Editing Toon Link (SSB4)
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{{Infobox Character | {{Infobox Character | ||
|name = Toon Link | |name = Toon Link | ||
|image = | |image = [[File:Toon Link SSB4.png|250px]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSBB | |ssbgame1 = SSBB | ||
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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 | Toon Link is ranked 23rd out of 55 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 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 | 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. | ||
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 | 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 | 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. | ||
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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However, Toon Link has also received some noticeable nerfs. Although his overall damage output remains above average, it has nevertheless lowered, which hinders his ability to rack up damage and it hinders a few of his moves' KO potential. Toon Link's aerial game has also been nerfed. Neutral aerial is weaker, forward aerial can no longer [[auto-cancel]] in a short hop, back aerial's excellent combo potential has been significantly toned down as the move is laggier in every regard, and down aerial is much harder to use for spacing and damage racking due being slower and now piercing opponents, which also makes the move much riskier to use off stage. His grab aerial also has increased landing lag, hindering its followup potential unless Toon Link's opponent is at very high percents, and if he Z drops an item or a bomb in the air, he will automatically use his grab aerial. Spin Attack's overall recovery distance has slightly decreased, which necessitates using Toon Link's [[wall jump]] and tether recovery more often than not. Lastly, many of his moves are no longer semi-spikes, which along with down aerial's changes, hinders his edge-guarding potential. Despite the improvements his projectiles have received, they have also received some nerfs both direct and indirect. [[Quickdraw (technique)|Quickdrawing]] has been removed, and the removal of [[edge momentum shifting]] has hindered Boomerang's utility. Bombs are also now [[absorb]]able, and the aforementioned changes to grab aerial further hinders its utility. | However, Toon Link has also received some noticeable nerfs. Although his overall damage output remains above average, it has nevertheless lowered, which hinders his ability to rack up damage and it hinders a few of his moves' KO potential. Toon Link's aerial game has also been nerfed. Neutral aerial is weaker, forward aerial can no longer [[auto-cancel]] in a short hop, back aerial's excellent combo potential has been significantly toned down as the move is laggier in every regard, and down aerial is much harder to use for spacing and damage racking due being slower and now piercing opponents, which also makes the move much riskier to use off stage. His grab aerial also has increased landing lag, hindering its followup potential unless Toon Link's opponent is at very high percents, and if he Z drops an item or a bomb in the air, he will automatically use his grab aerial. Spin Attack's overall recovery distance has slightly decreased, which necessitates using Toon Link's [[wall jump]] and tether recovery more often than not. Lastly, many of his moves are no longer semi-spikes, which along with down aerial's changes, hinders his edge-guarding potential. Despite the improvements his projectiles have received, they have also received some nerfs both direct and indirect. [[Quickdraw (technique)|Quickdrawing]] has been removed, and the removal of [[edge momentum shifting]] has hindered Boomerang's utility. Bombs are also now [[absorb]]able, and the aforementioned changes to grab aerial further hinders its utility. | ||
Overall, while Toon Link is still a nimble and difficult to hit character with good zoning, his offensive game is worse due to his worse damage output and aerial game, which force him to play even campier in order to survive. Most of his direct buffs do not significantly improve him, while his direct nerfs are more drastic. The changes to ''Smash 4''{{'}}s mechanics also do not benefit him as much as some other characters. As a result, he is a weaker character than in Brawl, although his potency relative to the cast has not significantly decreased due to ''Brawl''{{'}}s other higher tiered characters receiving a similar treatment to varying degrees. | Overall, while Toon Link is still a nimble and difficult to hit character with good zoning, his offensive game is worse due to his worse damage output and aerial game, which force him to play even campier in order to survive. Most of his direct buffs do not significantly improve him, while his direct nerfs are more drastic. The changes to ''Smash 4''{{'}}s mechanics also do not benefit him as much as some other characters. As a result, he is a weaker character than in Brawl, although his potency relative to the cast has not significantly decreased due to ''Brawl''{{'}}s other higher tiered characters receiving a similar treatment to varying degrees. | ||
===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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**{{nerf|Forward tilt has increased ending lag (FAF 32 → 34).}} | **{{nerf|Forward tilt has increased ending lag (FAF 32 → 34).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{nerf|Up tilt deals 4% less damage (9% → 5%), without full compensation on its knockback scaling (122/130/124/123 → 140) hindering its KO potential.}} | **{{nerf|Up tilt deals 4% less damage (9% → 5%), without full compensation on its knockback scaling (122/130/124/123 → 140) hindering its KO potential.}} | ||
**{{buff|Up tilt has decreased ending lag (FAF 30 → 26). When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential beyond low percents.}} | **{{buff|Up tilt has decreased ending lag (FAF 30 → 26). When coupled with the changes to [[hitstun canceling]], these changes significantly improve its combo potential beyond low percents.}} | ||
**{{nerf|Up tilt has a shorter duration (frames 8-14 → 8-12).}} | **{{nerf|Up tilt has a shorter duration (frames 8-14 → 8-12).}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{nerf|Down tilt deals 2% less damage (9% → 7%), although its base knockback was compensated (20 → 30).}} | **{{nerf|Down tilt deals 2% less damage (9% → 7%), although its base knockback was compensated (20 → 30).}} | ||
**{{buff|Down tilt's chance of [[tripping]] has increased (40% → 50%).}} | **{{buff|Down tilt's chance of [[tripping]] has increased (40% → 50%).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
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**{{buff|Down aerial's [[windbox]] is larger, improving its safety.}} | **{{buff|Down aerial's [[windbox]] is larger, improving its safety.}} | ||
**{{change|Down aerial now has consistent base knockback (30/40 (clean), 40/50 (late) → 40). The clean hit's angle has also been altered (270° → 268°).}} | **{{change|Down aerial now has consistent base knockback (30/40 (clean), 40/50 (late) → 40). The clean hit's angle has also been altered (270° → 268°).}} | ||
**{{nerf|Down aerial's late hit deals 1% less damage (13% → 12%).}} | **{{nerf|Down aerial's late hit deals 1% less damage (13% → 12%).}} | ||
**{{buff|Late down aerial has increased knockback scaling (80 → 100). The removal of [[meteor canceling]] also improves the clean hit's edgeguarding potential.}} | **{{buff|Late down aerial has increased knockback scaling (80 → 100). The removal of [[meteor canceling]] also improves the clean hit's edgeguarding potential.}} | ||
**{{nerf|Down aerial now pierces opponents, instead of bouncing on them. While this makes it significantly easier to hit multiple opponents, it significantly hinders its safety, especially off-stage, as well as its combo potential.}} | **{{nerf|Down aerial now pierces opponents, instead of bouncing on them. While this makes it significantly easier to hit multiple opponents, it significantly hinders its safety, especially off-stage, as well as its combo potential.}} | ||
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===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have increased ranges and can now grab aerial opponents. They also have decreased ending lag (FAF 85 (standing)/FAF 95 (dash/pivot) → 62/72).}} | *{{buff|All grabs have increased ranges and can now grab aerial opponents. They also have decreased ending lag (FAF 85 (standing)/FAF 95 (dash/pivot) → 62/72).}} | ||
*{{nerf|Standing and dash grabs have shorter durations (frames 12-19 (both) → 12-18 (standing), frames 14-21 (dash)). Dash grab also has increased start-up lag (frame 12 → 14).}} | *{{nerf|Standing and dash grabs have shorter durations (frames 12-19 (both) → 12-18 (standing), frames 14-21 (dash)). Dash grab also has increased start-up lag (frame 12 → 14).}} | ||
*{{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 | **{{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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*[[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 | **{{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= | |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= | |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= | |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= | |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= | |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. | ||
|fsmashcount=2 | |fsmashcount=2 | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|10}} | |fsmashdmg={{ChargedSmashDmgSSB4|10}} | ||
|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= | |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 | |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. | ||
|dsmashcount=2 | |dsmashcount=2 | ||
|dsmashname= | |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= | |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 | |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. | ||
|fairname= | |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= | |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= | |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= | |dairname= | ||
|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= | |zairname=[[Hookshot]] | ||
|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 | ||
|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= | |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= | |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= | |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= | |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= | |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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|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 | |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}}. | ||
|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, | |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]]. | ||
|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 | |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.}} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|desc-up=Sheathes the Master Sword and places the Hero's Shield on his back as he conducts with the [[zeldawiki:Wind Waker (Item)|Wind Waker]], then strikes a pose and smiles while facing/looking away from the screen. | |desc-up=Sheathes the Master Sword and places the Hero's Shield on his back as he conducts with the [[zeldawiki:Wind Waker (Item)|Wind Waker]], then strikes a pose and smiles while facing/looking away from the screen. | ||
|desc-side=Sheathes the Master Sword and places the Hero's Shield on his back as he watches a {{s|zeldawiki|fairy}} fly around him. Like Toon Link, the fairy's design is from ''The Legend of Zelda: The Wind Waker''. | |desc-side=Sheathes the Master Sword and places the Hero's Shield on his back as he watches a {{s|zeldawiki|fairy}} fly around him. Like Toon Link, the fairy's design is from ''The Legend of Zelda: The Wind Waker''. | ||
|desc-down= | |desc-down=Wildly swings the Master Sword in front of himself while yelling in a panicked tone, then runs out of breath while sporting a comically exhausted expression as he faces/looks away from the screen.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
{{Idle | {{Idle | ||
|desc-1 | |desc-1=Taps the edge of his boot on the ground. | ||
|desc-2=Looks around himself. | |||
|image-1=ToonLinkIdlePose1WiiU.jpg | |image-1=ToonLinkIdlePose1WiiU.jpg | ||
|image-2=ToonLinkIdlePose2WiiU.jpg}} | |image-2=ToonLinkIdlePose2WiiU.jpg}} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
Line 435: | Line 386: | ||
''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 | See also: [[:Category:Toon Link professionals (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]]. | ||
Line 441: | Line 392: | ||
*{{Sm|Hyuga|Mexico}} - Previously the best Toon Link player in the world but has since been banned from most tournaments outside of Mexico. Placed 3rd at both {{Trn|Smash Factor 4}} and {{Trn|Low Tier City 4}}, 4th at {{Trn|2GGT: Mexico Saga}}, 5th at {{Trn|CEO 2016}}, and 9th at {{Trn|GENESIS 3}} with wins over players such as {{Sm|Nairo}}, {{Sm|MkLeo}}, and {{Sm|Ally}}. Formerly ranked 22nd on the [[Panda Global Rankings v2]]. | *{{Sm|Hyuga|Mexico}} - Previously the best Toon Link player in the world but has since been banned from most tournaments outside of Mexico. Placed 3rd at both {{Trn|Smash Factor 4}} and {{Trn|Low Tier City 4}}, 4th at {{Trn|2GGT: Mexico Saga}}, 5th at {{Trn|CEO 2016}}, and 9th at {{Trn|GENESIS 3}} with wins over players such as {{Sm|Nairo}}, {{Sm|MkLeo}}, and {{Sm|Ally}}. Formerly ranked 22nd on the [[Panda Global Rankings v2]]. | ||
*{{Sm|Jdizzle|Australia}} - The best Toon Link player in Australia. Placed 4th at {{Trn|SXC2K16}}, 9th at {{Trn|Battle Arena Melbourne 9}}, {{Trn|Expand Gong 3}}, and {{Trn|Battle Arena Melbourne 10}}, and 49th at {{Trn|2GG: Hyrule Saga}} with wins over players such as {{Sm|Charliedaking}}, {{Sm|Lui$}}, and {{Sm|Meru}}. Ranked 2nd on the [[Australian Power Rankings]]. | *{{Sm|Jdizzle|Australia}} - The best Toon Link player in Australia. Placed 4th at {{Trn|SXC2K16}}, 9th at {{Trn|Battle Arena Melbourne 9}}, {{Trn|Expand Gong 3}}, and {{Trn|Battle Arena Melbourne 10}}, and 49th at {{Trn|2GG: Hyrule Saga}} with wins over players such as {{Sm|Charliedaking}}, {{Sm|Lui$}}, and {{Sm|Meru}}. Ranked 2nd on the [[Australian Power Rankings]]. | ||
*{{Sm|L.U.C.Y|USA}} - Placed 4th at {{Trn|No Fun Allowed 2}}, 9th at {{Trn|Super Smash Fight Club}}, 13th at both {{Trn|Austin's Really Feeling It 16}} and {{Trn|Clutch City Clash 2}}, and 25th at {{Trn|DreamHack Austin 2017}} with wins over players such as {{Sm|Lima}}, {{Sm| | *{{Sm|L.U.C.Y|USA}} - Placed 4th at {{Trn|No Fun Allowed 2}}, 9th at {{Trn|Super Smash Fight Club}}, 13th at both {{Trn|Austin's Really Feeling It 16}} and {{Trn|Clutch City Clash 2}}, and 25th at {{Trn|DreamHack Austin 2017}} with wins over players such as {{Sm|Lima}}, {{Sm|Jayson}}, and {{Sm|Jumbolias}}. Formerly ranked 7th on the [[Texas Power Rankings]]. | ||
*{{Sm|Ri-ma|Japan}} - One of the best Toon Link players in Japan. Placed 7th at {{Trn|Sumabato 12}}, 9th at both {{Trn|Umebura Tokaigi Qualifier}} and {{Trn|EVO Japan 2018}}, and 13th at both {{Trn|The Big House 6}} and {{Trn|Umebura T.A.T.}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|komorikiri}}, and {{Sm|Kirihara}}. | *{{Sm|Ri-ma|Japan}} - One of the best Toon Link players in Japan. Placed 7th at {{Trn|Sumabato 12}}, 9th at both {{Trn|Umebura Tokaigi Qualifier}} and {{Trn|EVO Japan 2018}}, and 13th at both {{Trn|The Big House 6}} and {{Trn|Umebura T.A.T.}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|komorikiri}}, and {{Sm|Kirihara}}. | ||
*{{Sm|Sigma|Japan}} (#72) - The best Toon Link player in the world. Placed 1st at both {{Trn|Sumabato 22}} and {{Trn|Sumabato 25}}, 5th at {{Trn|KSB 2017}}, 7th at {{Trn|Umebura 26}}, and 9th at both {{Trn|Umebura S.A.T.}} and {{Trn|EVO Japan 2018}} with wins over players such as {{Sm|ESAM}}, {{Sm|komorikiri}}, and {{Sm|Nietono}}. Ranked 16th on the [[JAPAN Power Rankings]]. | *{{Sm|Sigma|Japan}} (#72) - The best Toon Link player in the world. Placed 1st at both {{Trn|Sumabato 22}} and {{Trn|Sumabato 25}}, 5th at {{Trn|KSB 2017}}, 7th at {{Trn|Umebura 26}}, and 9th at both {{Trn|Umebura S.A.T.}} and {{Trn|EVO Japan 2018}} with wins over players such as {{Sm|ESAM}}, {{Sm|komorikiri}}, and {{Sm|Nietono}}. Ranked 16th on the [[JAPAN Power Rankings]]. | ||
*{{Sm|yeti|USA}} - Co-mained Toon Link alongside {{SSB4|Mega Man}}. Placed 4th at {{Trn|The Big House 8}}, 7th at {{Trn|Midwest Mayhem 5}}, 9th at both {{Trn|Showdown: Battle Royale 3}} and {{Trn|SoCal Regionals 2018}}, and 13th at {{Trn|Endgame}} with wins over players such as {{Sm|Salem}}, {{Sm|8BitMan}}, and {{Sm|BestNess}}. Ranked 1st on the [[Minnesota Smash 4 Power Rankings]]. | *{{Sm|yeti|USA}} - Co-mained Toon Link alongside {{SSB4|Mega Man}}. Placed 4th at {{Trn|The Big House 8}}, 7th at {{Trn|Midwest Mayhem 5}}, 9th at both {{Trn|Showdown: Battle Royale 3}} and {{Trn|SoCal Regionals 2018}}, and 13th at {{Trn|Endgame}} with wins over players such as {{Sm|Salem}}, {{Sm|8BitMan}}, and {{Sm|BestNess}}. Ranked 1st on the [[Minnesota Smash 4 Power Rankings]]. | ||
*{{Sm|Zan|USA}} - Placed 7th at {{Trn|2GGT: KTAR Saga}}, 9th at {{Trn|2GGT: FOW Saga}}, 17th at {{Trn|2GGT: Abadango Saga}}, and 33rd at both {{Trn|Super Smash Con 2016}} and {{Trn|Super Smash Con 2018}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|VoiD}}, and {{Sm|Abadango}}. Ranked 19th on the [[SoCal Smash 4 Power Rankings|SoCal All-Time Smash 4 Power Rankings]]. | *{{Sm|Zan|USA}} - Placed 7th at {{Trn|2GGT: KTAR Saga}}, 9th at {{Trn|2GGT: FOW Saga}}, 17th at {{Trn|2GGT: Abadango Saga}}, and 33rd at both {{Trn|Super Smash Con 2016}} and {{Trn|Super Smash Con 2018}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|VoiD}}, and {{Sm|Abadango}}. Ranked 19th on the [[SoCal Smash 4 Power Rankings|SoCal All-Time Smash 4 Power Rankings]]. | ||
== | ===Tier placement and history=== | ||
Upon ''SSB4''{{'}}s release, players had high expectations of Toon Link because of his success in ''Brawl''. While players realized that his power had been toned down since ''Brawl'', the adoption of a new playstyle that is more reliant on his {{b|Bomb|Toon Link}} allowed him to attain roughly the same potency that he possessed in ''Brawl''. Despite having sparse tournament results, Toon Link nevertheless found success thanks to professionals like {{Sm|Hyuga}}, {{Sm|Zan}}, {{Sm|Anaky}} and {{Sm|Sigma}} achieving very favorable results in their respective regions. Opinions of Toon Link further improved when Hyuga announced his participation in [[GENESIS 3]], where he placed 9th. As a result of his early success, Toon Link was ranked 22nd on the first [[tier list]]. | |||
Expectations of Toon Link remained high thanks to Hyuga placing 9th at [[Pound 2016]], 4th at [[2GGT: Mexico Saga]] and 5th at [[CEO 2016]], while Zan and some Japanese players also achieved respectable placings at [[2GGaming]] and local Japanese tournaments, respectively. As such, Toon Link ranked at 17th on the second tier list. However, after Hyuga became inactive after [[EVO 2016]], Toon Link's representation and success at the national level noticeably decreased. While {{Sm|3xA}}, {{Sm|Ri-ma}} and {{Sm|Xorn}} managed to achieve respectable placings at the regional level in 2016, with Ri-ma also managing to place 13th at the national tournament [[The Big House 6]], Toon Link's tier placement was still considered to be slightly too high. Additionally, despite Hyuga returning to the competitive scene in January 2017 by winning the regional tournament Hail Smash VIII: The Return of the Hero of the Wind, and continuing that success by winning Smash Pendiente 68 a few days later, Toon Link's tier placement nevertheless dropped in subsequent tier lists. He would be ranked 20th on the third tier list, and then 23rd on the fourth and current tier list. | |||
==[[Trophies]]== | |||
:'''Toon Link''' | |||
::{{flag|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.'' | |||
::{{flag|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.'' | |||
{{Trophy games|console1=gcn|game1=The Legend of Zelda: The Wind Waker (03/2003)|console2=ds|game2=The Legend of Zelda: Spirit Tracks (12/2009)}} | |||
:'''Toon Link (Alt.)''' | |||
::{{flag|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.'' | |||
::{{flag|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!'' | |||
{{Trophy games|console1=gcn|game1=The Legend of Zelda: The Wind Waker (03/2003)|console2=ds|game2=The Legend of Zelda: Spirit Tracks (12/2009)}} | |||
:'''Triforce Slash (Toon Link)''' | |||
::{{flag|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.'' | |||
::{{flag|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.'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
ToonLinkTrophy3DS.png|Classic (3DS) | |||
ToonLinkAltTrophy3DS.png|Alt. (3DS) | |||
ToonLinkTrophyWiiU.png|Classic (Wii U) | |||
ToonLinkAltTrophyWiiU.png|Alt. (Wii U) | |||
TriforceSlashToonLinkTrophyWiiU.png|[[Triforce Slash]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
{{ | * '''[[All-Star Battle: Secret]]''': Toon Link is one of the opponents fought in this event. All of the opponents have been unlockable characters in previous ''Super Smash Bros.'' games. | ||
| | * '''[[Four Swords Adventures]]''': Toon Link must defeat three other Toon Links in a [[Stamina Mode|Stamina Battle]]. | ||
| | * '''[[It's Past Your Bedtime!]]''': As {{SSB4|Jigglypuff}}, the player must use [[Sing]] to put Toon Link, {{SSB4|Bowser Jr.}} and {{SSB4|Ness}} to sleep at the same time. | ||
| | * '''[[The Ultimate Swordsman]]''': As {{SSB4|Ike}}, the player must defeat Toon Link, {{SSB4|Link}}, {{SSB4|Marth}}, {{SSB4|Meta Knight}}, male {{SSB4|Robin}}, female Robin and {{SSB4|Shulk}}. All of the opponents wield swords. | ||
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}} | |||
{{ | |||
===Co-op Events=== | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
* '''[[Scheming Sorcerer]]''': Toon Link and {{SSB4|Yoshi}} must defeat a male Robin, a female Robin, a [[metal]] male Robin and a [[Giant (disambiguation)|giant]] metal female Robin. | |||
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==[[Alternate costume (SSB4)#Toon Link|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Toon Link|Alternate costumes]]== |