latter's knockback growth was compensated (80 → 100).}}
**{{buff|Forward aerial has increased knockback (22 (base), 100 (scaling) → 35/98), slightly improving its KO potential.}}
*{{nerf|Down aerial has increased start-up lag (frame 12 (clean)/frame 19 (late) → 17/26). Late down aerial also has a shorter duration (frames 19-64 → 26-64).}}
**{{nerf|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.}}
*{{buff|Clean down aerial has a longer duration (frames 12-18 → 17-25).}}
**{{change|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).}}
*{{buff|Down aerial's [[wind]]box is larger, improving its safety.}}
***{{nerf|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.}}
*{{change|Down aerial now pierces opponents, instead of bouncing on them. This makes it significantly easier to hit multiple opponents, but significantly hinders its safety while off-stage.}}
*[[Back aerial]]:
*{{buff|Grab aerial's range is three times longer as a [[tether recovery]], significantly improving its recovery potential.}}
**{{buff|Back aerial deals 1% more damage (10% → 11%).}}
*{{nerf|Grab aerial has increased ending (frame 71 → 75) and landing lag (2 frames → 8).}}
**{{nerf|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 hinders back aerial's combo potential even with the changes to hitstun canceling/[[DI]] and prevents Toon Link from performing two back aerials in a short hop.}}
*{{change|Using grab aerial while holding a {{B|Bomb|Link}} results in Toon Link dropping it and using his Hookshot at the same time, instead of simply dropping the Bomb. This makes Bomb's [[advanced technique]]s, such as the ZAC and iZAC, significantly more difficult to perform. However, the ability to use these attacks at the same time opens up possibilities for new advanced techniques.}}
**{{nerf|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]]:
**{{buff|The outermost hitbox has been positoned slightly farther (x-offset: 4.5 5).}}
**{{nerf|Late hit deals 1% less damage (12% → 11%).}}
*[[Down aerial]]:
**{{nerf|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).}}
***{{change|Because of its increased startup lag, down aerial gains much more height before Toon Link plummets with it.}}
**{{buff|Clean down aerial has a longer duration (frames 12-18 → 17-25).}}
**{{buff|Down aerial's [[windbox]] is larger, improving its safety.}}
**{{change|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°).}}
**{{nerf|Down aerial's late hit deals 1% less damage (13% → 12%).}}
**{{buff|Late down aerial has increased knockback scaling (80 → 100). The removal of [[meteor canceling]] also improves the clean hit's edgeguarding potential.}}
**{{nerf|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.}}
**{{nerf|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).}}
**{{buff|Down aerial's landing hitboxes no longer effects his teammates if Team Attack is turned off.}}
***{{buff|This prevents Toon Link from unintentionally harming any teammates that are hanging onto a ledge.}}
*[[Grab aerial]]:
**{{buff|Grab aerial's range is three times longer as a [[tether recovery]], significantly improving its recovery potential especially when combined with the removal of [[edgehog]]ging. Its hitbox also has a longer duration (frames 11-16 → 11-20).}}
**{{nerf|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===
===Throws/other attacks===
*{{buff|All grabs have increased ranges and can now grab aerial opponents. They also have decreased ending lag (frame 85 (standing)/frame 95 (dash/pivot) → 62/72).}}
*{{buff|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).}}
*{{nerf|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).}}  
*{{nerf|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).}}
*{{change|[[Hookshot and Clawshot|Hookshot]] now {{GameIcon|ssb4-3ds}}flies and retracts in a straight line like the Hookshot in ''[[Super Smash Bros.|SSB]]'', or {{GameIcon|ssb4-u}}goes limp once fully extended.<ref>[http://youtu.be/sHYakDYtI98?t=12m59s Nintendo Treehouse: Live @ E3 - Day 3: Super Smash Bros. for Nintendo 3DS Part 2]</ref> However, this is merely aesthetic.}}
*{{change|[[Hookshot]] now {{GameIcon|ssb4-3ds}}flies and retracts in a straight line like the Hookshot in ''[[Super Smash Bros.|SSB]]'', or {{GameIcon|ssb4-u}}goes limp once fully extended.<ref>[http://youtu.be/sHYakDYtI98?t=12m59s Nintendo Treehouse: Live @ E3 - Day 3: Super Smash Bros. for Nintendo 3DS Part 2]</ref> However, this is merely aesthetic.}}
*{{buff|Forward throw has altered knockback (40 (base)/120 (growth) → 60/110), improving its spacing potential.}}
*[[Forward throw]]:
*{{buff|Back throw now consists of a throw hitbox, instead of a hitbox and a throw hitbox. It also has increased knockback (30 (base)/110 (growth) → 60/120). These changes grant it KO potential in spite of its damage output remaining unchanged.}}
**{{change|Forward throw has altered knockback (40 (base), 120 (scaling) → 60/110), improving its spacing potential, but hindering its KO potential.}}
*{{nerf|Due to its angle being altered (30° → 130°), back throw is no longer a semi-spike.}}
*[[Back throw]]:
*{{buff|Up throw has increased knockback (24 (base)/200 (growth) → 25/220) and its angle has been altered (90° → 92°), slightly improving its set-up potential.}}
**{{buff|Back throw's throw deals more damage (4% → 7%) and has increased knockback (30 (base), 110 (scaling) → 60/120) significantly improving its KO potential.}}
*{{change|Down throw has increased knockback growth (60 → 110) and its angle has been altered (100° → 110°). These changes improve its spacing potential, but significantly hinder its combo potential.}}
**{{change|Back throw lacks a collateral hitbox meaning than back throw can no longer hit bystanders however since the throw still deals 7% overall, it also makes the throw significantly stronger overall.}}
*{{bugfix|Down throw's first hit now always hits {{SSB4|Jigglypuff}}.}}
**{{nerf|Due to its angle being altered (150° → 130°), back throw is no longer a semi-spike.}}
*{{nerf|Edge attack deals less damage (8%/10% → 7%). It also has the shorter vertical range of Toon Link's 100%+ edge attack from ''Brawl''.}}
*[[Up throw]]:
*{{buff|Edge attack is significantly faster.}}
**{{buff|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]]:
**{{change|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.}}
**{{bugfix|Down throw's first hit now always hits {{SSB4|Jigglypuff}}.}}
*[[Edge attack]]:
**{{nerf|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''.}}
**{{buff|Edge attack has less startup lag compared to the previous quick edge attack (frame 27 → 21).}}


===Special moves===
===Special moves===
*{{buff|[[Hero's Bow]] charges faster. Charged Hero's Bow also travels farther, improving its zoning potential.}}
*[[Hero's Bow]]:
*{{nerf|The removal of [[Quickdraw (technique)|Quickdrawing]] significantly hinders Hero's Bow's utility.}}
**{{buff|Hero's Bow charges faster. Charged Hero's Bow also travels farther, improving its zoning potential.}}
*{{buff|[[Boomerang]] travels farther, improving its zoning potential.}}
**{{nerf|The removal of [[Quickdraw (technique)|Quickdrawing]] significantly hinders Hero's Bow's utility.}}
*{{buff|The changes to hitstun canceling improve near Boomerang's combo potential.}}
*[[Boomerang]]:
*{{buff|Uncharged [[Spin Attack]]'s last hit has altered knockback (25 (base)/160 (growth) → 70/141), improving its spacing potential.}}
**{{buff|Boomerang travels farther, improving its zoning potential.}}
*{{buff|Aerial Spin Attack's first three hits' angles have been altered (92°/75°/38°/70° (hits 1-2)/92°/75°/40°/70° (hit 3) → [[Autolink angle|366°]] (all)). This makes its hits connect together better. Its last hit also has increased knockback growth (163 → 170).}}
**{{buff|The changes to hitstun canceling improve near Boomerang's combo potential.}}
*{{buff|Uncharged and aerial Spin Attack have decreased start-up (frame 11 (both) → 9 (uncharged)/8 (aerial)) and ending lag (frame 83 → 81).}}
**{{nerf|The removal of [[edge momentum shifting]] hinders Boomerang's use as an approach and movement option.}}
*{{nerf|Aerial Spin Attack covers slightly less vertical and horizontal distance, hindering its recovery potential.}}
*[[Spin Attack]]:
*{{change|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 [[zeldawiki:Spin Attack#Great Spin Attack|Hurricane Spin]].}}
**{{buff|Grounded Spin Attack has a larger horizontal hitbox on each side, improving its range and utility.}}
*{{buff|The weakening of [[Smash directional influence|SDI]] makes Spin Attack significantly more difficult to escape from.}}
**{{buff|Uncharged Spin Attack's last hit has altered knockback (25 (base), 160 (scaling) → 70/141), improving its spacing potential.}}
*{{buff|{{B|Bomb|Link}} deals less damage (5% (throw)/6% (smash throw) → 4% (both)). When coupled with the changes to hitstun canceling, this significantly improves its combo potential.}}
**{{buff|Aerial Spin Attack's first three hits' angles have been altered (92°/75°/38°/70° (hits 1-2)/92°/75°/40°/70° (hit 3) → [[Autolink angle|366°]] (all)). This makes its hits connect together better. Its last hit also has increased knockback scaling (163 → 170).}}
*{{buff|Bomb's explosion deals more damage (3% (grounded and aerial throw/smash throw) → 6% (grounded throw)/7% (grounded smash throw)/8% (aerial throw)/9% (aerial smash throw)) and has increased knockback growth (70 → 80).}}
**{{buff|Uncharged and aerial Spin Attack have decreased start-up (frame 11 (both) → 9 (uncharged)/8 (aerial)) and ending lag (FAF 83 → 81).}}
*{{change|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.}}
**{{nerf|Aerial Spin Attack covers slightly less vertical and horizontal distance, hindering its recovery potential.}}
*{{nerf|Bomb's explosion is [[Absorption|absorbable]].}}
**{{change|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 [[zeldawiki:Spin Attack#Great Spin Attack|Hurricane Spin]].}}
**{{buff|The weakening of [[SDI]] makes Spin Attack significantly more difficult to escape from.}}
*{{B|Bomb|Link}}:
**{{nerf|Bomb deals less damage (5% (throw)/6% (smash throw) → 4% (both)).}}
**{{buff|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).}}
**{{change|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.}}
**{{nerf|Bomb's explosion is [[absorb]]able.}}


==Update history==
==Update history==
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==Moveset==
==Moveset==
*Toon Link can [[wall jump]].
*Toon Link can [[wall jump]].
''For a gallery of Toon Link's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
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|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=5%
|utiltdmg=5%
|utiltdesc=An overhead arcing slash. It hits on frame 8, has very low base knockback, very high knockback growth and minimal ending lag, and launches at 95°/85°/105° depending on which portion of the Master Sword hits the opponent. Altogether, these traits make it a very reliable combo starter: 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.
|utiltdesc=An overhead arcing slash. It hits on frame 8, has very low base knockback, very high knockback growth and minimal ending lag, and launches at 95°/85°/105° depending on which portion of the Master Sword hits the opponent. Altogether, these traits make it a very reliable combo starter: 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=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=7%
|dtiltdmg=7%
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|dashdesc=A lunging outward slash. Its tip deals slightly more damage than its base, but its 38 frames of ending lag make it very punishable.
|dashdesc=A lunging outward slash. Its tip deals slightly more damage than its base, but its 38 frames of ending lag make it very punishable.
|fsmashcount=2
|fsmashcount=2
|fsmashname=&nbsp;
|fsmashname=Sword Slice ({{ja|スマッシュ斬り|Sumasshu Giri}}, ''Smash Slice'') / Double Sword Slice ({{ja|二段スマッシュ斬り|Nidan Sumasshu Giri}}, ''Double Smash Slice'')
|fsmashdmg={{ChargedSmashDmgSSB4|10}}
|fsmashdmg={{ChargedSmashDmgSSB4|10}}
|fsmash2dmg={{ChargedSmashDmgSSB4|11}}
|fsmash2dmg={{ChargedSmashDmgSSB4|11}}
|fsmashdesc=A lunging downward slash. If the attack button is pressed again, Toon Link performs a lunging outward slash, making it a [[natural combo]]. Compared to Link's forward smash, the first hit of Toon Link's version has almost nonexistent knockback growth. This results in it lacking KO potential, yet being more reliable at following into the second hit. The second hit has even less base knockback than the first, but deals slightly more damage and, thanks to its very high knockback growth, actually possesses KO potential. However, its second hit also has a sourspot that KOs marginally later because of its slightly lower base knockback. Its sweetspotted second hit KOs middleweights at 94%/84% (''3DS''/''Wii U'') while near the edge of Final Destination.
|fsmashdesc=A lunging downward slash. If the attack button is pressed again, Toon Link performs a lunging outward slash, making it a [[natural combo]]. Compared to Link's forward smash, the first hit of Toon Link's version has almost nonexistent knockback growth. This results in it lacking KO potential, yet being more reliable at following into the second hit. The second hit has even less base knockback than the first, but deals slightly more damage and, thanks to its very high knockback growth, actually possesses KO potential. However, its second hit also has a sourspot that KOs marginally later because of its slightly lower base knockback. Its sweetspotted second hit KOs middleweights at 94%/84% (''3DS''/''Wii U'') while near the edge of Final Destination.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|13}} (early, clean), {{ChargedSmashDmgSSB4|10}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|13}} (early, clean), {{ChargedSmashDmgSSB4|10}} (late)
|usmashdesc=An overhead arcing slash. 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 123%/114% (''3DS''/''Wii U'') from anywhere on Final Destination. In comparison, its late hitbox KOs them at 159%/149% (''3DS''/''Wii U'') from anywhere on Final Destination.
|usmashdesc=An overhead arcing slash. 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 due to dealing less damage than its early and clean hitboxes. Its early and clean hitboxes KO middleweights at 123%/114% (''3DS''/''Wii U'') from anywhere on Final Destination. In comparison, its late hitbox KOs them at 159%/149% (''3DS''/''Wii U'') from anywhere on Final Destination.
|dsmashcount=2
|dsmashcount=2
|dsmashname=&nbsp;
|dsmashname=&nbsp;
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|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=8.5% (front), 7% (back)
|nairdmg=8.5% (front), 7% (back)
|nairdesc=An inward slash in front of himself, followed by an outward slash behind himself. Due to it hitting on frame 6, it has the lowest amount of start-up out of his aerials. When coupled with its ability to be [[auto-cancel]]ed with a short hop and its minimal landing lag, it is a viable approach option when [[SHFF]]'d. However, its 27 frames of ending lag make it punishable when it is not auto-canceled.
|nairdesc=An inward slash in front of himself, followed by an outward slash behind himself. Due to it hitting on frame 6, it has the lowest amount of start-up out of his aerials. When coupled with its ability to be [[auto-cancel]]ed with a short hop and its minimal landing lag, it is a viable approach 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, particularly against bigger opponents.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=13%
|fairdmg=13%
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|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=14% (clean), 11% (late)
|uairdmg=14% (clean), 11% (late)
|uairdesc=The {{s|zeldawiki|Up Thrust}}. 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 98%/89% (''3DS''/''Wii U'') 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 having the same knockback values as its clean hitbox. When coupled with its much longer duration, however, it is nevertheless useful for juggling.  
|uairdesc=The {{s|zeldawiki|Up Thrust}}. 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 98%/89% (''3DS''/''Wii U'') 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 having the same knockback values as its clean hitbox. When coupled with its much longer duration, however, it is nevertheless useful for juggling.
|dairname=&nbsp;
|dairname=Sword Plant ({{ja|下突き急降下|Shita Tsuki Kyūkōka}}, ''Down Thrust Dive'')
|dairdmg=16% (clean), 12% (late), 5% (landing)
|dairdmg=16% (clean), 12% (late), 5% (landing)
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Unlike Link's Down Thrust, Toon Link's version is a [[stall-then-fall]], which makes it very risky to use off-stage. Unlike in ''Brawl'', it now pierces an opponent, which makes it a useful edge-guarding option when performed on edges because of its clean hitbox being a [[meteor smash]]. Its landing hit also has a [[wind]]box that [[Windbox#Pushing attacks|pushes]] away nearby opponents. Due to it hitting on frame 17, however, it has the highest amount of start-up lag out of Toon Link's aerials. When coupled with its 75 frames of ending lag and 40 frames of landing lag, it is his most punishable attack.
|dairdesc=The {{s|zeldawiki|Down Thrust}}. Unlike Link's Down Thrust, Toon Link's version is a [[stall-then-fall]], which makes it very risky to use off-stage. Unlike in ''Brawl'', it now pierces an opponent, which makes it a useful edge-guarding option when performed on edges because of its clean hitbox being a [[meteor smash]]. Its landing hit also has a [[windbox]] that pushes away nearby opponents. Due to it hitting on frame 17, however, it has the highest amount of start-up lag out of Toon Link's aerials. When coupled with its 75 frames of ending lag and 40 frames of landing lag, it is his most punishable attack.
|zairname=[[Hookshot and Clawshot|Hookshot]]
|zairname=[[Hookshot]] ({{ja|フックショット|Fukkushotto}})
|zairdmg=4%
|zairdmg=4%
|zairdesc=Fires his {{s|zeldawiki|Hookshot}} forward. The Hookshot deals damage, and has both great range and very minimal landing lag. All of these traits make it useful for spacing, starting combos, or functioning as a [[tether recovery]]. Although Toon Link can cancel his [[air dodge]] at any point via his tether recovery, it will not cancel the landing lag gained from the dodge.
|zairdesc=Fires his {{s|zeldawiki|Hookshot}} forward. The Hookshot deals damage, and has both great range and very minimal landing lag. All of these traits make it useful for spacing, starting combos, or functioning as a [[tether recovery]]. Although Toon Link can cancel his [[air dodge]] at any point via his tether recovery, it will not cancel the landing lag gained from the dodge.
|grabname=Hookshot
|grabname=Hookshot ({{ja|フックショット|Fukkushotto}})
|grabdesc=Fires his Hookshot forward. The Hookshot functions as a [[tether grab]]. Unlike in ''Brawl'', it is no longer the shortest ranged tether grab in the game, and is capable of grabbing aerial opponents.
|grabdesc=Fires his Hookshot forward. The Hookshot functions as a [[tether grab]]. Unlike in ''Brawl'', it is no longer the shortest ranged tether grab in the game, and is capable of grabbing aerial opponents.
|pummelname=&nbsp;
|pummelname=&nbsp;
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|nsdefdmg=4% (uncharged), 12% (fully charged)
|nsdefdmg=4% (uncharged), 12% (fully charged)
|nsdefdesc=Wields his [[zeldawiki:Bow|Hero's Bow]] and fires an {{s|zeldawiki|arrow}} forward. If the special button is held, Toon Link charges the arrow by drawing farther back on the Hero's Bow, which increases the arrow's damage output and range. 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.
|nsdefdesc=Wields his [[zeldawiki:Bow|Hero's Bow]] and fires an {{s|zeldawiki|arrow}} forward. If the special button is held, Toon Link charges the arrow by drawing farther back on the Hero's Bow, which increases the arrow's damage output and range. 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.
|nsc1name=Fire Bow
|nsc1name=Fire Arrow
|nsc1dmg=2% (uncharged), 6% (charged), 6% (blaze)
|nsc1dmg=2% (uncharged), 6% (charged), 6% (blaze)
|nsc1desc=Fires a {{s|zeldawiki|Fire Arrow}}. The Fire Arrow charges, flies and falls much faster than Hero's Bow's arrow, with its aerial version covering more distance than its grounded version. Once it hits the ground, it creates a smokey blaze that lingers at the point where it landed. The blaze can be used to hinder approaches, or even function as a set-up. However, the Fire Arrow itself deals minimal damage, covers much less distance, and is essentially unusable for spacing because of its virtually nonexistent knockback. It is comparable to {{SSBM|Young Link}}'s {{H2|Hero's Bow|Fire Bow}}.
|nsc1desc=Fires a {{s|zeldawiki|Fire Arrow}}. The Fire Arrow charges, flies and falls much faster than Hero's Bow's arrow, with its aerial version covering more distance than its grounded version. Once it hits the ground, it creates a smokey blaze that lingers at the point where it landed. If an opponent is near the arrow when it hits the ground, it will inflict a small amount of knockback. The blaze can be used to hinder approaches, or even function as a set-up. However, the Fire Arrow itself deals minimal damage, covers much less distance, and is essentially unusable for spacing because of its virtually nonexistent knockback. It is comparable to {{SSBM|Young Link}}'s {{H2|Hero's Bow|Fire Bow}}.
|nsc2name=Piercing Bow
|nsc2name=Piercing Arrow
|nsc2dmg=1% (uncharged), 6% (charged)
|nsc2dmg=1% (uncharged), 6% (charged)
|nsc2desc=Fires an arrow that flies perfectly straight and pierces opponents. However, it has less range and deals noticeably less damage.
|nsc2desc=Fires an arrow that flies perfectly straight and pierces opponents. However, it has less range and deals noticeably less damage.
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|ssc1name=Floating Boomerang
|ssc1name=Floating Boomerang
|ssc1dmg=4% (all points)
|ssc1dmg=4% (all points)
|ssc1desc=The Boomerang is tilted only vertically during its flight and return, which results in its hitbox being consistently larger than Boomerang's throughout its duration. When Toon Link moves during its return, it will also fly on much steeper angles, making it much easier to catch. It disappears if it hits an opponent on the way back, but can then be re-thrown immediately afterward. However, it deals less damage, flies much slower and can be angled only very narrowly when thrown.
|ssc1desc=The Boomerang is tilted only vertically during its flight and return, which results in its hitbox being consistently larger than Boomerang's throughout its duration. When Toon Link moves during its return, it will also fly on much steeper angles, making it much easier to catch. It disappears if it hits an opponent on the way back, but can then be re-thrown immediately afterward. However, it deals less damage, flies much slower and can be angled only very narrowly when thrown. Despite the in-game description, the boomerang will still pass through items upon returning.
|ssc2name=High-Speed Boomerang
|ssc2name=High-Speed Boomerang
|ssc2dmg=3% (near), 2% (mid), 1% (return)
|ssc2dmg=3% (near), 2% (mid), 1% (return)
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|usc1name=Sliding Spin Attack
|usc1name=Sliding Spin Attack
|usc1dmg=11% (uncharged), 12%-16% (partially charged), 17% (fully charged clean), 16% (fully charged late), 2% (aerial hit 1), 1% (aerial hits 2-4), 5% (aerial hit 5)
|usc1dmg=11% (uncharged), 12%-16% (partially charged), 17% (fully charged clean), 16% (fully charged late), 2% (aerial hit 1), 1% (aerial hits 2-4), 5% (aerial hit 5)
|usc1desc=Charges forward while performing the Spin Attack. The grounded version hits once, similarly to Link's Spin Attack. When coupled with its decent knockback, its fully charged clean hit KOs middleweights at 91% while near the edge of Final Destination in the ''3DS'' version. It also moves Toon Link forward, which can allow him to use it for punishing when it is spaced properly. However, it has noticeably more start-up, even when minimally charged, and takes slightly longer to charge. The aerial version covers much more horizontal distance, but minimal vertical distance, which make it function similarly to [[Spinning Kong]]. It is based on the [[zeldawiki:Spin Attack#Great Spin Attack|Hurricane Spin]].
|usc1desc=Charges forward while performing the Spin Attack. The grounded version hits once, comparatively like Link's Spin Attack. When coupled with its decent knockback, its fully charged clean hit KOs middleweights at 91% while near the edge of Final Destination in the ''3DS'' version. It also moves Toon Link forward, which can allow him to use it for punishing when it is spaced properly. However, it has noticeably more start-up, even when minimally charged, and takes slightly longer to charge. The aerial version covers much more horizontal distance, but minimal vertical distance, which make it function similarly to [[Spinning Kong]]. If Toon Link is still suffering knockback when he uses the move, its distance is reduced, potentially to the point of travelling almost no distance at all. It is based on the [[zeldawiki:Spin Attack#Great Spin Attack|Hurricane Spin]].
|usc2name=Flying Spin Attack
|usc2name=Flying Spin Attack
|usc2dmg=1% (uncharged hits 1-6), 3% (uncharged hit 7), 4% (uncharged hit 8), 1%-2% (charged hits 1-6), 4% (charged hit 7), 6% (charged hit 8), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5)
|usc2dmg=1% (uncharged hits 1-6), 3% (uncharged hit 7), 4% (uncharged hit 8), 1%-2% (charged hits 1-6), 4% (charged hit 7), 6% (charged hit 8), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5)
|usc2desc=The Spin Attack concludes with a leaping upward slash, regardless of whether it is used on the ground or in the air. Its last hit is strong enough to KO middleweights at 100% while near the upper blast line of Final Destination in {{for3ds}}. The aerial version grants super [[armor]] while Toon Link ascends, while its first loop hits make him ascend slowly before the last hit quickly propels him upward. However, it covers slightly less vertical distance.
|usc2desc=The Spin Attack concludes with a leaping upward slash, regardless of whether it is used on the ground or in the air. Its last hit is strong enough to KO middleweights at 100% while near the upper blast line of Final Destination in {{for3ds}}. The aerial version grants super [[armor]], which can negate bomb recovery if not timed properly, while Toon Link ascends, while its first loop hits make him ascend slowly before the last hit quickly propels him upward. Though the spin covers slightly less vertical distance, the finishing upward slice just about evens it out with the regular Spin Attack.
|dsdefname=Bomb
|dsdefname=Bomb
|dspage=Bomb_(Link)
|dspage=Bomb_(Link)
|dsdefdmg=4% (grounded and aerial thrown/smash thrown Bomb), 6% (grounded thrown explosion at body/feet), 7% (grounded smash thrown explosion at feet/aerial thrown explosion at body), 8% (aerial thrown explosion at feet), 9% (aerial smash thrown explosion at feet)
|dsdefdmg=4% (grounded and aerial thrown/smash thrown Bomb), 6% (grounded thrown explosion at body/feet), 7% (grounded smash thrown explosion at feet/aerial thrown explosion at body), 8% (aerial thrown explosion at feet)
|dsdefdesc=Pulls out a {{s|zeldawiki|Bomb}}. Unlike Link's Bomb, Toon Link's version explodes 4.98 seconds (299 frames) after being pulled out and deals less damage itself. However, its explosion is much larger; deals more damage when smash thrown at the opponent's feet; and has less knockback growth. Thanks to its low base knockback and average knockback growth, it is arguably Toon Link's best combo option. Like Link's Bomb, Toon Link's version can hurt him unless it hits an opponent first, which in turn can be used to [[Bomb (Link)#Bomb recovery|remove him from helplessness]].
|dsdefdesc=Pulls out a {{s|zeldawiki|Bomb}}. Unlike Link's Bomb, Toon Link's version explodes 4.98 seconds (299 frames) after being pulled out and deals less damage itself. However, its explosion is much larger; deals more damage when smash thrown at the opponent's feet; and has less knockback growth. Thanks to its low base knockback and average knockback growth, it is arguably Toon Link's best combo option. Like Link's Bomb, Toon Link's version can hurt him unless it hits an opponent first, which in turn can be used to [[Bomb (Link)#Bomb recovery|remove him from helplessness]].
|dsc1name=Time Bomb
|dsc1name=Time Bomb
|dsc1dmg=0.5%-2% (grounded thrown/smash thrown Bomb), 2%-4% (aerial thrown/smash thrown Bomb), 5% (grounded and aerial thrown/smash thrown explosion)
|dsc1dmg=0.5%-2% (grounded thrown/smash thrown Bomb), 2%-4% (aerial thrown/smash thrown Bomb), 5% (grounded and aerial thrown/smash thrown explosion)
|dsc1desc=The Bomb is smaller, has a shorter fuse and covers much less distance when thrown or smash thrown. It also cannot explode when directly thrown at opponents, as they will bounce off of them instead. Although its damage output and explosion are both minuscule, it has extremely high knockback. This makes it useful for zoning and, unlike Bomb, capable of KOing when its explosion hits an opponent, regardless of whether it is thrown or smash thrown from the ground or the air. Its explosion KOs middleweights at 70% while near the edge of Final Destination in the ''3DS'' version.
|dsc1desc=The Bomb is smaller, has a shorter fuse (~2 seconds) and covers much less distance when thrown or smash thrown. It cannot explode via physical contact, bouncing harmlessly off of opponents instead. Like normal bombs, no more than two can be out at once. Although its damage output and explosion are both minuscule, it has extremely high knockback. This makes it useful for zoning and, unlike Bomb, capable of KOing when its explosion hits an opponent, regardless of whether it is thrown or smash thrown from the ground or the air. This can make bomb recovery more risky though. Its explosion KOs middleweights at 70% while near the edge of Final Destination in the ''3DS'' version.
|dsc2name=Short-Fused Bomb
|dsc2name=Short-Fuse Bomb
|dsc2dmg=9% (grounded thrown Bomb), 10% (grounded smash thrown Bomb), 11%-12% (grounded thrown/smash thrown explosion at feet), 9%-12% (aerial thrown Bomb), 14% (aerial smash thrown explosion at feet)
|dsc2dmg=9% (grounded thrown Bomb), 10% (grounded smash thrown Bomb), 11%-12% (grounded thrown/smash thrown explosion at feet), 9%-12% (aerial thrown Bomb), 14% (aerial smash thrown explosion at feet)
|dsc2desc=The Bomb is larger and has a much shorter fuse. However, it and its explosion deal noticeably more damage, while its explosion is also very large. It has considerable knockback, but not as much as Time Bomb, and is therefore noticeably less effective at KOing. Due to its very short fuse, it has much better bomb recovery potential than Bomb or Time Bomb.
|dsc2desc=The Bomb is larger and has a much shorter fuse (no more than half a second). However, it and its explosion deal noticeably more damage, while its explosion is also very large. Because of this, Toon Link must chuck it almost immediately to avoid taking damage. It has considerable knockback, but not as much as Time Bomb, and is therefore noticeably less effective at KOing. Due to its very short fuse, it has much better bomb recovery potential than Bomb or Time Bomb. However, bomb recovery will not work well in conjunction with Flying Spin Attack’s armor, due to it activating just before the bomb goes off, causing Toon Link to still enter freefall.
|fsname=Triforce Slash
|fsname=Triforce Slash
|fsdmg=1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17)
|fsdmg=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdesc=Emits a thin beam of light from the [[zeldawiki:Triforce|Triforce of Courage]] symbol on the back of his hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Toon Link dashes forward and 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. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game, as it will KO middleweights at 18% while near the edge of Final Destination in the ''3DS'' version. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit. Unlike Link's Triforce Slash, Toon Link's version has much shorter range.}}
|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. Although its damage output has lowered since ''Brawl'', it is still among the most powerful [[Final Smash]]es in the game, as it will KO middleweights at 18% while near the edge of Final Destination in the ''3DS'' version. It can hit multiple opponents, but all non-trapped opponents are launched out the energy field after the penultimate hit. Unlike Link's Triforce Slash, Toon Link's Triforce Slash has much shorter range.}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 93
|rweight = 37-38
|dash = 1.5
|rdash = 25-41
|run = 1.7325
|rrun = 20
|walk = 1.2265
|rwalk = 13
|trac = 0.0547
|rtrac = 34
|airfric = 0.01
|rairfric = 24-32
|air = 0.94
|rair = 43-44
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.08
|raddaccel = 11-16
|gravity = 0.079
|rgravity = 44
|fall = 1.28
|rfall = 52
|ff = 2.048
|rff = 52
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 33.799999
|rjumpheight = 27
|shorthop = 16.320242
|rshorthop = 30
|djump = 33.799999
|rdjump = 28-29
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Toon Link English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>''''


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|char=ToonLink}}
|char=ToonLink}}


==In competitive play==
==In [[competitive play]]==
===Tier placement and history===
Upon ''SSB4''{{'}}s release, players had high expectations of Toon Link because of his success in ''Brawl''. While players realized that his power had been toned down since ''Brawl'', the adoption of a new playstyle that is more reliant on his {{b|Bomb|Toon Link}} allowed him to attain roughly the same potency that he possessed in ''Brawl''. Despite having sparse tournament results, Toon Link nevertheless found success thanks to professionals like {{Sm|Hyuga}}, {{Sm|Zan}}, {{Sm|Anaky}} and {{Sm|Sigma}} achieving very favorable results in their respective regions. Opinions of Toon Link further improved when Hyuga announced his participation in [[GENESIS 3]], where he placed 9th. As a result of his early success, Toon Link was ranked 22nd on the first [[tier list]].
 
Expectations of Toon Link remained high thanks to Hyuga placing 9th at [[Pound 2016]], 4th at [[2GGT: Mexico Saga]] and 5th at [[CEO 2016]], while Zan and some Japanese players also achieved respectable placings at [[2GGaming]] and local Japanese tournaments, respectively. As such, Toon Link ranked at 17th on the second tier list. However, after Hyuga became inactive after [[EVO 2016]], Toon Link's representation and success at the national level noticeably decreased. While {{Sm|3xA}}, {{Sm|Ri-ma}} and {{Sm|Xorn}} managed to achieve respectable placings at the regional level in 2016, with Ri-ma also managing to place 13th at the national tournament [[The Big House 6]], Toon Link's tier placement was still considered to be slightly too high. Additionally, despite Hyuga returning to the competitive scene in January 2017 by winning the regional tournament Hail Smash VIII: The Return of the Hero of the Wind, and continuing that success by winning Smash Pendiente 68 a few days later, Toon Link's tier placement nevertheless dropped in subsequent tier lists. He would be ranked 20th on the third tier list, and then 23rd on the fourth tier list.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=1113
|set10=1113
}}
}}
===Notable players===
===Most historically significant players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
====Active====
*{{Sm|3xA|USA}} - Placed 7th at [[2GGT: FOW Saga]] and 33rd at [[EVO 2016]]. Currently ranked 12th on the [[NorCal Power Rankings]].
*{{Sm|Anaky|UK}} - Placed 13th at [[B.E.A.S.T 5]] and 25th at [[B.E.A.S.T 6]]. Ranked 3rd on the [[United Kingdom Power Rankings]].
*{{Sm|Biddy|USA}} - Placed 9th at [[KTAR XX]], and 17th at [[Apex 2016]] and [[Midwest Mayhem 6: SoCal Invasion]].
*{{Sm|Hayato.|Japan}} - Placed 5th at [[Sumabato for THE BIG HOUSE]] and 2nd at [[Umebura 21]]. Formerly ranked 10th on the [[Umebura Smash 4 Power Rankings|Umebura Power Rankings]] and 20th on the [[eSports Runner Japanese Power Rankings]].
*{{Sm|Hyuga|Mexico}} - Formerly the best Toon Link player in the world. Placed 3rd at [[Smash Factor 4]] and [[Low Tier City 4]]; 4th at [[2GGT: Mexico Saga]]; 5th at [[CEO 2016]]; 9th at [[GENESIS 3]] and [[Pound 2016]]; and 25th at [[EVO 2016]]. Ranked 3rd on the [[Mexico City Power Rankings]].
*{{Sm|ItsSonic|Canada}} - The best Toon Link player in Canada. Ranked 3rd on the [[Manitoba Power Rankings]].
*{{Sm|Jdizzle|Australia}} - The best Toon Link player in Australia, ranked 2nd on the [[Australian Power Rankings]].
*{{Sm|kev_aROS|USA}} - The best active Toon Link player in New England, most notably defeating {{Sm|Falln}}.
*{{Sm|L.U.C.Y|USA}} - Placed 13th at [[Clutch City Clash 2]] and 25th at [[DreamHack Austin 2017]]. Ranked 7th on the [[Texas Power Rankings]].
*{{Sm|Lv.1|Japan}} - Placed 5th at [[Umebura T.A.T.]] and 49th at [[Umebura Japan Major]]. He has wins over {{Sm|takera}}, {{Sm|Rain}}, and {{Sm|Ri-ma}}.
*{{Sm|Manzoku|Japan}} - Placed 4th at [[Umebura 11]] and 9th at [[Waseda Festival 2016]].
*{{Sm|MJG|USA}} - Placed 9th at Midwest Mayhem 6: SoCal Invasion; 25th at [[Shine 2017]]; and 33rd at UGC Smash Open.
*{{Sm|Ri-ma|Japan}} - One of the best Toon Link players in the world. Placed 7th at [[Sumabato 12]] and 13th at [[The Big House 6]]. He has a win over {{Sm|Larry Lurr}}.
*{{Sm|S@nt|Puerto Rico}} - Placed 5th at [[First Attack 2016]]. Ranked 1st on the Puerto Rico Power Rankings.
*{{Sm|Sigma|Japan}} - The best active Toon Link player in the world. Placed 1st at [[Sumabato 22]]; 2nd at [[Sumabato 7]] and [[Sumabato 10]]; and 9th at [[Umebura S.A.T.]] and [[EVO Japan 2018]]. Ranked 16th on the [[JAPAN Power Rankings]].
*{{Sm|TLOrEo|USA}} - Placed 9th at [[SOS-4]]; 17th at [[MIUS: Reaper's Game]], [[MIUS: Crown Fight]], and [[Koronbasu SoleSilver]]; 33rd at [[The Big House 7]] and [[Smash 'N' Splash 4]]. Formerly ranked 11th on the [[Ohio Smash 4 Power Rankings|Ohio Power Rankings]].
*{{Sm|yeti|USA}} - Placed 4th at [[Kings of the North V]], 7th at [[Midwest Mayhem 5]], 25th at [[2GGC: SCR Saga]], and 4th at {{Trn|The Big House 8}}. Ranked 14th on the [[Midwest Smash 4 Power Rankings|Midwest Power Rankings]]. Has taken sets off of players such as {{Sm|Salem}}, {{Sm|8BitMan}}, and {{Sm|BestNess}}.


====Inactive====
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
*{{Sm|BlueLink|Italy}} - Formerly ranked 1st on the [[Italian Power Rankings]] prior to his retirement. He has a win over {{Sm|MVD}}.
*{{Sm|Dicks|USA}} - Placed 9th at [[Dismantle 2]] and 25th at [[The Big House 5]] prior to his hiatus.
*{{Sm|Zan|USA}} - The best Toon Link player in the United States before switching to {{SSB4|Diddy Kong}}. Placed 5th at [[SoCal Regionals 2016]]; 7th at [[2GGT: KTAR Saga]]; 9th at [[2GGT: FOW Saga]] and [[2GG: Pay It Forward]]; and 33rd at [[GENESIS 3]].
*{{Sm|Xorn|USA}} - Placed 9th at [[GUMS 5]] and [[Shine 2016]]. Formerly ranked 9th on the [[Massachusetts Smash 4 Power Rankings|Massachusetts Power Rankings]].


===Tier placement and history===
See also: [[:Category:Toon Link players (SSB4)]]
Upon ''SSB4''{{'}}s release, players had high expectations of Toon Link because of his success in ''Brawl''. While players realized that his power had been toned down since ''Brawl'', the adoption of a new playstyle that is more reliant on his {{b|Bomb|Toon Link}} allowed him to attain roughly the same potency that he possessed in ''Brawl''. Despite having sparse tournament results, Toon Link nevertheless found success thanks to professionals like {{Sm|Hyuga}}, {{Sm|Zan}}, {{Sm|Anaky}} and {{Sm|Sigma}} achieving very favorable results in their respective regions. Opinions of Toon Link further improved when Hyuga announced his participation in [[GENESIS 3]], where he placed 9th. As a result of his early success, Toon Link was ranked 22nd on the first [[tier list]].


Expectations of Toon Link remained high thanks to Hyuga placing 9th at [[Pound 2016]], 4th at [[2GGT: Mexico Saga]] and 5th at [[CEO 2016]], while Zan and some Japanese players also achieved respectable placings at [[2GGaming]] and local Japanese tournaments, respectively. As such, Toon Link ranked at 17th on the second tier list. However, after Hyuga became inactive after [[EVO 2016]], Toon Link's representation and success at the national level noticeably decreased. While {{Sm|3xA}}, {{Sm|Ri-ma}} and {{Sm|Xorn}} managed to achieve respectable placings at the regional level in 2016, with Ri-ma also managing to place 13th at the national tournament [[The Big House 6]], Toon Link's tier placement was still considered to be slightly too high. Additionally, despite Hyuga returning to the competitive scene in January 2017 by winning the regional tournament Hail Smash VIII: The Return of the Hero of the Wind, and continuing that success by winning Smash Pendiente 68 a few days later, Toon Link's tier placement nevertheless dropped in subsequent tier lists. He would be ranked 20th on the third tier list, and then 23rd on the fourth and current tier list.
*{{Sm|3xA|USA}} - Placed 7th at {{Trn|2GGT: FOW Saga}}, 9th at {{Trn|Noods Noods Noods: Oakland Edition}}, 25th at {{Trn|2GGT: Abadango Saga}}, and 33rd at both {{Trn|EVO 2016}} and {{Trn|2GG: Hyrule Saga}} with wins over players such as {{Sm|Locus}}, {{Sm|Captain L}}, and {{Sm|Stroder}}. Ranked 5th on the [[NorCal Smash 4 Power Rankings]].
*{{Sm|Biddy|USA}} - The best Toon Link player in Tri-state. Placed 13th at {{Trn|Smash Sounds}}, 17th at both {{Trn|Apex 2016}} and {{Trn|Smash 'N' Splash 3}}, 25th at {{Trn|Showdown: Battle Royale 2}}, and 33rd at {{Trn|Shine 2017}} with wins over players such as {{Sm|Shoyo James}}, {{Sm|6WX}}, and {{Sm|K9sbruce}}. Ranked 8th on the [[New Jersey Smash 4 Power Rankings]].
*{{Sm|Hyuga|Mexico}} - Previously the best Toon Link player in the world but has since been banned from most tournaments outside of Mexico. Placed 3rd at both {{Trn|Smash Factor 4}} and {{Trn|Low Tier City 4}}, 4th at {{Trn|2GGT: Mexico Saga}}, 5th at {{Trn|CEO 2016}}, and 9th at {{Trn|GENESIS 3}} with wins over players such as {{Sm|Nairo}}, {{Sm|MkLeo}}, and {{Sm|Ally}}. Formerly ranked 22nd on the [[Panda Global Rankings v2]].
*{{Sm|Jdizzle|Australia}} - The best Toon Link player in Australia. Placed 4th at {{Trn|SXC2K16}}, 9th at {{Trn|Battle Arena Melbourne 9}}, {{Trn|Expand Gong 3}}, and {{Trn|Battle Arena Melbourne 10}}, and 49th at {{Trn|2GG: Hyrule Saga}} with wins over players such as {{Sm|Charliedaking}}, {{Sm|Lui$}}, and {{Sm|Meru}}. Ranked 2nd on the [[Australian Power Rankings]].
*{{Sm|L.U.C.Y|USA}} - Placed 4th at {{Trn|No Fun Allowed 2}}, 9th at {{Trn|Super Smash Fight Club}}, 13th at both {{Trn|Austin's Really Feeling It 16}} and {{Trn|Clutch City Clash 2}}, and 25th at {{Trn|DreamHack Austin 2017}} with wins over players such as {{Sm|Lima}}, {{Sm|JaySon}}, and {{Sm|Jumbolias}}. Formerly ranked 7th on the [[Texas Power Rankings]].
*{{Sm|Ri-ma|Japan}} - One of the best Toon Link players in Japan. Placed 7th at {{Trn|Sumabato 12}}, 9th at both {{Trn|Umebura Tokaigi Qualifier}} and {{Trn|EVO Japan 2018}}, and 13th at both {{Trn|The Big House 6}} and {{Trn|Umebura T.A.T.}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|komorikiri}}, and {{Sm|Kirihara}}.
*{{Sm|Sigma|Japan}} (#72) - The best Toon Link player in the world. Placed 1st at both {{Trn|Sumabato 22}} and {{Trn|Sumabato 25}}, 5th at {{Trn|KSB 2017}}, 7th at {{Trn|Umebura 26}}, and 9th at both {{Trn|Umebura S.A.T.}} and {{Trn|EVO Japan 2018}} with wins over players such as {{Sm|ESAM}}, {{Sm|komorikiri}}, and {{Sm|Nietono}}. Ranked 16th on the [[JAPAN Power Rankings]].
*{{Sm|yeti|USA}} - Co-mained Toon Link alongside {{SSB4|Mega Man}}. Placed 4th at {{Trn|The Big House 8}}, 7th at {{Trn|Midwest Mayhem 5}}, 9th at both {{Trn|Showdown: Battle Royale 3}} and {{Trn|SoCal Regionals 2018}}, and 13th at {{Trn|Endgame}} with wins over players such as {{Sm|Salem}}, {{Sm|8BitMan}}, and {{Sm|BestNess}}. Ranked 1st on the [[Minnesota Smash 4 Power Rankings]].
*{{Sm|Zan|USA}} - Placed 7th at {{Trn|2GGT: KTAR Saga}}, 9th at {{Trn|2GGT: FOW Saga}}, 17th at {{Trn|2GGT: Abadango Saga}}, and 33rd at both {{Trn|Super Smash Con 2016}} and {{Trn|Super Smash Con 2018}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|VoiD}}, and {{Sm|Abadango}}. Ranked 19th on the [[SoCal Smash 4 Power Rankings|SoCal All-Time Smash 4 Power Rankings]].


==Trophies==
==[[Trophies]]==
:'''Toon Link'''
{{Trophy/Fighter
::{{flag|ntsc}} ''This cartoonish version of Link is how he appeared in The Legend of Zelda: Wind Waker and a few other titles. In Smash Bros., he uses moves much like his older, taller counterpart. His small size gives him extra speed, though, so take advantage of that to send your foes flying.''
|name=Toon Link
|image-3ds=ToonLinkTrophy3DS.png
|image-wiiu=ToonLinkTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=This cartoonish version of Link is how he appeared in The Legend of Zelda: Wind Waker{{sic}} and a few other titles. In Smash Bros., he uses moves much like his older, taller counterpart. His small size gives him extra speed, though, so take advantage of that to send your foes flying.
|desc-wiiu-ntsc=This cartoonish version of Link is how he appeared in The Legend of Zelda: The Wind Waker and a few other titles. In Smash Bros., he uses moves much like his older, taller counterpart. His small size gives him extra speed, though, so take advantage of that to send your foes flying.
|desc-pal=This cartoonish version of young Link is how he appears in The Legend of Zelda: The Wind Waker and a few other titles. While he shares some moves with his older counterpart, he's a very different fighter. Take advantage of his size and speed to whirl past enemies and bombard them with long-range attacks.
|gamelist-ntsc={{Trophy games|console1=GCN|game1=The Legend of Zelda: The Wind Waker|release1=03/2003|console2=DS|game2=The Legend of Zelda: Spirit Tracks|release2=12/2009}}
|gamelist-pal={{Trophy games|console1=GCN|game1=The Legend of Zelda: The Wind Waker|release1=05/2003|console2=DS|game2=The Legend of Zelda: Spirit Tracks|release2=12/2009}}
}}
{{clrl}}


::{{flag|pal}} ''This cartoonish version of young Link is how he appears in The Legend of Zelda: The Wind Waker and a few other titles. While he shares some moves with his older counterpart, he's a very different fighter. Take advantage of his size and speed to whirl past enemies and bombard them with long-range attacks.''
{{Trophy/Fighter
|name=Toon Link (Alt.)
|image-3ds=ToonLinkAltTrophy3DS.png
|image-wiiu=ToonLinkAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Toon Link's Bomb move doesn't deal much damage, but the blast radius is pretty big. His bombs can be thrown in all directions, damaging or distracting your foes. Also, his up special Spin Attack keeps him airborne longer than Link's version. For some launching power, use the side smash attack.
|desc-wiiu-ntsc=Toon Link's Bomb move doesn't deal much damage, but the blast radius is pretty big. His bombs can be thrown in all directions, damaging or distracting foes. Also, his up special Spin Attack keeps him airborne longer than Link's version. For some launching power, use the side smash attack.
|desc-pal=Toon Link's bombs don't do much damage, but their large blast radius makes it easy to hit foes with them. You can also throw them in any direction, making them a great diversionary tactic. His Spin Attack gives him more air-time than Link. His side smash may seem weak, but press the button again for a second hit that'll really send 'em flying!
|gamelist-ntsc={{Trophy games|console1=GCN|game1=The Legend of Zelda: The Wind Waker|release1=03/2003|console2=DS|game2=The Legend of Zelda: Spirit Tracks|release2=12/2009}}
|gamelist-pal={{Trophy games|console1=GCN|game1=The Legend of Zelda: The Wind Waker|release1=05/2003|console2=DS|game2=The Legend of Zelda: Spirit Tracks|release2=12/2009}}
}}
{{clrl}}


{{Trophy games|console1=gcn|game1=The Legend of Zelda: The Wind Waker (03/2003)|console2=ds|game2=The Legend of Zelda: Spirit Tracks (12/2009)}}
{{Trophy/Fighter
 
|name=Triforce Slash (Toon Link)
:'''Toon Link (Alt.)'''
|image=TriforceSlashToonLinkTrophyWiiU.png
::{{flag|ntsc}} ''Toon Link's Bomb move doesn't deal much damage, but the blast radius is pretty big. His bombs can be thrown in all directions, damaging or distracting your foes. Also, his up special Spin Attack keeps him airborne longer than Link's version. For some launching power, use the side smash attack.''
|desc-ntsc=For Toon Link's Final Smash, a ray of light emanates from his hand, and whomever the light touches gets trapped in the Triforce. While they're defenseless, Toon Link strikes at foes repeatedly and then launches them a great distance. Just be sure to time the Final Smash well—if the ray of light doesn't touch anyone, nothing happens. At all.
 
|desc-pal=For Toon Link's Final Smash, a ray of light emanates from his hand, and whoever the light touches gets trapped in the Triforce. While they're defenceless, Toon Link strikes at them repeatedly, then launches them a great distance. Just be sure to time the Final Smash well if the ray of light doesn't touch anyone, nothing happens. At all.
::{{flag|pal}} ''Toon Link's bombs don't do much damage, but their large blast radius makes it easy to hit foes with them. You can also throw them in any directions, making them a great diversionary tactic. His Spin Attack gives him more air-time than Link. His side smash may seem weak, but press the button again for a second hit that'll really send 'em flying!''
|game=ssb4-wiiu
 
}}
{{Trophy games|console1=gcn|game1=The Legend of Zelda: The Wind Waker (03/2003)|console2=ds|game2=The Legend of Zelda: Spirit Tracks (12/2009)}}
{{clrl}}
 
:'''Triforce Slash (Toon Link)'''
::{{flag|ntsc}} ''For Toon Link's Final Smash, a ray of light emanates from his hand, and whomever the light touches gets trapped in the Triforce. While they're defenseless, Toon Link strikes at foes repeatedly and then launches them a great distance. Just be sure to time the Final Smash well-if the ray of light doesn't touch anyone, nothing happens. At all.''
 
::{{flag|pal}} ''For Toon Link's Final Smash, a ray of light emanates from his hand, and whoever the light touches gets trapped in the Triforce. While they're defenceless, Toon Link strikes them repeatedly, then launches them a great distance. Just be sure to time the Final Smash well - if the ray of light doesn't touch anyone, nothing happens. At all.''
 
<center>
<gallery>
ToonLinkTrophy3DS.png|Classic (3DS)
ToonLinkAltTrophy3DS.png|Alt. (3DS)
ToonLinkTrophyWiiU.png|Classic (Wii U)
ToonLinkAltTrophyWiiU.png|Alt. (Wii U)
TriforceSlashToonLinkTrophyWiiU.png|[[Triforce Slash]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
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Smash.4 - Dins Fire.jpg|Toon Link being damaged by {{SSB4|Zelda}}'s [[Din's Fire]].
Smash.4 - Dins Fire.jpg|Toon Link being damaged by {{SSB4|Zelda}}'s [[Din's Fire]].
SSB4 - Gust Bellows.jpg|Using the [[Gust Bellows]] on Samus.
SSB4 - Gust Bellows.jpg|Using the [[Gust Bellows]] on Samus.
SSB4 - Genesect 2.jpg|Genesect firing Techno Blast at Toon Link.
</gallery>
</gallery>


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**Despite having no apparent connection with the [[Toon Link|Link]] from ''The Wind Waker'' and ''Phantom Hourglass'', and existing in a different timeline than the [[Link]] from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'', the Link from ''Spirit Tracks'' will not appear as a conductor if either of the playable Links fight on Spirit Train. Instead, he will be replaced by his mentor, {{s|zeldawiki|Alfonzo}}. [[Unused content (SSB4)#Aesthetics|Prior to the final release]], however, the Link from ''Spirit Tracks'' would appear as a conductor regardless of which playable Link fought on Spirit Train.
**Despite having no apparent connection with the [[Toon Link|Link]] from ''The Wind Waker'' and ''Phantom Hourglass'', and existing in a different timeline than the [[Link]] from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'', the Link from ''Spirit Tracks'' will not appear as a conductor if either of the playable Links fight on Spirit Train. Instead, he will be replaced by his mentor, {{s|zeldawiki|Alfonzo}}. [[Unused content (SSB4)#Aesthetics|Prior to the final release]], however, the Link from ''Spirit Tracks'' would appear as a conductor regardless of which playable Link fought on Spirit Train.
*If Toon Link eats [[Superspicy Curry]] and does not move or attack after it wears off, he will not wield the Master Sword and Hero's Shield until he finally moves or attacks. This animation quirk was carried over from ''Brawl''.
*If Toon Link eats [[Superspicy Curry]] and does not move or attack after it wears off, he will not wield the Master Sword and Hero's Shield until he finally moves or attacks. This animation quirk was carried over from ''Brawl''.
*Despite Toon Link's down aerial no longer bouncing off opponents, his character files still have data for the 8% damage hitbox used in ''Brawl'' after a bounce.
*Toon Link's hair is not affected by gravity or wind.
*Toon Link's hair is not affected by gravity or wind.
*Toon Link's default fighter trophy in the [[NTSC]] version of ''SSB4'' has a slight error. Its first sentence reads ''"This cartoonish version of Link is how he appeared in The Legend of Zelda: Wind Waker and a few other titles."'', which is incorrect, as the game's full title is ''The Legend of Zelda: '''The''' Wind Waker''. This was fixed for the [[PAL]] region's version.
*Toon Link's default fighter trophy in the [[NTSC]] version of ''SSB4'' has a slight error. Its first sentence reads ''"This cartoonish version of Link is how he appeared in The Legend of Zelda: Wind Waker and a few other titles."'', which is incorrect, as the game's full title is ''The Legend of Zelda: '''The''' Wind Waker''. This was fixed for the [[PAL]] region's version.
*''SSB4'' is the only game in which Toon Link is a [[starter character]].


==References==
==References==
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{{SSB4Characters}}
{{SSB4Characters}}
{{Zelda universe}}
{{Zelda universe}}
[[Category:Toon Link (SSB4)]]
[[Category:Toon Link (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Toon Link (SSB4)]]
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