Toon Link (SSBU): Difference between revisions

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Inspite of being a high tier character in SSB4 (23rd out of 55 characters), Toon Link has received a mix of buffs and nerfs in the transition from ''Smash 4'' to ''Ultimate'', but it's currently unclear whether he has been nerfed or buffed overall. As with other characters, his mobility has been improved thanks to faster walking and dashing speeds, and he falls faster as well. Many of his grounded options have been improved: Jab can now jab lock and tech chase better, forward tilt has less ending lag and one hitbox is more consistent, down tilt launches lower, improving its tech chasing potential, dash attack is much faster, has more range and the sweetspots outprioritize the sourspot, and up smash is more consistent. These buffs have vastly improved his grounded game from ''Smash 4'', especially due to the addition of using tilts out of a run. Toon Link's aerial game has also improved, with the reduced landing lag on his aerials making it easier for him to combo and land; his neutral aerial has more range, forward aerial can once again autocancel in a short hop, his up aerial is notably much safer to use, and his back aerial is faster and has regained some of its old combo potential. Toon Link's down smash also sees better usage with the changes to its hitboxes, making the move far more consistent and practical for offensive usage, with both hits having strong KO potential. Finally, Toon Link's Spin Attack has received the most 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 kill potential, while the aerial version's power and safety has improved, greatly improving his sword attacks overall.  
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, seem to counterbalance this. As a result, it's difficult to determine whether Toon Link has been buffed or nerfed overall.


However, Toon Link also received some noticeable nerfs. One of his biggest nerfs was to his Forward smash, which is slower, has lower damage potential, possesses no mixup or spacing potential with a second hit, and has a debatably worse hitbox that fails to strike short opponents or ones hanging to the ledge. His other major nerf was to his Bombs, which no longer beat weak projectiles; instead bouncing off of them. This massively worsens their potential in trade and projectile situations. His up smash has fewer active frames (although it has better consistency), his back aerial is no longer a KOing move (although it has some form of combo potential), and his up tilt has inferior combo potential due to the changes to its knockback.
Several of Toon Link's attacks where he uses the Master Sword have been notably improved, alleviating one of his weaker points from ''SSB4''. Particularly, Toon Link now boasts a vastly buffed grounded game compared to ''SSB4'': [[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 and one hitbox is more consistent; 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 the sweetspots outprioritize the sourspot; [[up smash]] is more consistent on landing the sweetspot; and [[down smash]] now has consistent KO potential on both sides of the move instead of pulling opponents into a second hit. Toon Link's aerial game, while seeing less buffs, has also become more useful; additionally, his [[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 old combo potential, and [[up aerial]] is notably much safer to use due to its altered animation. Finally, Toon Link's Spin Attack has received the most 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, while the aerial version's power and safety has improved.


These changes have significantly changed the way Toon Link must be played in competitive play, shifting from primarily a zoner and counter-zoner style, to a more movement and pressure based playstyle that utilizes his sword attacks more. Toon Link was initially thought to fare worse than in two previous games due to the changes, with most top professionals ranking him as a mid-tier, and notably lower than the two other Links. However, later on many dedicated Toon Link professionals such as {{Sm|Sigma}}, {{Sm|Hyuga}}, {{Sm|Ri-ma}}, {{Sm|Tsuna|p=Germany}} and {{Sm|Xcal}} have seen very strong results in-region with the character, indicating that Toon Link is still a potent character. As a result, his representation has been more positive than before, with most professionals ranking him as a high-tier character, with {{Sm|ESAM}} saying he is the best of the three Links.
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, has a much lower damage potential, 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 Bombs, which no longer beat weak projectiles and keeping 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 any hitbox or hurtbox it makes contact with, instead of keeping on. Aside from forward smash, a few of his sword-based moves also received some nerfs, since his up tilt has slightly inferior combo potential at high percentages due to the changes to knockback, his up smash has fewer active frames, and his back aerial dealing lower damage, which removes its KO potential in favor of more combo potential.


===Aesthetics===
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 [[walking]] and [[dash]]ing speeds) and improves his camping ability if he has the advantage (despite his worsened grab aerial and Bombs), but also allows more mobile opponents to close in on the distance to him and/or stay away from him easier.
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Toon Link's model features a more subdued color scheme. His clothing now features simple woven and stitched detailing, similar to his design in ''[[Brawl]]'', though his hair remains clay-like.}}
*{{change|Some of the textures of Toon Link's face have been modified: his brow is more furrowed, and his mouth is now represented by a black dash, making it look less organic. Overall, he appears more cartoonish as a result.}}
*{{change|Toon Link's hair is now affected by gravity and wind. His hat also now has more physics-based movement than before.}}
*{{change|Like many other returning characters, Toon Link is more expressive. He is now more consistently angry and serious to match the other Links. In general, he now has wide variety of expressions in his animations.}}
*{{change|Several of Toon Link's animations have been altered to further distinguish him from the other Links.}}
**{{change|While jumping, he raises his shield more.}}
**{{change|During his falling animation, he spreads his legs apart. His [[helpless]] animation is also different, now leaning more forward as he falls. However, he reuses his falling animations from ''Smash 4'' when moving forward or backwards while falling.}}
**{{change|His double jump animation is now an upward flip similar to {{SSBU|Roy}} and {{SSBU|Ganondorf}}.}}
*{{change|Toon Link's sword attacks now use a set of new, cartoonish slash sound effects when they land.}}
*{{change|Toon Link's [[taunt]]s have all been modified:}}
**{{change|His up taunt now faces the screen regardless of the direction he is facing.}}
**{{change|His side taunt has a more surprised expression and pose. The fairy also now disappears in a ''Wind Waker'' style puff of smoke.}}
**{{change|His down taunt now has him visibly sweating. Like his up taunt, it now faces the screen regardless of the direction he's facing.}}
*{{change|Toon Link's [[victory pose]] where he conducts with the [[zeldawiki:Wind Waker (Item)|Wind Waker]] has been modified to be more in line with his official art from ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}'' and its HD version.}}


===Attributes===
Overall, both Toon Link's buffs and nerfs are equally notable, as while he has much more utility in his sword-based attacks, his worsened camping tools and the faster pace of ''Ultimate'' 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. Initially, Toon Link was initially thought to fare worse in competitive play than in ''Brawl'' and ''SSB4'' due to the changes and other veterans being buffed to varying degrees, with most top professionals ranking him as a mid-tier, and usually lower than the two other Links. However, as the metagame has progressed, many dedicated Toon Link professionals such as {{Sm|Hyuga}}, {{Sm|Ri-ma}}, {{Sm|Sigma}}, {{Sm|Tsuna|p=Germany}} and {{Sm|Xcal}} have seen some strong results with him; as a result, opinions of him have been more positive than before, with most professionals now ranking him closer to the other two Links, and potentially as a high-tier character once more. In the end, while Toon Link could still be a potent character in competitive play, his true viability remains debatable.
*{{buff|Like all characters, Toon Link's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{nerf|Toon Link is slightly lighter (93 → 91), this slightly hinders his endurance.}}
*{{buff|Toon Link [[walk]]s slightly faster (1.2265 → 1.288).}}
*{{buff|Toon Link [[dash]]es faster (1.7325 → 1.906).}}
*{{buff|Toon Link's [[air speed]] has been increased (0.94 → 1.05).}}
*{{change|Toon Link's [[falling speed]] has been increased (1.28 → 1.38).}}
**{{buff|His fast fall speed has also been increased (2.048 → 2.208), making him harder to juggle.}}
*{{change|Due to his higher falling speed, Toon Link's air time is shorter (SH timing: 41 → 40), (FH timing: 63 → 56).}}
*{{change|Toon Link's [[sidestep]] has increased startup on his invincibility (2-15 → 3-16), but less endlag (25 → 20), now being tied for the third fastest.}}
*{{change|Toon Link's back roll has slightly increased invincibility (4-14 → 4-15), but much more endlag (27 frames → 34).}}
*{{nerf|Toon Link's forward roll has slightly longer duration (FAF 27 → 29).}}
*{{buff|Toon Link can now Z-drop items such as his {{b|Bomb|Link}}s without releasing the [[Hookshot]]. This vastly improves its versatility and utility as a tactic, mixup, combo and disadvantage tool. This also sees the return of the Invincibomb technique.}}
**{{change|This change no longer allows Toon Link to Z-drop and use hookshot at the same time.}}
*{{nerf|The mechanical change to Tethers removes Toon Link's ability to cancel his airdodge into his hookshot, removing an option from his kit and vastly nerfing his recovery mixup potential.}}
**{{change|Toon Link is still able to Tether to ledge while holding a bomb, by simply pressing Grab without holding a direction.}}
*{{bugfix|Toon Link now properly wields both the Master Sword and Hero's Shield if the [[Superspicy Curry]] effect runs out while idle.}}


===Ground attacks===
{{SSB4 to SSBU changelist|char=Toon Link}}
*[[Neutral attack]]:
**{{buff|Neutral attack's first hit has faster startup (frame 6 → 5) and slightly lower duration (FAF 20 → 18).}}
***{{nerf|Neutral attack's first hit does slightly less damage (3% → 2%).}}
**{{nerf|Neutral attack's third hit has fewer active frames (frame 6-10 → 6-7), reducing consistency and utility.}}
**{{buff|Neutral attack's third hit deals more base knockback but less knockback scaling (55 base/100 scaling → 70/75) and sends opponents at a lower angle (48° → 30°), granting it tech chase setups.}}
***{{change|Toon Link strikes a pose at the end of his third neutral attack.}}
**{{buff|As with nearly every other character, Toon Link's first and second neutral attack can now lock opponents.}}
**{{nerf|Neutral attack's first hit (3.5u/4.2/3.8u → 1.8u/1.8u/1.8u/1.8u) and second (3.5u/4.2u/4u → 2.5u/3.2u/3.2u/3.2u) hits have had their three larger hitboxes replaced with four smaller ones, and the third hit has lost one of its hitboxes altogether (4.2u/4.2u/3u → 4.5u/3.5u).}}
*[[Forward tilt]]:
**{{buff|Forward tilt has reduced endlag (FAF 33 → 29), improving its safety and utility.}}
**{{buff|Forward tilt's frame 9 hit now has its farthest hitbox launch opponents in the direction he is facing (361° → 38°), improving its consistency and trap potential.}}
**{{change|Forward tilt has more base knockback, but less knockback scaling (25 base/102 scaling → 45/83), improving its safety on hit at lower percents but hindering its KO potential.}}
**{{nerf|Forward tilt's arm hitbox is deleted on frame 10, slightly weakening the move's consistency.}}
*[[Down tilt]]:
**{{buff|Down tilt has a lower knockback angle, increasing its tech chase and setup potential.}}
**{{nerf|Down tilt has an altered animation where Toon Link's sword doesn't stay pointed outwards for both frames of the active hitbox, reducing its effective duration.}}
*[[Dash attack]]:
**{{buff|Dash attack has reduced start-up lag (frame 9 → 7) and much less endlag (FAF 40 → 29), making it much more useful and safer in landing trap situations. This also significantly improves its combo potential and makes it safer on shield.}}
**{{buff|Both sweetspot hitboxes now have priority over the sourspot.}}
**{{buff|Dash attack's hitboxes are larger (3.5u/4u/3u → 4.2u/4u/3.5u).}}
*[[Forward smash]]:
**{{change|Toon Link has a new forward smash: a single upward swing.}}
**{{change|Toon Link is now silent when performing the move.}}
**{{nerf|Forward smash now has slightly more startup (15 frames → 16) and has decreased damage due to the removal of the second hit (21% → 14%).}}
***{{nerf|Due to the removal of the second swing, Toon Link is also no longer able to use this move to space or mix up his opponent.}}
**{{buff|Forward smash's new animation has Toon Link swipe upwards and lunge farther, improving its vertical range.}}
***{{nerf|The new animation also makes hitting grounded opponents more inconsistent, and no longer able to hit opponents hanging at the ledge.}}
**{{change|The first hit has reduced knockback values compared to his old forward smash's second hit (25/32 base / 130 scaling → 25/20 / 110) to compensate for its increased damage (12% → 14%).}}
*[[Up smash]]:
**{{change|Up smash has a slightly altered animation. Toon Link slightly turns after leaping.}}
**{{buff|Due to the altered animation, the sourspot hitbox is harder to land, improving its consistency and KO potential.}}
**{{nerf|Up Smash has fewer active frames (frame 11-17 → 11-15).}}
*[[Down smash]]:
**{{change|Down smash has a tweaked animation.}}
**{{change|Down smash's front hitbox no longer sends opponents behind Toon Link; instead, each swing has strong knockback on its own.}}
***{{nerf|This means Toon Link can no longer use down smash to send opponents behind him. The overall damage output for hitting the front hitbox has also been reduced (14% (both hits) → 12%).}}
**{{buff|Down smash has less ending lag (50 frames → 46). Also, each hit of down smash does more damage (6%/7% → 12% (front)/13% (back)) and can KO on either side of Toon Link.}}
**{{buff|This also vastly improves the consistency of the move and prevents grounded opponents from escaping between hits. Aerial opponents also are now hit with the regular hitbox as opposed to the aerial-only hitbox, which had reduced damage and altered knockback.}}
 
===Aerial attacks===
*{{buff|All aerials have less landing lag (12 frames → 7 (neutral), 18 → 11 (forward), 17 → 8 (back), 21 → 13 (up), 40 → 23 (down)).}}
*[[Neutral aerial]]:
**{{buff|Both of neutral aerial's hits have larger hitboxes (3u/3.6u/4u/2.5u → 4u/4.5u/4.5u/2.5u)}}
*[[Forward aerial]]:
**{{buff|Forward aerial [[auto-cancel]]s significantly earlier (frame 51 → 39), matching its interruptibility. This also allows it to auto-cancel out of a short hop like in ''Brawl''. }}
**{{change|Forward aerial's large hitbox has been replaced with three smaller ones (7.5u → 5u/5u/4u).}}
*[[Back aerial]]:
**{{buff|Back aerial has less startup (FAF 7 → 6).}}
**{{buff|Back aerial has far less ending lag (FAF 46 → 36), allowing Toon Link to double jump out of a short hop with it once again.}}
**{{buff|Back aerial auto-cancels earlier (frame 38 → 34).}}
**{{nerf|Back aerial deals less damage (11% → 8%) without full compensation for its base knockback (18 → 24), losing its already poor KO potential.}}
***{{buff|Back aerial's lowered knockback and reduced endlag has vastly improved its combo and setup potential.}}
*[[Up aerial]]:
**{{buff|Up aerial has an altered animation where Toon Link ducks more. This lowers his hurtbox and allows him to hit opponents beneath him more effectively, similar to {{SSBU|Link}}'s up aerial.}}
*[[Down aerial]]:
**{{nerf|Down aerial's hitboxes are slightly smaller (5.6u (clean)/5.3u (late) → 5.5u/5u) and higher up (Y offset: -3 → -1.1), reducing its range.}}
**{{buff|When landing, it has received a hitbox that deals 5% and appears when Toon Link raises the Master Sword from the ground.}}
*[[Grab aerial]]:
**{{buff|Grab aerial has less endlag (frame 75 → 74).}}
**{{nerf|Grab aerial has fewer active frames (frame 11-20 → 11-18).}}
**{{nerf|Grab aerial can only hit one opponent or projectile. Once it collides with something, it bounces off and the hitbox is disabled.}}
 
===Throws/other attacks===
*{{buff|All of Toon Link's grabs have less endlag (FAF 62 → 51 (standing), 72 → 60 (dash), 72 → 55 (pivot)).}}
*{{change|Toon Link has an altered [[down throw]] animation where he jumps much higher in the air before tackling his opponent. This helps him avoid projectiles close to the ground (especially his own bombs), but opens him to projectiles in the air.}}
*{{nerf|Up throw's collateral has a much shorter duration (26-30 → 27), hindering its range.}}
*{{nerf|[[Back throw]] has less knockback growth (120 → 110), reducing its KO potential.}}
*{{change|Toon Link now faces the opposite direction when using down throw.}}
*{{nerf|All of Toon Link's item toss framedata has increased endlag, reducing the potency of his item throws and followups (20 → 24 (forward/back), 20 → 23 (up), 19 → 20 (down)).)}}
 
===Special Moves===
*[[Hero's Bow]]:
**{{nerf|Arrows can no longer be held indefinitely upon reaching full charge, now automatically firing if held for more than three seconds.}}
*[[Boomerang]]:
**{{change|Boomerang appears to have a new model, featuring a more simplistic design.}}
**{{buff|A Boomerang performed with a smash input has increased damage and slightly increased knockback compared to a Tilt input (8% (near)/5% (mid) → 9.6%/6%).}}
**{{change|Boomerang now has a clanking animation where it bounces quickly before falling and disappearing.}}
***{{nerf|Boomerang is unavailable during this clanking animation, reducing Boomerang's utility in trade situations.}}
**{{change|Boomerang has less duration on the returning hitbox. This reduces the potential of the returning boomerang, but the Boomerang now reappears in Toon Link's hands more quickly.}}
**{{change|Boomerang has different physics when bouncing against surfaces in certain situations, most notably on return, altering the utility of returning boomerang.}}
*[[Spin Attack]]:
**{{change|Spin Attack's sword trails are blue, now matching how they were in ''The Legend of Zelda: The Wind Waker''.}}
**{{buff|Grounded Spin Attack has less startup lag (frame 9 → 6) and its duration was compensated (FAF 80 → 77), increasing its utility and safety.}}
**{{buff|Grounded Spin Attack's final hit has significantly increased knockback scaling (141 → 180) and launches at a lower angle (55° → 48°), granting it KO potential.}}
**{{buff|Grounded Spin Attack always knocks opponents in the direction Toon Link is facing, giving Toon Link the ability to control where his opponent is sent.}}
**{{buff|Aerial Spin Attack has a lower angle (75 → 45°) and much more knockback growth (120 → 170), giving it much better edgeguarding and kill power.}}
**{{buff|Aerial Spin Attack now has multiple hitboxes behind Toon Link, improving its safety and utility, and also increasing damage output on large targets caught in the attack.}}
**{{buff|Aerial Spin Attack now allows Toon Link to retain much more horizontal drift after the final hitbox, improving its spacing and recovery potential.}}
**{{bugfix|Aerial Spin Attack no longer takes away Toon Link's midair jump if he is interrupted before recovering, granting him more recovery mixups.}}
**{{change|Toon Link strikes a slightly different pose during the final hit of Aerial Spin Attack, closely matching Link's new pose during his Aerial Spin Attack as well.}}
*[[Bomb]]:
**{{buff|Toon Link now pulls out the Bomb slightly quicker (39 frames → 36).}}
**{{change|Bomb no longer does differing damage based on direct contact (4%) or the explosion (5%-8%). Both damage values have been homogenized, and the only factor to the bombs damage is the velocity before impact.}}
***{{change|Bombs overall do less damage (4%-8% → 4.2%-6.5%). However, the lower damage betters bomb combo potential.}}
**{{nerf|Bombs no longer beat weak projectiles, instead bouncing at the point of contact and falling to the ground. This massively reduces the potency of bombs in trade situations.}}
**{{change|Bombs now always explode against fire-based attacks, regardless of how much damage the move does. While this removes their potential to absorb fire-based projectiles, it also allows Toon Link to force an opponent to blow up a bomb in his favor.}}
*[[Final Smash]]:
**{{buff|[[Triforce Slash]] has had its activation range massively increased, allowing Toon Link to chase down targets across Final Destination, like Link's iteration from ''Brawl'' and ''Smash 4''.}}


==Update history==
==Update history==
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