Toon Link (SSB4): Difference between revisions

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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}}''.
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 placement in ''Brawl'', where he was ranked 13th out of 38th. 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.
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]] 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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*{{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.}}
*{{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.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{change|Forward throw has altered knockback (40 (base), 120 (scaling) → 60/110), improving its spacing potential but hindering its KO potential.}}
**{{change|Forward throw has altered knockback (40 (base), 120 (scaling) → 60/110), improving its spacing potential, but hindering its KO potential.}}
*[[Back throw]]:
*[[Back throw]]:
**{{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.}}
**{{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.}}
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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}}
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|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. It's possible, albeit rare, to land both hits at lower percents, particularly against bigger opponents.
|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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|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=Sword Plant
|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 [[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.
|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]]
|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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|nsc1name=Fire Arrow
|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 Arrow
|nsc2name=Piercing Arrow
|nsc2dmg=1% (uncharged), 6% (charged)
|nsc2dmg=1% (uncharged), 6% (charged)
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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)
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|fsname=Triforce Slash
|fsname=Triforce Slash
|fsdmg=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdmg=1% (trapping), 3% (hits 1-14), 2% (hit 15), 15% (final)
|fsdesc=Uses the [[zeldawiki:Triforce|Triforce of Courage]] to emit a thin beam of light from his left hand to stun an opponent in front of himself. If the beam comes in contact with an opponent, Toon Link dashes forward and performs a barrage of slashes while they are trapped in a Triforce-shaped energy field before concluding with an outward slash that shatters the energy field and launches them. 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===
===[[Announcer]] call===
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''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.''
''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.''


See also: [[:Category:Toon Link professionals (SSB4)]]
See also: [[:Category:Toon Link players (SSB4)]]


*{{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|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]].
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