About Toon Link: Toon Link! The cell shaded hero from the Legend of Zelda series. Toon link's era is set Hundreds of years after the other link's. His weapons are basically the same. He wields The Master Sword.
Why main Toon Link? Toon Link is fast and strong! Hes a new character and is much better then his counterpart. People who choose TL should be willing to learn a bunch of combos and adapt to whatever happens. He also has the widest assortment of projectiles in the game. (so does link, but Toon Link's are better)
Pros: Fast Great projectiles Adaptable Amazing air game Good ground game
Cons: Lightweight Pretty easy to gimp
Moveset: 2 notes: "Charged" means fully charged. And this guide was made using a Nintendo Game Cube Controller, so results may vary.
Jab: 3%..2%..5% Toon Link slashes 3 times with his sword. Good for just dealing damage when you feel like it
Dash: 8-10% Toon Link rushes with his sword and slices his opponent. Used most on enemies lying down.
Edge attack: 8% Toon Link does an awesome flip while slashing onto the stage. While cool, don't use this often jump instead. If his damage is over 100% he makes a desperate stab. This deals 10%.
Ftilt: 9% Toon Link slashes in front of him like in Wind waker. Its good to use when you throw them at 0%
Utilt: 9% Toon Link sweeps his sword upwards. This is the perfect move to use at low percentages allowing you to juggle them till about 40%.
Dtilt: 9% Toon Link slides his sword in front of his feet. While its not incredibly useful it does have a chance to trip, leading to all sorts of nasty strings.
Fsmash: 10%..13% (Charged 14%...18%)Toon Link does a double diagonal slash in front of him. This is his most powerful attack. Dealing 23 damage uncharged, it has the same strength as a falcon punch, without the knock back. This is a killing move. Its better used when not expected. This attack also produces a shock wave behind Toon Link hurting foes for 8-10%.
Usmash: 15% (Charged 21%) Toon Link makes an arc with his blade causing vertical damage. This is a tool you will use to juggle a lot. It also has nice killing potential. You can Also Use this move as dash, simply running forward then tap up on the c-stick.
Dsmash: 6%..11% (Charged 8%..15%) Toon Link slashes in front and behind. This attack is cool because it catches them on the first hit then hits them on the second hit as well. An enemy manages to slip out every now and then. Sends them flying up vertically. If the second hit is near a ledge it will send them outward horizontaly. Wise to use on Ike and others with bad recoveries.
Nair: 10%..10% Toon Link swipes in front and behind him in the air. It is possible to get both hits. This is better used closer to the ground. Its also good if you donut feel like guessing where your opponent is going to move.
Fair: 13% Toon Link does a spinning slash in front of him. The move is amazing, has great knock back and damage dealing. This is your main edge-guarding skill. Perhaps the best air finisher Toon Link has. It can pack a punch,though it takes some time to fully release. One move thats worth using,it can send an opponent quite far even if they are at a low percentage. Though it is strong,don't always use it as a finisher,it can be dodged quite easily and doesn't have multi-use like some of his other airs. A good setup for this move is usually either the boomerang,which is the rather "riskier" setup,because of the time it takes to get to the opponent and the time to initiate it,or the bomb,which is a safe way to go,since the opponent might not want to approach you because of the extra knock back from the bomb,meaning the explosion. It also works great as an edge guard move finisher,since it doesn't require much damage to KO the opponent.
Bair: 10% Toon Link does a backwards half spin slash. This skill is equally godlike because of its massive juggling potential. You can get 3 of these bad boys of then finish with a fair if you set up well for it. Bair can be used multiple times in succession,the most noticeable of this case is the SH to a Bair and then another Bair right before landing,in both jumps normally from the same starting point to the same ending point,he can do at most, 3-4 bairs. The reach of this move is like most other move, 1 character space, so its easy to take advantage of distance this time . Beware that this move leaves you open from the front for approximately 1 second. Another tip for using this move is for easy damage build-up,since its very rapid compared to other moves,it can quickly hit before the opponent does,though the move decay may cause it's power to drop down to about 4% in damage,overusing it isn't an option. When edge guarding, its use can be taken advantage of, with its quickness it can hit easily.
Uair: 14% Toon Link Stabs upwards. This is your 3rd and final killing blow. Its pretty predictable though, try to use it sparingly. A very good move for keeping the opponent struggling in the air. It is best used from a SH and a way to force your opponent on the ground,if you're attempting to do so. When an opponent is trying to recover on-stage through the air or above you,don't let that stop you from trying to reach for your opponent and possibly,if the damage is high enough,a KO. Fair is a very solid move,but the way that its used,can cause problems, Toon Link is left open from his left,right,and bottom without any protection,the right and left side can be quickly covered by rapidly dropping to either side,but the bottom still has the issue of no defense,so if the opponent dodges this move,and tries to somehow go in for an attack,try and recover on the ground as fast as you can. It also has better reach than most other moves,so its safe to use it from the bottom of an opponent even if they're using their Dair,though Toon Link might be hit,depending on the opponents character.
Dair: 13%..8% Toon Link Thrusts downwards pretty fast. This is another combo move and its part of Toon Link 's mind game. Novices often spam this and after awhile it get predictable. Hold off on it. The most multi-use move in Toon Link's arsenal. It can hop around in the air,especially on grounded opponents. The usual use is to quickly ground Toon Link when in the air,but attempting to ground him and sneak in some damage onto your opponent may be the best choice in that specific moment. Since the use of the move has lag while landing, an approach to the ground with a bomb on your side closer to your opponent is a better way to land, be warned that this won't stop your opponent from trying to attack you, they can try and catch you off-guard with an air, to prevent this,try having a boomerang out before you go into the air, and make sure to throw it at maximum distance,at ALL times. Note: Dair has Meteor smash capabilities. DO NOT try to meteor smash someone with this move! More often then not, you will fail, horribly.
NeutralB: Hero Bow 4%(Charged 12%) Toon Links Bow. Use it to stop a rushing enemy. It also restores decayed moves. The more precise projectile of Toon Link's. It needs good aiming, precise timing,and perhaps, defense. Sure,its useful for quick use and throwing in a bit of surprise damage on to your opponent,but it has more use then that,it can quickly force your opponent to rethink his/her recovery because of the extra pressure it adds on to them. It also has multi-use, one SH can allow you to use two arrows,about 4-5 with both jumps if the arrows are released immediately.
DownB: Bombs 3-7% Toon Links Bombs!! Use these to set up strings discussed later in the guide. It does more damage if the bomb physically hits your opponent. Risky little thing, but it sure can change the battle. It isn't exactly the best move, but it can help you in troublesome times. Its a good cover for most moves, seeing as the opponent won't want to take any damage (and the blast radius is rather large), even the small amount that the bomb gives, take advantage of your opponent's caution to it,and rush them so you can sneak hits in freely without having to worry about anything serious. One of its more "better" uses is the double-recovery,where even after you used your Up-Special,if timed right,the bomb will explode after you're in the animation of not being able to do anything besides move around helplessly in the air, allowing you to re-do your Up-Special.
SideB: Boomerang 8% (3% on return) Toon Links Boomerang. Think of it as a stronger aimable arrow. Your opponent hardly ever sees this coming. You can also use it to fake someone out. Tricky, best word to explain it, if the opponent isn't hit at first throw, don't think it's useless anymore,it can save you from an attack by your opponent. Since it can interrupt at unexpected times,it means it can also change what you were originally planning to do,this goes for your opponent as well, though it might be harder for your opponent in the case that the boomerang is still working for your side and not the opponent's side. It is also a good cover for any move you may want to use,since the direction can be controlled and can change the opponent's motions around it,even forcing them off the ground and into the air,one suggested is the boomerang-to-arrow,which requires the boomerang to be thrown into a direction,then use an arrow in the direction under/over the boomerang went.
UpB: Spinning Slash x12 1% (charged x19 1%) Your main Recovery. Hardly usable on the ground. If you juggled your opponent at a high % and your both pretty high up, go for it! The last hit of this attack causes the Knock back.
Grab Jab: 2% Toon Link smacks his opponent with the hilt of the master sword. Pretty strong. Use it once or twice to add some hurt to your opponent.
Fthrow: 7% Toon Link Kicks his foe forwards. At 0 % you can spam this about 4 times. Just stand still and don't grab jab. Keep grabbing until you're ready to move into a string.
Bthrow: 7% Toon Link Kicks his foe backwards. This Attack is good at lower percentages. After you throw them, they should be pretty close still. Either start a bair string or try a ftilt.
Uthrow: 7% Toon Link slashes his foe upwards. Your not going to use this often. Try to quickly Uair your foe at a high percent. Other then that, Dthrow is better.
Dthrow: 7% Toon Link Pile drives his opponent sending them backwards. This move gets good at about 40% Allowing you to go into a bair string almost immediately. From there the strings are limitless.
Tips and Tricks:
Dair/Bomb trick: This is explained above in the "Dair" section of airs, all you need for this little trick to help ground you safely is a bomb,and you need to be somewhere in the air,but enough that even after you release the bomb,you won't get hit by it upon reaching the ground. Another thing is the explosion caused by it can allow your opponent defenseless for enough time to,if you used the Dair a bit to the side where your opponent was knocked towards to,hit your opponent right after the bomb impacts them on the ground, allowing you about 29% damage at the least,if the bomb hit,and the Dair hit twice after the bomb hit. And even more damage because your probably in position for a bair or a fair
Chain(tether) Recovery: As any Toon Link player may know, he has a chain that he may use for grabs,but it has another use too,a way to grab the edge,if you feel that your Up-Special may lead you into some kind of trouble,and you're close to the edge,use the chain instead,it won't be dropped if the opponent uses a Dtilt or any other move while you're hanging,but it will leave you vulnerable to any attacks directly done to Toon Link.
Edge Shooting: This is just something basic that can be done very easily,it is just jumping from the edge quickly after letting go and using any of Toon Link's projectiles. Just a little way to confused the opponent,and surprise him/her.
Multi Use(Decay):A repetition of a move multiple times on the ground or in the air,mostly successful use of the move. Though the bad side to this is move decay. And be warned it could be defended and countered very easily.
Strategies: Toon link has 2 Basic strategies to choose from.
Camper: Toon Link doesn't make the best camper be that doesn't mean you cant try. Your going to need to jump to get his projectiles over there! This Strategy benefits Toon Link by limiting the amount of damage he takes while slowly increasing their percentage. Note that Good reading skills are required for this strategy. This is a bad strategy to use for Koing however. You should combine this with the offensive strategy for best results.
Offensive: This is where Toon links ground moves start to shine. It consists of Using throws and smashes to your advantage. For example, Bthrow then fsmash before your opponent has time to recover. Using aerials here is critical too. The point here is too build up enough damage quickly, and then Strike quickly with your more powerful moves like fsmash, uair and fair.
Defensive: Toon Link isn't exactly the heaviest character in the game,and a defensive style of play may not help much. Since being on defense requires you to let the opponent come to you,damage him from a distance,start off with arrows,maybe a boomerang and have a bomb out,doing all this will cause the opponent to close in and stop the barrage,now time for tilts and grabs,since smashes are slow and may leave an opening for the opponent to attack you,so Utilt might be your best bet,it can pretty much cover the front and back of Toon Link,after it would be a good thing to follow up with either Uair,Fair,or Bair,since you should be trying to open space between you and the opponent, then you re-do the procedure all over again.
Aerial: As good as Toon Link's aerials are, they leave him wide open during the attack, the only side of him that isn't open is the side where he directs the attack towards,say Fair leaves him open from the back,bottom,and from the top,so the best option is to have a boomerang thrown out in the direction you'll most likely be open in, or have a bomb thrown or dropped before you choose to use an air. Also best to use for edge-guarding, seeing as trying to smash or tilt an opponent while they're trying to recover has a very low chance of working.
Floating: Since Toon Link is a floaty character, and hes light, he can stay in the air for a decent amount of time and use many aerial attacks along with projectiles. Take advantage of this by trying to use a few projectiles or some airs in the first jump,and before landing, use the double-jump and try releasing some more attacks. Theres also a rare thing that happens with Toon Link where he can float in the same horizontal plane for a few seconds with his Dair after being hit by an attack,this id possibly a result as a reaction to a heavy impact delivered and then an immediate stop with Dair, resulting in being able to float in the air. Unfortunately, the animation sticks the time Toon Link is in the air,rendering Toon useless of any of his attacks.
Combos and Strings:
Arrow Smash- People who don't main Our green Hero Usually hate him. Use this Skill to your advantage When your opponent thinks he can hit you with a dash. A great opener for a string. How To: Fire a single arrow. If your opponent doesn't get hit, Then rush in with a sliding usmash.
Utilt Juggle: Toon Link Has a Lot of opening combos. This is one of his better ones. It can only hit 3 times at 0%. After that they should be pretty high up. Its nair or Bair time! How To: Get up close and keep utilting. You might want to turn off the Tap up to jump
Quick Arrow: Toon Link Fires his bow without the startup animation of pulling back the string. How To: Short hop and right when your about to hit the ground, press B. Takes some practice but its not really useful.
Bomb to Dair: This one is a bit tricky. Its a great opener especially if your foe hasn't seen it before. It causes a lot of damage but is pretty readable if you spam it to much. How to: Grab a bomb. Jump until your about right above your foe. After you throw it immediately dair. If it works either both you and the bomb hit or its one of the two. If dair hits at a lower percentage then you can try a bair or a fair depending on your position.
Double Arrow: This is a tough one to perform. Its not really cool or effective, but it could have its possibilities. It consists of a Short hopped arrow attack. How to: Remember the Quick arrow? This is basically firing an arrow right when you SH then firing again. Pretty tough to pull off in a battle. The arrows usually hit at the same time.
Dthrow To Bair: (Note: Enemy should be at around 40%.) The basic gist is to start up your deadly air combos. Juggle them! How to: Simply grab them and press down. Quickly follow up with a dair combo and try to finish with a uair.
Bad Match Ups:
Wolf: Wolf is one of the few characters that has a way to destroy a projectiles user like Toon Link,The main problem fighting against Wolf is his reflector,it can make use of your own projectiles,against you,crushing anything like projectile strings,or any long-range damage build ups you have planned. This may make you think to use close combat with Wolf,but that is still the wrong way to go,Wolf's moves are far too fast for any of Toon Link's,using projectiles may be risky,but it isn't completely useless,they should still be used,at closer range though,not at a far range where Wolf is given time to activate the reflector and counter them,this means the Wolf player will now be confused to which approach you'll make,this is the chance you get to trick and confused the opponent more,take advantage of that and use it wisely,don't make the mistake of messing up your moves and letting yourself open to something the opponent can use to their advantage.
Marth : A swordsman like Toon Link, but Marth's series of quick attacks can cause problems with setups, as well as having a bigger range. So seeing as Marth has no projectiles of his own, Toon can take advantage of this and abuse the projectiles to deal damage and attack without haste. Seeing as Marth has a way to counter Toon Link in direct combat, throw in grabs to trick and confuse, but watch out for any possible Dancing Blade attempts, if successfully dodged, its a free attack on Marth and a way to string together some attacks. Marth's tip, his sword's sweet spot, can be very powerful and cause some serious problems for Toon Link, since Marth can very easily get Toon Link off the ground with one of his tipped sword attacks, and Marth's Bair and Fair are much faster than Toon Link's, to prevent this, use the bomb and arrows to cover yourself and stop him from chasing Toon into the air and possible keeping him there, juggling him around adding up damage that could lead to a KO.
TBA: Bad match Ups Fox Sonic
Even Match Ups Diddy Kong: The red-hat wearing monkey isn't the best character against someone like Toon Link,who can easily damage him from afar,but he still has ways of closing in on you and doing some serious damage. The one thing you will want to look out for are bananas,they render you defenseless long enough that the Diddy player can attack you and possibly continuously attacking you while you struggle around the banana,to counter this,try predicting when the opponent will choose to use the banana against you,say when he/she will try throwing it at you and quickly close in for a smash,thats the time you have to think fast,and do something to counter it,since Toon Link is very floaty,he can jump around any harm that a grounded banana may cause to him. Another thing is Diddy Kong's speed,hes faster than Toon Link,meaning he can catch you if you try abusing your projectiles after a hit-and-run attempt,in this situation,slow him down by forcing him off the ground and into the air. Diddy's air game should not be underestimated, seeing as he can do very well with any of his airs and even surprise you with a kicky Monkey Flip attack. At this point make sure to use an arrow or the boomerang,since he can't do very much in the air to counter them,this will open some space,if done correctly,between you and Diddy,from there,use anything that will prevent the Diddy player from using smashes or tilts,or any other thing the player may do.
TBA: Even match Ups Ice Climbers Falco Pit Pokemon Trainer
Good Match Ups
Meta Knight: The Knightmare struggles to fight our little Swordsman. Meta Knight has to approach Toon Link with a lot of caution, if he doesn't,he'll be hit by a flood of arrows, a boomerang,and possibly, a few bombs. So after the opponent realizes that he/she is forced to approach you directly by ground, they'll try by air, since Meta Knight has 5 extra jumps after the first ,it won't be hard to reach you,but once he does,the one thing he'll try to do is get you into the air,that is Meta Knight's chance to make you struggle by using his series of fast moves. To prevent continuously struggle in the air,the bomb may clear a path to the ground long enough to attack him,and then open some space between Toon Link and Meta Knight,now seeing as the opponent now knows you'll try to abuse projectiles again,he/she'll try to close the space between you both by air again,this time,try the boomerang to air and have a bomb out before you do,so if the opponent dodges,you have something to use to keep him/her from harming you and possibly damaging you and making you struggle again. Finishing the Knightmare isn't easy,Toon Link's smashes are much slower than Meta Knight's,so finishing him through the air is the way to go,use a Dair to get Meta Knight into the air,from there,they'll try something like their Dair,but before they get the chance to do a Dair to you, use a Uair, it has better reach than Meta Knight's Dair and it will possibly KO him if the damage is high enough.
Link: A very similar version of Toon Link. Link can use just about any move Toon Link can, just that his won't be as fast and that they're stronger. One thing that makes Link very hard to fight against are his same arsenal of projectiles as Toon Link's ,his cancel Toon Link's projectiles and vice-versa, so a direct approach along with some close combat is the way to go,Toon doesn't lack speed in any of his moves so being hit before you hit Link won't be hard, just be warned that if his boomerang is still out and you let it pass by Toon Link without canceling it out with one of Toon Link's moves, it can make you go into one of Link's attacks, or miss one of your own attacks. Since his attacks consist of more attack power, shield his smashes and dodge his tilts, then unleash some tilts or smashes of our own. Toon Link's airs are also very effective against Link, and Dair can cause very high damage because of the lack of counters Link has against it.
Ganondorf: This Sluggish King of Evil Has no Chance against the Hero Of the Sea. On occasion Ganon will use ftilt and can catch you off guard. Regardless, Approach him aerially and grab him frequently. As long as you keep your damage below his there shouldn't be a problem. Eventually You will find yourself at a high percentage in which case Ganon will try to dash attack you. Stay far away and proceed to pelt him with arrows, bombs, and your trusty boomerang. Sooner or later your going to need to get close. If this strategy works you should be a sock above him and have his percentage quite high. Go in for a bair and finish it with a uair.
King Dedede: The strongest character in the game, is at a huge disadvantage this time around. DDD's slow speed and large size makes him a very easy target for Toon Link to hit. Even though DDD's own projectiles, his Waddle Doo throw may cause problems when trying to close in and finish with a smash or air, but that isn't the biggest problem DDD can cause, its the hammer's size and range, it's reach is much better than Toon Link's sword, not to mention the giant thing has extra impact around it. Getting around the hammer is quite easy, just that timing your dodges is the most important thing when fighting him, since hes left wide open after a smash, dodge them and connect with a smash or tilt. Toon Link's arrows are the perfect counters to the Waddle Doos/Waddle Dees since he can easily fire multiple arrows to protect himself,the Gordo is the one that can't be shot down, so dodging that one would be the safest choice. Other than the ground approach, aerials are superb against DDD, his moves have usually have to wait to initiate, while Toon Link won't be at risk while attempting to attack by air.
TBA: Good match Ups
Santi's "Toon Nasty" Combo Video
Santi(TL) vs Dojo (Snake)
Random Tidbit: All of the colors used here were Colors of Toon Links Alternate costumes.
Special Thanks: Myself- I Rock SonicFire15- The Writer of: Aerials and Certain Match Ups. Thanks dude Gotenks- Helped me out and Approved. Thank you.
Thread Recap (last 10 posts from newest to oldest)
Nov 9, 16 at 4:52pm
Remeber in aerials when you said that a dair would probably cause you to fail horribly if you're trying to meteor smash?One solution is to grab and throw them away from the ledge and footstool to dair.This normally works,but not always.there is the chance that you're a little too late and they either (air)dodge or move to the left/right,leaving you to fall to your doom.
May 1, 12 at 2:16am
This really helped. Toon link is now my number 1 main because of you.
Sep 26, 09 at 2:14am
You have commited a mortal sin by reviving this, Mega.
This guide helped alot and will help for New TL Newbies
you shouldn't have posted here
Nov 22, 08 at 12:57am
Watch the combo vid first
Nov 22, 08 at 12:56am
that sucks well okay thanks anyway
Nov 22, 08 at 12:53am
I thoguht so too, but with TL it doesn't use it or the timing has to be perfect.
Nov 22, 08 at 12:52am
oh okay then i thought you could only glide toss by rolling
Nov 22, 08 at 12:51am
For glide tossing? *Bleep* that and use something else. TL's glide toss sucks, it's usually in the animation from where you're running to turning around, then throwing the bomb(or other item) in the opposite direction from which you turned.
I wouldn't use it though.
Nov 22, 08 at 12:48am
well i know how to glide toss with certain characters but the timing for tl is bs
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