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Toon Link (SSB4)

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This article is about Toon Link's appearance in Super Smash Bros. 4. For the character in other contexts, see Toon Link.
Toon Link
in Super Smash Bros. 4
Toon Link
ZeldaSymbol.svg
Universe The Legend of Zelda
Other playable appearance in Brawl


Availability Starter
Final Smash Triforce Slash
Tier D (22)
ToonLinkHeadSSB4-U.png

Toon Link (トゥーンリンク, Toon Link) is a playable character in Super Smash Bros. 4. He was announced on the official website on September 26th, 2013, the release date of The Legend of Zelda: The Wind Waker HD in Japan. He retains his equipment from The Legend of Zelda: The Wind Waker, such as the Wind Waker, the Master Sword, Hero's Shield, Hero's Bow, Bombs, Boomerang and Hookshot.

Toon Link is once again voiced by Sachi Matsumoto, albeit via her voice clips from Super Smash Bros. Brawl.

Toon Link is ranked 22nd on the tier list, placing him in the D tier. This is a lower placement compared to his standing in Brawl, where he was ranked 13th out of 38. Toon Link has multiple projectiles and a grab aerial, giving him a powerful zoning game, and can also be used to follow up to different moves. Bombs in particular can follow up to moves like his forward aerial to reliably KO opponents. His grabs are also options to combos, and his back throw is among the strongest in the game. However, Toon Link is a floaty character and has sub-par air speed, and his aerials have high landing lag that prevent them from following up into other moves. Generally, his combo game relies on his projectiles, but reflectors can turn this against him. Toon Link has had above tournament results with people like Hyuga placing 9th at GENESIS 3.

Attributes

Like his alternate timeline counterpart, Toon Link is a very zoning-oriented character. He can easily force approaches using his Bombs, Boomerang and Hero's Bow. His numerous projectiles, along with his ability to block an opponent's ones with his Hero's Shield, give him a very strong camping game. Toon Link can also set up combos effectively using projectiles. Bombs, especially when jump canceled, can be result in a number of follow-ups at low percents, such as his neutral aerial and dash attack. They can even set up his up smash or forward aerial, both of which are good KOing options. Boomerang is also useful for his combo game, as it can combo into his up tilt, grab and various other moves depending on the positioning.

Toon Link's grab game can produce interesting options due to its considerable improvement from Brawl. His grab aerial, if used in the falling portion of a short hop, combos into tilts at low percents, his dash attack at middle percents and deadly up smash at KOing percents. His grounded grab has considerable ending lag, but very good range. He can use his throws to eject a grabbed opponent on a previously thrown Boomerang or Bomb, the Bomb to up throw setup is a good example of this technique. Finally, Toon Link's back throw is a great KOing option and perhaps one of the game's strongest throws.

However, Toon Link also has some weaknesses. His combo game heavily relies on his projectiles and his grab aerial. With the exception of up tilt, his close-range attacks cannot reliably combo most of the time. Toon Link's recovery is also easily gimped and only covers mediocre distance, even with the improvements that his Hookshot received. Most of his aerials also have a lot of ending lag, so they do not chain very well into each other. Toon Link also struggles with scoring KOs sometimes, as his most reliable finishers usually cannot KO before 120%. This, combined with his floaty nature, makes him vulnerable to opponents that are under the effect of the rage mechanic.

In terms of custom moves, Toon Link has a number of notable ones at his disposal. His Fire Arrow is an incredibly useful tool for spacing, allowing him to control his opponents' approaches, as well as jab lock at any percent, and can lead into a number of options and finishers from an arrow on the ground. The Floating Boomerang is a very useful combo option to catch opponents off guard if used correctly, making it excellent for combos due to the large amount of hitstun it deals. The Flying Spin Attack is an excellent KOing option and is even more reliable at snapping on the edge. Finally, the Short-Fused Bomb is great for increased damage, making it useful for ranged punishment, starting combos, and is a powerful KOing option as well. As a result, proper utilization of Toon Link's custom moves can result in his already useful zoning capability becoming even more potent.

Ultimately, while Toon Link's most reliable KOing options require him to rack up damage even though his combo game leaves something to be desired, proper usage of his useful zoning capability, improved grab game and effective custom moves still make him an effective character.

Changes from Brawl

In the transition from Brawl to SSB4, Toon Link received both buffs and nerfs, but was slightly nerfed overall. He gained some important buffs to his speed, projectile utility and most notably, his grab game. After previously possessing arguably the worst grab game in Brawl due to having the shortest grab range for a character with a tether grab, very high ending lag, and nearly useless throws, all of these faults have been noticeably alleviated. He now has far less ending lag on a missed grab, his up throw is now useful for combos, and his back throw is now a viable KOing option, especially near the edge. Additionally, with Bombs now no longer damaging Toon Link on contact with opponent, they are now very useful in melee combat when combined with his Boomerang, particularly when followed up with finishers such as his forward aerial.

Toon Link has also received some noticeable nerfs however, most prominently to his power, recovery and combo game. Although his Hookshot now reaches incredibly far to grab ledges off-stage, vertical recovery without a wall has been made more difficult with his Spin Attack's range having been slightly shortened. His back aerial, which was an incredibly useful combo option in Brawl, now has much more ending lag, making it very hard to combo with. While his down aerial can now meteor smash when sweetspotted, it no longer bounces on opponents, making it much harder to use for both spacing and damage racking. Overall, while his potency has been toned down somewhat since Brawl, Toon Link is still ranked above average on the tier list, being ranked 22nd out of 56 and has above average tournament results courtesy of smashers like Hyuga and Zan.

Aesthetics

  • Change Toon Link's color scheme is noticeably brighter overall, with more emphasis on primary colors. In addition, his proportions are matched more closely to his appearance in The Legend of Zelda: The Wind Waker HD.
  • Change Side taunt's animation has been slightly changed. Toon Link now watches a fairy, which has its design from The Legend of Zelda: The Wind Waker, as it flies around him.[1]
  • Change Super Smash Bros. for Wii UToon Link is even more expressive than in Brawl and was given many new facial expressions. The newer expressions are possibly inspired from his facial expressions available when taking selfies using the Pictobox in The Legend of Zelda: The Wind Waker HD.

Attributes

  • Buff Toon Link walks very slightly faster (1.22 → 1.2265).
  • Buff Toon Link dashes slightly faster (1.65 → 1.7325).
  • Buff Toon Link rolls much faster.
  • Buff Toon Link now flinches when a projectile or a Bomb explosion hits his Hero's Shield, making it more reliable when attempting to block multiple projectiles.
  • Change Toon Link is slightly heavier (92 → 93).
  • Change Toon Link's gravity is slightly higher (0.07 → 0.079).
  • Change Toon Link now swings more realistically when hanging off the edge on his Hookshot, now being able to swing under the stage, as opposed to halting all momentum just below the edge.

Ground attacks

  • Nerf Neutral attack's last hit deals 1% less damage (5% → 4%).
  • Buff Neutral attack's second hit keeps the opponent in better place for the last hit. It's last hit also has increased hitbox size (3.5 → 4.2).
  • Nerf Forward tilt now has a new sourspot at the base of the Master Sword's blade. The semi-spike sweetspot is now solely located at the center of the blade.
  • Nerf Up tilt deals 4% less damage (9% → 5%) and has lost most of its KOing power.
  • Buff Up tilt has been sped up and now works better for both combos and damage racking.
  • Nerf Down tilt deals 2% less damage (9% → 7%).
  • Buff Down tilt now always trips opponents at low percents.
  • Nerf Dash attack's base deals 4% less damage (10% → 6%).
  • Nerf Dash attack can no longer trip opponents, making it less useful for starting combos.
  • Nerf Forward smash's second hit now has a consistent damage output instead of two different ones. As a result, it now deals 2% less damage (13% → 11%).
  • Buff Forward smash has been sped up, has increased vertical reach and the first hit now properly launches the opponent forward instead of upward, allowing it connect together better with the second hit.
  • Change The window of time that the attack button can be pressed after forward smash's first hit in able to activate the second hit has been significantly tightened. This leads to less accidental activations of the second hit, but makes it so that one cannot use the delay as much in order to hit with the second hit.
  • Nerf Up smash deals less damage (15% → 13% (clean), 11% → 10% (late)).
  • Change Up smash now deals the same knockback behind Toon Link as in front. This makes it easier to KO opponents, but harder to combo with at higher percents.
  • Nerf Down smash's second hit deals 4% less damage (11% → 7%).
  • Change Down smash's first hit has decreased knockback, allowing it to follow up into a second hit.

Aerial attacks

  • Nerf Neutral aerial deals less damage (10% → 8% (front), 10% → 7% (back)).
  • Buff Neutral aerial has less landing lag (15 → 12).
  • Buff Back aerial deals 1% more damage (10% → 11%).
  • Nerf Back aerial has considerably increased ending lag, to the point where it can only be performed once from a short hop, as opposed to two. Its landing lag has also increased.
  • Nerf Late up and late down aerials deal 1% less damage (12% → 11% (up), 13% → 12% (down)).
  • Change Down aerial now goes through opponents, as opposed to bouncing on them, making it more risky to be used as an edge-guarding option. However, this makes it easier to hit multiple opponents.
  • Buff Down aerial's windbox size and power have increased.
  • Buff Grab aerial comes out much faster.
  • Change Grab aerial now has very minor knockback growth, becoming more apparent at percents above 100%.
  • Buff At higher percents, grab aerial produces tumbling knockback. This can surprise opponents and have them miss their tech, which can lead into a jab lock.
  • Change Grab aerial's animation has slightly changed. Toon Link now stays in a fixed, upright position while the Hookshot's chain stays straight for the duration of the move.

Throws/other attacks

  • Buff Pummel is faster.
  • Buff Up throw has decreased base knockback, allowing for better follow-ups.
  • Buff Back throw deals dramatically more knockback, to the point of being one of the strongest in the game.
  • Nerf Down throw has increased knockback growth, limiting its use at higher percents.
  • Buff Grounded Hookshot has significantly decreased ending lag. It can also now grab onto aerial foes. In addition, when used for grabbing edges, its length has been increased to three times the distance it could cover in Brawl.
  • Nerf Hookshot can only be used to grab the edge of the stage twice, as opposed to three. In order to be able to grab it again, Toon Link must land on the ground or get hit.
  • Nerf Toon Link's new permanent ledge attack deals less damage (10%/8% → 7%) compared to his ledge attacks in Brawl. It also has the reduced vertical range of his Brawl ledge attack above 100%.
  • Buff Toon Link's new ledge attack is much faster then both of his previous ledge attacks.
  • Change If Toon Link performs a grab aerial while holding a Bomb, instead of just dropping his Bomb, he now drops it and uses his Hookshot at the same time. This makes it impossible to use any of his advanced Bomb techniques, like the ZAC and iZAC. However, the ability to use these attacks at the same time opens up possibilities for new, advanced techniques.

Special moves

  • Buff Hero's Bow charges faster and travels farther when charged.
  • Nerf Hero's Bow can no longer be quickdrawn.
  • Buff Boomerang travels farther.
  • Nerf Aerial Spin Attack travels slightly less vertically and horizontally.
  • Buff Aerial Spin Attack's hits connect together better, making it a more reliable KOing option.
  • Change Spin Attack's animation slightly changed. Its light blue trail has been replaced with a light green trail. In The Legend of Zelda: The Wind Waker and The Wind Waker HD, the Master Sword always emits the former trail during a Spin Attack and only emits the latter trail during the Hurricane Spin.
  • 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 at an opponent, the explosion will not harm them either.
  • Nerf Triforce Slash deals 18% less damage (78% → 60%).

Version exclusives

  • Change Super Smash Bros. for Nintendo 3DSToon Link's hat disobeys gravity, with the hat usually staying in a limp position while falling, as opposed to the tip swaying above the rest of his body like it did in Brawl.
  • Change Super Smash Bros. for Wii UToon Link's hat will sway based on whether he is jumping or falling, with the tip of his hat swaying above his body while falling.
  • Change Super Smash Bros. for Nintendo 3DSToon Link does not have his various iconic facial expressions from Brawl or The Legend of Zelda: The Wind Waker. Instead, he has a single expression that varies slightly. This is presumably to avoid any unnecessary hardware strain on the 3DS.
  • Change Super Smash Bros. for Wii UBombs appear to be larger, though this does not seem to affect gameplay.
  • Change Super Smash Bros. for Nintendo 3DSHookshot's chain follows a straight path like Link's Hookshot in Super Smash Bros.[2]
  • Change Super Smash Bros. for Wii UHookshot's chain goes limp once fully extended like it did in Brawl.
  • Change Hookshot's behavior seems to remain exactly the same regardless the animation differences between both versions of SSB4.

Update history

Toon Link has been slightly buffed via game updates. Update 1.0.6 saw his Hero's Shield become capable of blocking the lasers from Fox and Falco's Blasters, resulting in Toon Link now being capable of properly blocking any and all characters' projectiles so long as he stands still or walks. Update 1.1.0 saw his grab game improved even further, as his pivot and dash grabs now come out 1 and 2 frames sooner, respectively. Unlike his alternate timeline counterpart, however, Toon Link is neither helped or hindered by the changes to the shield mechanics brought about by updates 1.1.0 and 1.1.1. Lastly, update 1.1.4 improved his forward smash so it will connect to the second hit better.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Bug fix Fixed a glitch where Toon Link could cancel his aerial lag with a Bomb.
  • Buff Down aerial's meteor smash deals 2% more damage: 14% → 16%.
  • Buff Neutral aerial's landing lag decreased.

Super Smash Bros. 4 1.0.6

  • Buff Hero's Shield now reliably blocks the lasers from Fox and Falco's Blasters.
  • Change Down smash's first hit's knockback decreased. While this removes its KO potential against aerial opponents, it allows it to connect together better with the second hit.

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack has been improved. The second hit keeps the opponent in place better for the last hit, while the last hit's hitbox size increased: 3.5 → 4.2.

Super Smash Bros. 4 1.1.0

  • Buff Dash grab comes out 2 frames sooner.
  • Buff Pivot grab comes out 1 frame sooner.

Super Smash Bros. 4 1.1.1

  • Buff Sliding Spin Attack deals 1% more damage: 10% → 11%.
  • Buff Sliding Spin Attack has received 5 additional hitboxes: 1 → 6.
  • Buff Grounded Sliding Spin Attack's knockback growth increased.

Super Smash Bros. 4 1.1.4

  • Buff Back aerial's landing lag decreased.
  • Buff Forward smash connects better with the second hit with high amounts of rage, damage or how long it is charged.
  • Buff Spin Attack and Flying Spin Attack's start-up and duration decreased by 2 frames.
  • Nerf Trip invincibility and all trip follow-ups except floor attack have had their invincibility decreased by one frame.

Technical changelist 1.1.4

Moveset

  Name Damage Description
Neutral attack   3% Two sword swipes followed by a thrust. The first two hits can be jab canceled, enabling Toon Link to follow up with an up tilt or Spin Attack.
2%
4%
Forward tilt   9% An overhead with the Master Sword, similar to Link's. While it has less KO power than Link's, its sweetspot, which is located at the center of the blade, deals strong horizontal knockback.
Up tilt   5% A quick, arcing overhead slash. It can hit on the left or right side of Toon Link and combo into itself at low percents, which in turn can then combo into an aerial attack at higher percents.
Down tilt   7% A sword swipe near the floor. It always trips opponents at low percents. Can be used for edge-guarding and starting combos.
Dash attack   6% (base), 8% (tip) A clearing slash, which deals diagonal knockback. The tip deals slightly more damage and knockback.
Forward smash   10% Pulls back and swings his Master Sword in front of him; when the attack button is pressed again, he performs another slash. The first slash leads into the second with good horizontal knockback.
11%
Up smash   13% (clean), 10% (late) A slightly delayed swipe above Toon Link. Has a very similar appearance and range to his up tilt, but with much more knockback and damage. One of Toon Link's most reliable finishers.
Down smash   6% (hit 1), 7% (hit 2) Slashes twice on the floor on both sides, slashing the direction he is facing first. The first attack combos into the second, sending the opponent behind Toon Link.
Neutral aerial   8% (front), 7% (back) Slashes on both sides, front then back, in midair. Good for use as a quick approach and/or follow-up attack.
Forward aerial   13% A delayed sword swipe in front of Toon Link, starting at his feet and swiping upward, with strong horizontal knockback. Good KOing option. Can combo from a Bomb, and can combo into Spin Attack at low percents and into his grab aerial at slightly higher percents later.
Back aerial   11% A quick sword swipe behind Toon Link, starting at his feet and swiping upward, with strong horizontal knockback. Good as a surprise attack and KOing option.
Up aerial Up Thrust 14% (early), 11% (late) A leaping upward thrust used by the Link from Zelda II: The Adventure of Link. A great move for juggling at medium percents and a good KOing option at higher percents.
Down aerial Down Thrust 16% (early), 12% (late) A leaping downward thrust used by the Links in Zelda ll: The Adventure of Link, The Legend of Zelda: Four Swords, The Legend of Zelda: Four Swords Adventures and The Legend of Zelda: The Minish Cap. Unlike Link's, Toon Link's is a stall-then-fall and now it pierces through opponents unlike in Brawl. The move will have some ending lag when the sword hits the ground because Toon Link has to remove it from the ground. In the air, the move goes down for a long time if there is no platform to land on, but it does eventually end, making it theoretically possible for Toon Link to recover, especially if he holds a Bomb during it.
Grab aerial Hookshot 4% Fires his Hookshot forward in the air with great range and almost no landing lag. A good zoning tool and combo starter. Toon Link can cancel his air dodge at any point via his tether; however, it will not cancel the landing lag suffered from the dodge. The Hookshot also serves as a tether recovery that auto-snaps the ledge, covering great horizontal distance.
Grab Hookshot Fires his Hookshot to grab his enemy.
Pummel   2% Hits the opponent with the Master Sword's hilt. Fairly fast.
Forward throw   3% (hit 1), 4% (hit 2) Shoulder tackles the opponent away, dealing horizontal knockback. The direction the opponent is thrown is too low for an aerial follow-up most of the time, but it is decent for starting a combo into a dash attack at lower percents.
Back throw   7% Performs the tomoe nage, a Judo throw. The second strongest back throw in the game, and an amazing KOing option, starting at 129% near the ledge.
Up throw   5% (hit 1), 2% (hit 2) Brings the foe up and slashes. A useful combo starter.
Down throw   3% (hit 1), 4% (hit 2) Brings the foe down and shoulder tackles them on the floor. Its vertical knockback allows it to be followed with a back aerial, but it is only a reliable combo at lower percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slices behind and then in front of himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Slices in front and then behind himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Similar to back flor attack.
Edge attack
Edge getups
  7% Rolls onto the edge and swipes his sword at the ground.
Neutral special Default Hero's Bow 4% (uncharged), 12% (charged) Fires an arrow straight forward. If the button is held down, Toon Link charges the arrow by drawing farther back on the bow, increasing damage and range. Toon Link's arrows are much floatier than Link's, making them very useful even with no charge even though they are also notably slower.
Custom 1 Fire Bow 2% (uncharged), 6% (charged), 6% (blaze) Fires an ignited arrow. Arrows do less damage and practically no knockback, although they charge, launch and fall very quickly. Once they hit the ground, they create a smokey blaze that lingers at the point the arrow landed, where it does more damage and knockback than just connecting with the arrow itself. It is comparable to Young Link's Fire Bow from Melee.
Custom 2 Piercing Bow 1% (uncharged), 6% (charged) Fires an arrow that flies perfectly straight and goes through multiple opponents, though at the cost of range and damage.
Side special Default Boomerang 8% (near), 5% (middle), 3% (return) Tosses a boomerang that flies forward to hit opponents, and returns to the user while still being able to hit foes. Can be thrown at a variety of angles with an analog/circle pad, and three main directions with a D-pad. Close up, it can be used to follow up with another attack, and can disrupt foes on the way back, such as when they are grabbing Toon Link.
Custom 1 Floating Boomerang 4% (all points) Tosses a boomerang that flies much more slowly. Can be angled only very narrowly, however, while returning, it can angle much more steeply than normal to return to Toon Link, and can even loop around him. While returning, the boomerang remains in its vertical position, meaning it has a bigger hitbox when returning, making it more likely to connect with an opponent. If the boomerang hits an opponent on the way back, it disappears, but another boomerang can be thrown immediately afterwards.
Custom 2 High-Speed Boomerang 3% (near), 2% (middle), 1% (return) Tosses a boomerang that flies quickly and returns quickly. Takes slightly longer to fire, and maintains its fired angle throughout, even if Toon Link moves. The boomerang is launched at a more horizontal position, and remains this way, giving it a slightly smaller hitbox. At the point of the boomerang turning around, the boomerang is capable of hitting multiple times.
Up special Default Spin Attack 1% (uncharged hits 1-9), 3% (uncharged hit 10), 1%-2% (charged hits 1-9), 4%-5% (charged hit 10), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5) Sticks his sword out and spins around rapidly, hitting opponents multiple times before knocking them in different directions. Useful for catching rolls and get-up options. The grounded version can be charged for more damage, while the aerial version gives him vertical and horizontal ascension.
Custom 1 Sliding Spin Attack 10% (uncharged), 16% (charged), 2% (aerial hit 1), 1% (aerial hits 2-4), 5% (aerial hit 5) Toon Link charges forward while spinning around, hitting opponents once with decent knockback. On the ground, it takes slightly longer to start (even when minimally charged) and moves him on the ground while using it, albeit only forward. In midair, Toon Link will fly much farther horizontally at the cost of some vertical distance, but it will still hit opponents multiple times. Based on the Hurricane Spin, the most powerful version of the Spin Attack from The Wind Waker.
Custom 2 Flying Spin Attack 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) After spinning around, the attack ends in a rising upward slash. In the air, the first few hits rise slowly, with the last snapping him up in the air. While rising, Toon Link has super armor. The last hit has KO potential.
Down special Default Bomb 4% (when hitting an opponent), 6%-7% (with the explosion from a weak throw), 8%-9% (with the explosion from a strong throw) Pulls out a Bomb. The Bomb has a set time limit before it explodes, but it can be thrown at opponents from a distance. The Bomb itself deals less damage than Link's Bombs, but the explosion is much larger, and deals more damage then Link's Bombs when Smash thrown. Bombs will bounce off of shields, and can be picked up by foes. If the bomb connects with an opponent, the explosion does not harm the user. Bombs seem unaffected by rage and staleness. It is arguably Toon Link's best move to set up combos.
Custom 1 Time Bomb 1% (with explosion) The bomb is smaller and has a shorter time limit before it explodes, and it can not harm opponents by throwing it at them, as it will bounce off of them instead. While the explosion and damage output are both minuscule, it deals incredibly high knockback regardless, even at low percents. Can KO above 100%.
Custom 2 Short-Fused Bomb 10% (when hitting an opponent and with the explosion) The Bomb is larger and has a much shorter time limit before it explodes. The explosion is very large, and can deal great knockback to opponent, potentially KOing them.
Final Smash Triforce Slash 1% (first hit), 3% (hits 2-15), 2% (hit 16), 15% (hit 17) Toon Link sends out a beam of light from the Triforce of Courage symbol on the back of his hand to stun enemies in front of him. If the beam comes in contact with an enemy, Toon Link dashes forward and slashes them repeatedly while they are trapped in a Triforce-shaped energy field, with the last hit being a powerful slash that launches the trapped enemy away. Can hit multiple opponents, but all non-trapped opponents get knocked out after the penultimate hit. Whereas Link's Triforce Slash can hit the other side of Final Destination, Toon Link's range is much smaller. Toon Link performs a slight jump after performing Triforce Slash, which grants him some vertical distance and can help him recover in the event he is too far off-stage.


On-screen appearance

  • An explosion in The Wind Waker animation-style appears on-screen, and as the smoke fades, Toon Link appears and unsheathes his Master Sword and Hero's Shield.

Taunts

  • Up taunt: Conducts the Wind Waker, striking a pose and faces towards/away from the screen.
  • Side taunt: Sheathes his sword and shield as he stares at a fairy flying around him. Like Toon Link, the fairy's design is from The Legend of Zelda: The Wind Waker.
  • Down taunt: Wildly swings his blade in front of him, running out of breath and facing towards/away from the screen with a comical expression.
Up taunt Side taunt Down taunt
ToonLinkUpTauntSSB4.gif ToonLinkSideTauntSSB4.gif ToonLinkDownTauntSSB4.gif

Idle poses

  • Taps the edge of his boot on the ground.
  • Looks around him on both sides.
ToonLinkIdlePose1WiiU.jpg ToonLinkIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Link! Link! Link! Lin-k!
Pitch Group chant Group chant

Victory poses

A flourished remix directly from Brawl. It is a remix of the tune that will play when Link obtained a Triforce Piece in The Legend of Zelda for the Nintendo Entertainment System.
  • Conducts the Wind Waker, striking a pose at the end.
  • Chases a pig, catches it and raises it in the air triumphantly.
  • Chases a pig, but fails to catch it, jumping in the air, landing on his bottom, and rubbing it in discomfort.
ToonLinkPose1WiiU.gif ToonLinkPose2WiiU.gif ToonLinkPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
ToonLinkHeadSSB4-U.png Toon Link 2111 2121 2131 2113 2133
2112 2211 2213 3131 1113

Notable players

Trophies

Toon Link
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.
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.
GameCube: The Legend of Zelda: The Wind Waker (03/2003)
Nintendo DS: The Legend of Zelda: Spirit Tracks (12/2009)
Toon Link (Alt.)
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.
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!
GameCube: The Legend of Zelda: The Wind Waker (03/2003)
Nintendo DS: The Legend of Zelda: Spirit Tracks (12/2009)
Triforce Slash (Toon Link)
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.
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.


In Event Matches

Solo Events

Co-op Events

  • The Ultimate Battle: Two players select a character and must defeat the entire roster.
  • Scheming Sorcerer: Yoshi and Toon Link must defeat normal male and female Robin and metal male and giant metal female Robin.

Alternate costumes

Toon Link Palette (SSB4).png
ToonLinkHeadSSB4-U.png ToonLinkHeadRedSSB4-U.png ToonLinkHeadBlueSSB4-U.png ToonLinkHeadPurpleSSB4-U.png ToonLinkHeadBrownSSB4-U.png ToonLinkHeadBlackSSB4-U.png ToonLinkHeadGreySSB4-U.png ToonLinkHeadTealSSB4-U.png


Gallery

Trivia

  • Despite being able to crawl in their home series, Toon Link, Mario, and Pit are unable to crawl in SSB4.
  • As in Brawl, Toon Link's idle animations match that of Young Link from Melee.
  • If Toon Link eats Superspicy Curry and doesn't move or attack after the effect wears off, he will not take his sword and shield back out until he finally moves or attacks. This odd occurrence returns from Brawl.
  • Toon Link, Young Link and Roy are the only swordfighters in the Super Smash Bros. series whose swords consistently produce a punch/kick sound effect instead of a slashing sound effect for the majority of their attacks.
  • Toon Link's hair isn't affected by gravity or wind.

References