Editing Toon Link (SSB4)

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{{Infobox Character
{{Infobox Character
|name = Toon Link
|name = Toon Link
|image =  [[File:Toon Link SSB4.png|250px]]
|image =  {{tabber|title1=Normal|content1=[[File:Toon Link SSB4.png|250px]]|title2=Dark Link|content2=[[File:SSB4 Dark Toon Link Alt.jpg|250px]]}}
|game = SSB4
|game = SSB4
|ssbgame1 = SSBB
|ssbgame1 = SSBB
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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''SSB4'', Toon Link has a sleeker design and his overall color scheme is more vibrant. These changes make him appear much more in line with his appearances in ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}'' and ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker HD}}''.}}
*{{change|Due to the aesthetic used in ''SSB4'', Toon Link has a sleeker design and his overall color scheme is more vibrant. These changes make him appear much more in line with his appearances in ''{{s|zeldawiki|The Legend of Zelda: The Wind Waker}}'' and ''{s|zeldawiki|The Legend of Zelda: The Wind Waker HD}}''.}}
*{{change|Toon Link has received two new [[alternate costume]]s, one of which is based on the Links in ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'' and ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}''.}}
*{{change|Toon Link has received two new [[alternate costume]]s, one of which is based on the Links in ''{{s|zeldawiki|The Legend of Zelda: A Link to the Past}}'' and ''{{s|zeldawiki|The Legend of Zelda: A Link Between Worlds}}''.}}
*{{change|{{GameIcon|ssb4-3ds}}Toon Link is slightly less expressive. He now smiles only during his up [[taunt]], [[zeldawiki:Wind Waker (Item)|Wind Waker]] [[victory pose]], and defeated/[[Results screen#No Contest screen|No Contest]] animation, instead of also doing so occasionally during certain actions. His irises also no longer shrink when he is hit, launched, or during the ending of down aerial's landing animation. This is presumably to avoid any unnecessary hardware strain.}}
*{{change|{{GameIcon|ssb4-3ds}}Toon Link is slightly less expressive. He now smiles only during his up [[taunt]], [[zeldawiki:Wind Waker (Item)|Wind Waker]] [[victory pose]], and defeated/[[Results screen#No Contest screen|No Contest]] animation, instead of also doing so occasionally during certain actions. His irises also no longer shrink when he is hit, launched, or during the ending of down aerial's landing animation. This is presumably to avoid any unnecessary hardware strain.}}
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*[[Spin Attack]]:
*[[Spin Attack]]:
**{{buff|Grounded Spin Attack has a larger horizontal hitbox on each side, improving its range and utility.}}
**{{buff|Grounded Spin Attack has a larger horizontal hitbox on each side, improving its range and utility.}}
**{{buff|Uncharged Spin Attack's last hit has altered knockback (25 (base), 160 (scaling) → 70/141), improving its KO potential.}}
**{{buff|Uncharged Spin Attack's last hit has altered knockback (25 (base), 160 (scaling) → 70/141), improving its spacing potential.}}
**{{buff|Aerial Spin Attack's first three hits' angles have been altered (92°/75°/38°/70° (hits 1-2)/92°/75°/40°/70° (hit 3) → [[Autolink angle|366°]] (all)). This makes its hits connect together better. Its last hit also has increased knockback scaling (163 → 170).}}
**{{buff|Aerial Spin Attack's first three hits' angles have been altered (92°/75°/38°/70° (hits 1-2)/92°/75°/40°/70° (hit 3) → [[Autolink angle|366°]] (all)). This makes its hits connect together better. Its last hit also has increased knockback scaling (163 → 170).}}
**{{buff|Uncharged and aerial Spin Attack have decreased start-up (frame 11 (both) → 9 (uncharged)/8 (aerial)) and ending lag (FAF 83 → 81).}}
**{{buff|Uncharged and aerial Spin Attack have decreased start-up (frame 11 (both) → 9 (uncharged)/8 (aerial)) and ending lag (FAF 83 → 81).}}
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|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=Slash ({{ja|なぎ払い|Nagiharai}}) / Counter Slash ({{ja|返し|Kaeshi}}) / Stab ({{ja|突き|Tsuki}})
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. The first two hits can be [[jab cancel]]ed, with allows it to be followed up with tilt attacks, a grab, or [[Spin Attack]]. It is based on the final series of strikes that the {{s|zeldawiki|Hero of Time}} deals to [[Ganondorf|Ganon]] in ''The Legend of Zelda: Ocarina of Time''.
|neutraldesc=A downward slash, followed by an outward slash, followed by a thrust. The first two hits can be [[jab cancel]]ed, with allows it to be followed up with tilt attacks, a grab, or [[Spin Attack]]. It is based on the final series of strikes that the {{s|zeldawiki|Hero of Time}} deals to [[Ganondorf|Ganon]] in ''The Legend of Zelda: Ocarina of Time''.
|ftiltname=Bamboo Splitter ({{ja|からたけわり|Karatake Wari}})
|ftiltname= 
|ftiltdmg=9%
|ftiltdmg=9%
|ftiltdesc=A lunging downward slash. It has very high knockback growth, as well as a sweetspot located at the center of the {{s|zeldawiki|Master Sword}}'s blade that is a [[semi-spike]]. Although its sourspot has the same damage output and knockback values, it is much less suited for KOing because of it launching at the [[Sakurai angle]]. This is further compounded by its sweetspot's position requiring very precise use in order to be effective. Its lower damage output and extremely low base knockback result in it KOing much later than {{SSB4|Link}}'s, yet its much lower start-up and ending lag make it more effective for spacing than his, regardless of whether it is sweetspotted or sourspotted. Its sweetspot KOs middleweights at 142%/129% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}.
|ftiltdesc=A lunging downward slash. It has very high knockback growth, as well as a sweetspot located at the center of the {{s|zeldawiki|Master Sword}}'s blade that is a [[semi-spike]]. Although its sourspot has the same damage output and knockback values, it is much less suited for KOing because of it launching at the [[Sakurai angle]]. This is further compounded by its sweetspot's position requiring very precise use in order to be effective. Its lower damage output and extremely low base knockback result in it KOing much later than {{SSB4|Link}}'s, yet its much lower start-up and ending lag make it more effective for spacing than his, regardless of whether it is sweetspotted or sourspotted. Its sweetspot KOs middleweights at 142%/129% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}.
|utiltname=Half-Moon Slash ({{ja|半月斬り|Hangetsu Kiri}})
|utiltname= 
|utiltdmg=5%
|utiltdmg=5%
|utiltdesc=An overhead arcing slash. It hits on frame 8, has very low base knockback, very high knockback growth and minimal ending lag, and launches at 95°/85°/105° depending on which portion of the Master Sword hits the opponent. Altogether, these traits make it a very reliable combo starter: it can combo into Spin Attack from 0%-10%; into itself and up smash from 0% to low percentages; into a short hopped neutral aerial; short hopped back aerial and short hopped Spin Attack from low to medium percentages; and into forward aerial and up aerial from medium to high percentages. Due to Toon Link swinging the Master Sword on a 180° arc, it is also decent at punishing rolls.
|utiltdesc=An overhead arcing slash. It hits on frame 8, has very low base knockback, very high knockback growth and minimal ending lag, and launches at 95°/85°/105° depending on which portion of the Master Sword hits the opponent. Altogether, these traits make it a very reliable combo starter: it can combo into Spin Attack from 0%-10%; into itself and up smash from 0% to low percentages; into a short hopped neutral aerial; short hopped back aerial and short hopped Spin Attack from low to medium percentages; and into forward aerial and up aerial from medium to high percentages. Due to Toon Link swinging the Master Sword on a 180° arc, it is also decent at punishing rolls.
|dtiltname=Grass Cutter ({{ja|草薙ぎ|Kusa Nagi}})
|dtiltname= 
|dtiltdmg=7%
|dtiltdmg=7%
|dtiltdesc=A kneeling inward slash. It can reliably [[trip]] opponents at low percentages, making it an ideal set-up option. It can also be used for edge-guarding, thanks to the Master Sword's blade being capable of reaching below edges.
|dtiltdesc=A kneeling inward slash. It can reliably [[trip]] opponents at low percentages, making it an ideal set-up option. It can also be used for edge-guarding, thanks to the Master Sword's blade being capable of reaching below edges.
|dashname=Running Hack ({{ja|追い斬り|Oi Kiri}})
|dashname= 
|dashdmg=6% (base), 8% (tip)
|dashdmg=6% (base), 8% (tip)
|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.
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|fsmash2dmg={{ChargedSmashDmgSSB4|11}}
|fsmash2dmg={{ChargedSmashDmgSSB4|11}}
|fsmashdesc=A lunging downward slash. If the attack button is pressed again, Toon Link performs a lunging outward slash, making it a [[natural combo]]. Compared to Link's forward smash, the first hit of Toon Link's version has almost nonexistent knockback growth. This results in it lacking KO potential, yet being more reliable at following into the second hit. The second hit has even less base knockback than the first, but deals slightly more damage and, thanks to its very high knockback growth, actually possesses KO potential. However, its second hit also has a sourspot that KOs marginally later because of its slightly lower base knockback. Its sweetspotted second hit KOs middleweights at 94%/84% (''3DS''/''Wii U'') while near the edge of Final Destination.
|fsmashdesc=A lunging downward slash. If the attack button is pressed again, Toon Link performs a lunging outward slash, making it a [[natural combo]]. Compared to Link's forward smash, the first hit of Toon Link's version has almost nonexistent knockback growth. This results in it lacking KO potential, yet being more reliable at following into the second hit. The second hit has even less base knockback than the first, but deals slightly more damage and, thanks to its very high knockback growth, actually possesses KO potential. However, its second hit also has a sourspot that KOs marginally later because of its slightly lower base knockback. Its sweetspotted second hit KOs middleweights at 94%/84% (''3DS''/''Wii U'') while near the edge of Final Destination.
|usmashname=Sky Slash ({{ja|天空斬り|Tenkū Kiri}})
|usmashname= 
|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 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.
|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=Front and Back Sword Slice ({{ja|前後足元斬り|Zengo Ashimoto Giri}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|6}} (hit 1 grounded, late hit 2), {{ChargedSmashDmgSSB4|7}} (hit 1 aerial, clean hit 2)
|dsmashdmg={{ChargedSmashDmgSSB4|6}} (hit 1 grounded, late hit 2), {{ChargedSmashDmgSSB4|7}} (hit 1 aerial, clean hit 2)
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. Despite not being a natural combo, its first hit nevertheless combos very well into its second hit. In comparison, its second hit has very high knockback growth, and launches the opponent behind Toon Link. However, its second hit also has a sourspot that deals slightly less damage, and therefore KOs slightly later than the sweetspot. Its sweetspotted second hit KOs middleweights at 132%/121% (''3DS''/''Wii U'') while near the edge of Final Destination.
|dsmashdesc=A kneeling inward slash in front of himself, followed by a kneeling outward slash behind himself. Despite not being a natural combo, its first hit nevertheless combos very well into its second hit. In comparison, its second hit has very high knockback growth, and launches the opponent behind Toon Link. However, its second hit also has a sourspot that deals slightly less damage, and therefore KOs slightly later than the sweetspot. Its sweetspotted second hit KOs middleweights at 132%/121% (''3DS''/''Wii U'') while near the edge of Final Destination.
|nairname=Two Part Slash ({{ja|二段斬り|Nidan Kiri}})
|nairname= 
|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 is 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=Slash Up ({{ja|斬り上げ|Kiri Age}})
|fairname= 
|fairdmg=13%
|fairdmg=13%
|fairdesc=A spinning outward slash. Its respectable damage output and high knockback growth make it one of Toon Link's most viable KOing options. It KOs middleweights at 110%/99% (''3DS''/''Wii U'') while near the edge of Final Destination. In addition to its KO potential, it has combo potential: it can function as a set-up into Spin Attack at low percentages; into a grab aerial at slightly higher percentages; and as a follow-up from [[Bomb (Link)|Bomb]]. Due to it hitting on frame 14, however, it is punishable. It appears very similar to the rolling {{s|zeldawiki|Parry Attack}}.
|fairdesc=A spinning outward slash. Its respectable damage output and high knockback growth make it one of Toon Link's most viable KOing options. It KOs middleweights at 110%/99% (''3DS''/''Wii U'') while near the edge of Final Destination. In addition to its KO potential, it has combo potential: it can function as a set-up into Spin Attack at low percentages; into a grab aerial at slightly higher percentages; and as a follow-up from [[Bomb (Link)|Bomb]]. Due to it hitting on frame 14, however, it is punishable. It appears very similar to the rolling {{s|zeldawiki|Parry Attack}}.
|bairname=Backward Slash Up ({{ja|後方斬り上げ|Kōhō Kiri Age}})
|bairname= 
|bairdmg=11%
|bairdmg=11%
|bairdesc=Quickly turns around to perform an upward slash behind himself. It hits on frame 7 and has both a decent damage output and very high knockback growth, which make it a quick, yet fairly powerful attack. It KOs middleweights at 117%/109% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. It also has the ability to auto-cancel with a short hop. However, it has extremely low base knockback and launches at 60°, which make it best used while near the upper blast line when attempting to score a KO. Otherwise, it KOs middleweights at 151%/142% (''3DS''/''Wii U'') while near the edge of Final Destination. Its 36 frames of ending lag also makes it punishable when it is not auto-canceled.
|bairdesc=Quickly turns around to perform an upward slash behind himself. It hits on frame 7 and has both a decent damage output and very high knockback growth, which make it a quick, yet fairly powerful attack. It KOs middleweights at 117%/109% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. It also has the ability to auto-cancel with a short hop. However, it has extremely low base knockback and launches at 60°, which make it best used while near the upper blast line when attempting to score a KO. Otherwise, it KOs middleweights at 151%/142% (''3DS''/''Wii U'') while near the edge of Final Destination. Its 36 frames of ending lag also makes it punishable when it is not auto-canceled.
|uairname=Jump Thrust ({{ja|上突き|Ue Tsuki}}, ''Up Thrust'')
|uairname= 
|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 ({{ja|下突き急降下|Shita Tsuki Kyūkōka}}, ''Down Thrust Dive'')
|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. Resembles his final strike to Ganondorf's head in ''The Legend of Zelda: The Wind Waker''.
|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=Midair [[Hookshot]] ({{ja|空中フックショット|Kūchū Fukkushotto}})
|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 ({{ja|フックショット|Fukkushotto}})
|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=Grab Hilt Strike ({{ja|つかみ柄なぐり|Tsukami Gara Naguri}})
|pummelname= 
|pummeldmg=2.1%
|pummeldmg=2.1%
|pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel.
|pummeldesc=Hits the opponent with the Master Sword's pommel. A fairly fast pummel.
|fthrowcount=2
|fthrowcount=2
|fthrowname=Tackle ({{ja|タックル|Takkuru}})
|fthrowname= 
|fthrowdmg=3% (hit 1), 4% (throw)
|fthrowdmg=3% (hit 1), 4% (throw)
|fthrowdesc=A shoulder tackle. It has very high knockback growth and launches at 45°, which make it suitable setting up an edge-guard attempt, or launching the opponent into the trajectory of a returning Boomerang or a descending Bomb. It can also combo into a dash attack at low percentages, but this combo is only effective if the opponent misses their [[tech]] and does not [[DI]] away.
|fthrowdesc=A shoulder tackle. It has very high knockback growth and launches at 45°, which make it suitable setting up an edge-guard attempt, or launching the opponent into the trajectory of a returning Boomerang or a descending Bomb. It can also combo into a dash attack at low percentages, but this combo is only effective if the opponent misses their [[tech]] and does not [[DI]] away.
|bthrowname=Circle Throw ({{ja|巴投げ|Tomoe Nage}})
|bthrowname= 
|bthrowdmg=7%
|bthrowdmg=7%
|bthrowdesc=The {{s|wikipedia|tomoe nage}}, a Judo throw. Although its damage output has remained unchanged since ''Brawl'', it now consists solely of a throw hitbox, instead of a hitbox and a throw hitbox. When coupled with its very high knockback growth, it is one of Toon Link's most viable KOing options, and one of the strongest throws of any kind in the game. It KOs middleweights at 136%/130% (''3DS''/''Wii U'') while near the edge of Final Destination.
|bthrowdesc=The {{s|wikipedia|tomoe nage}}, a Judo throw. Although its damage output has remained unchanged since ''Brawl'', it now consists solely of a throw hitbox, instead of a hitbox and a throw hitbox. When coupled with its very high knockback growth, it is one of Toon Link's most viable KOing options, and one of the strongest throws of any kind in the game. It KOs middleweights at 136%/130% (''3DS''/''Wii U'') while near the edge of Final Destination.
|uthrowcount=2
|uthrowcount=2
|uthrowname=Throw Away Slash ({{ja|投げ捨て斬り|Nagasute Kiri}})
|uthrowname= 
|uthrowdmg=5% (hit 1), 2% (throw)
|uthrowdmg=5% (hit 1), 2% (throw)
|uthrowdesc=Slightly lifts the opponent up and performs a spinning upward slash. It has extremely low base knockback, extremely high knockback growth and launches at 92°. Altogether, these traits make it useful for launching an opponent into a descending Bomb. It can also combo into a short hopped up aerial at low percentages, although this combo is fairly easily to avoid. Despite having the highest knockback growth out of his throws, it lacks KO potential because of its throw hitbox's very low damage output.
|uthrowdesc=Slightly lifts the opponent up and performs a spinning upward slash. It has extremely low base knockback, extremely high knockback growth and launches at 92°. Altogether, these traits make it useful for launching an opponent into a descending Bomb. It can also combo into a short hopped up aerial at low percentages, although this combo is fairly easily to avoid. Despite having the highest knockback growth out of his throws, it lacks KO potential because of its throw hitbox's very low damage output.
|dthrowname=Elbow Strike ({{ja|ヒジ打ち|Hiji Uchi}})
|dthrowname= 
|dthrowdmg=3% (hit 1), 4% (throw)
|dthrowdmg=3% (hit 1), 4% (throw)
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. It has very high knockback growth and launches at 110°, which allow it potentially combo into back aerial. However, this combo is only usable if the opponent lands on a platform and fails to tech their landing.
|dthrowdesc=Pins the opponent to the ground and then performs an [[wikipedia:Professional wrestling attacks#Elbow drop|elbow drop]]. It has very high knockback growth and launches at 110°, which allow it potentially combo into back aerial. However, this combo is only usable if the opponent lands on a platform and fails to tech their landing.

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