Super Smash Bros. 4

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As a zoning-oriented character, Toon Link possesses a number of [[projectile]]s. His [[Hero's Bow]], [[Boomerang]] and {{B|Bomb|Link}} enable him to not only force approaches, but also to camp effectively. In addition to these strengths, Boomerang and Bomb boast combo potential, with the latter being his most varied and useful combo starter. Thanks to its explosion no longer damaging Toon Link upon contact with an opponent, Bomb now grants him a number of follow-ups at varying percentages. With precise usage, it can be followed by his up smash or forward aerial even at high percentages, both of which are among his most viable KOing options. 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.
As a zoning-oriented character, Toon Link possesses a number of [[projectile]]s. His [[Hero's Bow]], [[Boomerang]] and {{B|Bomb|Link}} enable him to not only force approaches, but also to camp effectively. In addition to these strengths, Boomerang and Bomb boast combo potential, with the latter being his most varied and useful combo starter. Thanks to its explosion no longer damaging Toon Link upon contact with an opponent, Bomb now grants him a number of follow-ups at varying percentages. With precise usage, it can be followed by his up smash or forward aerial even at high percentages, both of which are among his most viable KOing options. 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 arguably the most effective of these: it can combo into itself, an 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 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.
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 and Clawshot|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.
Unlike in ''Brawl'', Toon Link's [[Hookshot and Clawshot|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.
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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, and while 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 Toon Link needs to have precise timing and positioning in order for said combos to be performed properly. To compound this, his 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, and while 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 Toon Link needs to have precise timing and positioning in order for said combos to be performed properly. To compound this, his grabs still have considerable start-up and ending lag, although such a flaw is typical of tether grabs.


In addition to these new flaws, Toon Link has retained some from ''Brawl''. His floatiness makes him particularly susceptible to strong vertical attacks, and renders his recovery quite predictable in spite of its improvements. However, unlike other floaty characters, he cannot use his floatiness to perform long aerial combos because of his aerials' considerable ending lag. This is most evident with back aerial, which is much less effective at combos than it was in ''Brawl'' because of its much higher ending lag. By extension, Toon Link's frame data in regard to start-up and landing lag is below average. Lastly, Toon Link's range is flawed like {{SSB4|Meta Knight}}'s: despite being disjointed, it is nevertheless short in comparison to other sword-wielding characters, which makes it necessary for Toon Link to rely on his zoning potential to set up and capitalize on openings.
In addition to these new flaws, Toon Link has retained some from ''Brawl''. His floatiness makes him particularly susceptible to strong vertical attacks, and renders his recovery quite predictable in spite of its improvements. However, unlike other floaty characters, he cannot use his floatiness to perform long aerial combos because of his aerials' considerable ending lag. This is most evident with back aerial, which is much less effective at combos than it was in ''Brawl'' because of its much higher ending lag. By extension, Toon Link's frame data in regard to start-up and landing lag is below-average. Lastly, Toon Link's range is flawed like {{SSB4|Meta Knight}}'s: despite being disjointed, it is nevertheless short in comparison to other sword-wielding characters, which makes it necessary for Toon Link to rely on his zoning potential to set up and capitalize on openings.


In regard to [[Character customization|custom moves]], Toon Link has a number of useful ones at his disposal. Fire Arrow is incredibly useful for spacing, as it allows him to greatly hinder an opponent's approach. It is also capable of functioning as a [[Lock#Jab lock|jab lock]] at any percentage, or act as a set-up into a number of attacks, particularly his aerials. Floating Boomerang deals a considerable amount of [[hitstun]], which makes it a useful combo option to catch opponents off guard when used correctly. Flying Spin Attack boasts impressive KO potential near the upper blast line, and has an even more reliable [[Edge sweet spot|edge sweetspot]]. Lastly, Short-Fused Bomb is useful for ranged punishment, starting combos and even KOing.
In regard to [[Character customization|custom moves]], Toon Link has a number of useful ones at his disposal. Fire Arrow is incredibly useful for spacing, as it allows him to greatly hinder an opponent's approach. It is also capable of functioning as a [[Lock#Jab lock|jab lock]] at any percentage, or act as a set-up into a number of attacks, particularly his aerials. Floating Boomerang deals a considerable amount of [[hitstun]], which makes it a useful combo option to catch opponents off guard when used correctly. Flying Spin Attack boasts impressive KO potential near the upper blast line, and has an even more reliable [[Edge sweet spot|edge sweetspot]]. Lastly, Short-Fused Bomb is useful for ranged punishment, starting combos and even KOing.

Revision as of 04:03, November 2, 2017

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


Availability Starter
Final Smash Triforce Slash
Tier B (20)
Toon Link (SSB4)

Toon Link (トゥーンリンク, Toon Link) is a playable character in Super Smash Bros. 4. His return to the series was announced in a Director's Room Miiverse post on September 26th, 2013, which also commemorated The Legend of Zelda: The Wind Waker HD being released in Japan on the same day.[1] Sachi Matsumoto reprises her role as Toon Link's voice actor, albeit via voice clips recycled from Super Smash Bros. Brawl.

Toon Link is currently ranked 20th out of 58 on the tier list, placing him in the B tier. This is roughly comparable to his placement in Brawl, where he was ranked 13th out of 38, although he is now assessed as a high-tier character instead of a mid-tier character. Toon Link has multiple projectiles, which grant him a powerful zoning game and enable him to follow up into different moves; his Bomb 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 thanks to its significantly higher knockback, 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 is also rather unimpressive in spite of his floatiness, as his aerial attacks' high ending lag prevents them from partaking in long combos. Lastly, as Toon Link's combo game largely relies on his projectiles, reflection-based moves can both significantly hinder his combo game and turn his projectiles against him.

Toon Link has achieved impressive tournament results, thanks to the efforts of professionals like Zan and Hyuga, the latter of whom placed 9th at GENESIS 3 and 5th at CEO 2016. However, after Hyuga was banned from competing in tournaments following EVO 2016, Toon Link's results plummeted significantly, to the point that he has achieved respectable results only at the regional level. Although Hyuga returned to the competitive scene in January 2017 by winning Hail Smash VIII: The Return of the Hero of the Wind, and then winning Smash Pendiente 68 a few days later, Toon Link's tier placement has nevertheless become debatable.

Attributes

The majority of Toon Link's attributes noticeably differ from those of his alternate timeline counterpart. Toon Link is among the lighter middleweights, yet boasts above-average dashing speed and air acceleration, as well as the ability to wall jump. However, his falling and fast falling speeds are both slow, while his gravity is low. Although they differ on the majority of their attributes, Toon Link and Link both have above-average walking speeds and slow air speeds. Like Link, he also wields his respective version of the Master Sword and possesses two shields, instead of just one. The Master Sword grants Toon Link disjointed range and an above-average damage output, while the Hero's Shield blocks opposing projectiles if he is standing still or walking.[2] Overall, Toon Link's attributes render him as a fairly quick, yet fairly floaty character.

As a zoning-oriented character, Toon Link possesses a number of projectiles. His Hero's Bow, Boomerang and Bomb enable him to not only force approaches, but also to camp effectively. In addition to these strengths, Boomerang and Bomb boast combo potential, with the latter being his most varied and useful combo starter. Thanks to its explosion no longer damaging Toon Link upon contact with an opponent, Bomb now grants him a number of follow-ups at varying percentages. With precise usage, it can be followed by his up smash or forward aerial even at high percentages, both of which are among his most viable KOing options. 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 canceled 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 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.

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, and while 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 Toon Link needs to have precise timing and positioning in order for said combos to be performed properly. To compound this, his grabs still have considerable start-up and ending lag, although such a flaw is typical of tether grabs.

In addition to these new flaws, Toon Link has retained some from Brawl. His floatiness makes him particularly susceptible to strong vertical attacks, and renders his recovery quite predictable in spite of its improvements. However, unlike other floaty characters, he cannot use his floatiness to perform long aerial combos because of his aerials' considerable ending lag. This is most evident with back aerial, which is much less effective at combos than it was in Brawl because of its much higher ending lag. By extension, Toon Link's frame data in regard to start-up and landing lag is below-average. Lastly, Toon Link's range is flawed like Meta Knight's: despite being disjointed, it is nevertheless short in comparison to other sword-wielding characters, which makes it necessary for Toon Link to rely on his zoning potential to set up and capitalize on openings.

In regard to custom moves, Toon Link has a number of useful ones at his disposal. Fire Arrow is incredibly useful for spacing, as it allows him to greatly hinder an opponent's approach. It is also capable of functioning as a jab lock at any percentage, or act as a set-up into a number of attacks, particularly his aerials. Floating Boomerang deals a considerable amount of hitstun, which makes it a useful combo option to catch opponents off guard when used correctly. Flying Spin Attack boasts impressive KO potential near the upper blast line, and has an even more reliable edge sweetspot. Lastly, Short-Fused Bomb is useful for ranged punishment, starting combos and even KOing.

Ultimately, Toon Link's lowered overall damage output necessitates using his useful projectiles and combo game to continually rack up damage before he can attempt to score KOs with his smash attacks, forward aerial, clean up aerial and back throw. Although his potency has been lowered somewhat since Brawl, Toon Link is still a viable character when his strengths are properly utilized. This is evident by Xorn, Ri-ma and 3xA achieving respectable placings at regional tournaments, while Hyuga has won a number of regional tournaments and, like Zan, achieved above-average placings at national tournaments.

Changes from Brawl

Toon Link received both buffs and nerfs in the transition from Brawl to SSB4, but was overall slightly nerfed. He gained some important buffs to his mobility, Boomerang and Bomb's utility and, most noticeably, his Hookshot. His grabs have longer ranges and durations, as well as significantly less ending lag, his back throw is now one of his most viable KOing options, and Hookshot covers significantly more distance as a tether recovery. Bomb also no longer damages Toon Link on contact with an opponent, making it very useful in melee combat when combined with his Boomerang, particularly when followed up with KOing options like his forward aerial.

However, Toon Link has also received some noticeable nerfs. Although his overall damage output remains above average, it has nevertheless lowered, which has particularly hindered his smash attacks' KO potentials. Back aerial's excellent combo potential has been significantly toned down, whereas down aerial is much harder to use for spacing and damage racking because of it now piercing opponents. Lastly, Spin Attack's overall recovery distance has slightly decreased, which necessitates using Toon Link's wall jump and tether recovery more often than not.

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 The Legend of Zelda: The Wind Waker and The Legend of Zelda: The Wind Waker HD.
  • Change Super Smash Bros. for Nintendo 3DSToon Link is slightly less expressive. He now smiles only during his up taunt, Wind Waker victory pose, and defeated/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 Super Smash Bros. for Wii UToon Link is slightly more expressive. He now winces in pain upon being screen KO'd, raises his eyebrows in surprise during his side taunt, winces depressingly while laying prone or supine, and his irises shrink when he is grabbed, hit, or launched. Each of these new expressions are based on the Picto Box's respective "pained", "awestruck" and "distressed" expressions that are available via its selfie feature in The Wind Waker HD.
  • Change Toon Link's hat now Super Smash Bros. for Nintendo 3DSdisobeys gravity and usually stays in a limp position while he is falling instead of the tip swaying above the rest of his body, or Super Smash Bros. for Wii Usways depending on whether he is jumping or falling, with the tip swaying above his body while he is falling.
  • Change Up taunt has updated sound effects.
  • Change Side taunt's visual effects have changed. Toon Link now watches a fairy fly around him before she disappears.[3]
  • Change Whenever the Master Sword is swung, its blade now glows Alice blue, instead of whitish turquoise. This makes it appear almost identical to its appearance in The Wind Waker and The Wind Waker HD when its power to repel evil is fully restored. Additionally, its trail is now white and produces afterimages, instead of being a whitish turquoise blur. Lastly, its swings are now slightly higher pitched.
  • Change The Hero's Shield is now dark taupe, instead of cordovan. Its metal decals, bolts and rim are also silver and polished, instead of gray and tarnished.

Attributes

  • Change Toon Link is heavier (92 → 93).
  • Buff Toon Link walks faster (1.22 → 1.2265).
  • Buff Toon Link dashes faster (1.65 → 1.7325).
  • Buff Toon Link's gravity is higher (0.07 → 0.079). This slightly improves his aerial mobility, and somewhat alleviates the drawbacks of his floatiness.
  • Buff Rolls have decreased ending lag (frame 37 → 27).
  • Nerf Sidestep has increased ending lag (frame 22 → 25).
  • Buff Air dodge has decreased ending lag (frame 49 → 31).
  • Nerf Rolls, sidestep and air dodge have decreased intangibility frames (frames 4-19 → 4-14 (rolls), frames 2-20 → 2-15 (sidestep), frames 4-29 → 2-25 (air dodge)).
  • Buff Toon Link now raises his Hero's Shield when a projectile or explosion hits it,[2] improving its reliability.
  • Change After using his Hookshot to grab an edge, Toon Link will now swing under an edge with his momentum intact, instead of immediately stopping directly below the edge.

Ground attacks

  • Nerf Neutral attack's last hit deals 1% less damage (5% → 4%), although its base knockback was compensated (30 → 55).
  • Buff Neutral attack's first and second hits' hitboxes have been re-positioned. Additionally, its first hit's angles have been altered (361°/80°/80° → 50°/80°/88°). Lastly, neutral attack's last hit has a larger hitbox (3.5u → 4.2u). Altogether, these changes make its hits connect together better.
  • Change Neutral attack's last hit's angle has been altered (40° → 48°).
  • Nerf Forward tilt's semi-spike sweetspot has been re-positioned to the center of the blade. Additionally, it has received a sourspot at the base of the Master Sword's blade. Lastly, it has increased ending lag (frame 32 → 34).
  • Buff Forward tilt has increased knockback (20 (base)/96/90 (growth) → 25/102), improving it spacing potential. It also has decreased start-up lag (frame 10 → 9) and a longer duration (frames 10-13 → 9-13).
  • Buff Up tilt deals 4% less damage (9% → 5%), although its knockback growth was compensated (122/130/124/123 → 140). It also has decreased ending lag (frame 30 → 26). These changes significantly improve its combo potential.
  • Nerf Up tilt has a shorter duration (frames 8-14 → 8-12).
  • Buff Down tilt deals 2% less damage (9% → 7%), although its base knockback was compensated (20 → 30). Its chance of tripping has also increased (40% → 50%). These changes improve its set-up potential.
  • Nerf Dash attack deals 2% less damage (10% (blade)/8% (tip) → 8%/6%), although its knockback was compensated (35 (base)/32 (growth) → 70/70). Its angle has also been altered (0° → 65°), removing its ability to lock and significantly hindering its edge-guarding potential.
  • Nerf Dash attack has lost its ability to trip opponents, significantly hindering its set-up potential.
  • Nerf Forward smash's second hit now deals consistent damage (13%/11% → 11%), although its knockback was compensated (32/25/20 (base)/106 (growth) → 32/130).
  • Buff Forward smash has increased vertical range. Its first hit also has altered knockback (0 (base)/110 (growth) → 49/54/56/60 (base)/10 (growth)) and angles (80°/76°/45°/10° → 75°/55°/45°/40°). These changes allow its hits to connect together better.
  • Change The window of time that the attack button can be pressed after forward smash's first hit has been significantly tightened. This decreases the possibility of accidentally using its second hit, but makes it so that the delay between the first and second hits cannot be abused before using the second hit.
  • Nerf Up smash deals less damage (15% (clean)/11% (late) → 13%/10%), although its knockback was compensated (30 (base)/93 (growth) → 43/94). It also has increased ending lag (frame 38 → 43).
  • Nerf Down smash's second hit deals 4% less damage (11% → 7%), although its knockback was compensated (30 (base)/107 (growth) → 60/130).
  • Change Down smash's first hit has decreased weight-based knockback (80/120/150 → 60/140). This makes it connect together better with its second hit, but removes its KO potential against aerial opponents.

Aerial attacks

  • Nerf Neutral aerial deals less damage (10% (both) → 8.5% (front)/7% (back)).
  • Buff Neutral aerial has decreased landing lag (15 frames → 12).
  • Buff Forward aerial has altered knockback (22 (base)/100 (growth) → 35/98), slightly improving its KO potential.
  • Nerf Neutral, forward and back aerials have increased ending lag (frame 40 → 42 (neutral), frame 38 → 39 (forward), frame 31 → 46 (back)), significantly hindering back aerial's combo potential.
  • Buff Back aerial deals 1% more damage (10% → 11%).
  • Nerf Back aerial has increased start-up, (frame 6 → 7), landing lag (10 frames → 17) and a shorter duration (frames 6-10 → 7-9).
  • Nerf Late up and down aerials deal 1% less damage (12% → 11% (up), 13% → 12% (down)), although the latter's knockback growth was compensated (80 → 100).
  • Nerf Down aerial has increased start-up lag (frame 12 (clean)/frame 19 (late) → 17/26). Late down aerial also has a shorter duration (frames 19-64 → 26-64).
  • Buff Clean down aerial has a longer duration (frames 12-18 → 17-25).
  • Buff Down aerial's windbox is larger, improving its safety.
  • Change Down aerial now pierces opponents, instead of bouncing on them. This makes it significantly easier to hit multiple opponents, but significantly hinders its safety while off-stage.
  • Buff Grab aerial's range is three times longer as a tether recovery, significantly improving its recovery potential.
  • Nerf Grab aerial has increased ending (frame 71 → 75) and landing lag (2 frames → 8).
  • Change Using grab aerial while holding a Bomb results in Toon Link dropping it and using his Hookshot at the same time, instead of simply dropping the Bomb. This makes Bomb's advanced techniques, such as the ZAC and iZAC, significantly more difficult to perform. However, the ability to use these attacks at the same time opens up possibilities for new advanced techniques.

Throws/other attacks

  • Buff All grabs have increased ranges and can now grab aerial opponents. They also have decreased ending lag (frame 85 (standing)/frame 95 (dash/pivot) → 62/72).
  • Nerf Standing and dash grabs have shorter durations (frames 12-19 → 12-18 (standing), frames 14-21 (dash)).
  • Change Hookshot now Super Smash Bros. for Nintendo 3DSflies and retracts in a straight line like the Hookshot in SSB, or Super Smash Bros. for Wii Ugoes limp once fully extended.[4] However, this is merely aesthetic.
  • Buff Forward throw has altered knockback (40 (base)/120 (growth) → 60/110), improving its spacing potential.
  • Buff Back throw now consists of a throw hitbox, instead of a hitbox and a throw hitbox. It also has increased knockback (30 (base)/110 (growth) → 60/120). These changes grant it KO potential in spite of its damage output remaining unchanged.
  • Nerf Due to its angle being altered (30° → 130°), back throw is no longer a semi-spike.
  • Buff Up throw has increased knockback (24 (base)/200 (growth) → 25/220) and its angle has been altered (90° → 92°), slightly improving its set-up potential.
  • Change Down throw has increased knockback growth (60 → 110) and its angle has been altered (100° → 110°). This improves its spacing potential, but significantly hinders its set-up potential.
  • Bug fix Down throw's first hit now always hits Jigglypuff.
  • Nerf Edge attack deals less damage (8%/10% → 7%). It also has the shorter vertical range of his 100%+ edge attack from Brawl.
  • Buff Edge attack is significantly faster.

Special moves

  • Buff Hero's Bow charges faster. Charged Hero's Bow also travels farther, improving its zoning potential.
  • Nerf The removal of Quickdrawing significantly hinders Hero's Bow's utility.
  • Buff Boomerang travels farther, improving its zoning potential.
  • Buff Uncharged Spin Attack's last hit has altered knockback (25 (base)/160 (growth) → 70/141), improving its spacing potential.
  • Buff Aerial Spin Attack's hits connect together better and its last hit has increased knockback back growth (163 → 170), improving its KO potential.
  • Buff Uncharged and aerial Spin Attack have decreased start-up (frame 11 (both) → 9 (uncharged)/8 (aerial)) and ending lag (frame 83 → 81).
  • Nerf Aerial Spin Attack covers slightly less vertical and horizontal distance, hindering its recovery potential.
  • Change Spin Attack's visual effects have changed. It now emits a jagged, whitish harelquin trail,[5] instead of a smooth, whitish turquoise trail. This makes it appear almost identical to the Hurricane Spin.
  • Buff The weakening of SDI makes Spin Attack significantly more difficult to escape from.
  • Change If a Bomb hits the opponent or their shield, the explosion will not affect Toon Link. However, if the opponent grabs a Bomb and throws it back at Toon Link or another opponent, the explosion will not harm them either.
  • Nerf Bomb's explosion is absorbable.
  • Change Super Smash Bros. for Wii UBomb is slightly larger. However, this is merely aesthetic.
  • Nerf Triforce Slash deals 18% less damage (78% → 60%).

Update history

Toon Link has been buffed slightly via game updates. Update 1.0.6 saw his Hero's Shield become capable of blocking Fox and Falco's Blasters, resulting in Toon Link now being capable of properly blocking any characters' projectiles so long as he stands still or walks. Update 1.1.0 saw his grab game improved even further, as his pivot and dash grabs' start-up lag were reverted to their values from Brawl.

Unlike his alternate timeline counterpart, Toon Link is neither helped or hindered by the changes to the shield mechanics brought about by updates 1.1.0 and 1.1.1. Lastly, update 1.1.4 improved his forward smash by enabling its first hit to connect better with its second hit.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Nerf The period Toon Link can be at his maximum fall speed before using hard landing lag has been shortened (4 frames → 3).
  • Buff Neutral aerial has less landing lag (15 frames → 12).
  • Bug fix Toon Link can no longer throw a bomb with down special to cancel landing lag (outside of special moves which already could not be canceled).
    • Nerf This hinders the safety of his aerials and air dodge, hinders the combo potential of his aerials and it prevents Toon Link from canceling hitstun if he lands while in non-tumble hitstun.
  • Bug fix Toon Link can no longer throw a bomb with down special to cancel tumble hitstun.
    • Nerf This not only makes Toon Link considerably more susceptible to combos, since he can no longer throw a bomb to cancel the hitstun and act sooner but this also considerably hinders his endurance, since he can no longer throw a bomb and then utilise momentum canceling to survive longer.


Super Smash Bros. 4 1.0.6

  • Buff Hero's Shield now blocks Blasters, improving its reliability.
  • Change Down smash's first hit's weight-based knockback decreased: 80/150 → 60/120. This makes it connect together better with its second hit, but removes its KO potential against aerial opponents.

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack's first and second hits' hitboxes re-positioned, and its last hit's hitbox size increased: 3.5u → 4.2u. These changes make its hits connect together better.

Super Smash Bros. 4 1.1.0

  • Buff Dash and pivot grabs' start-up lag decreased: frame 16 (both) → 14 (dash)/15 (pivot). This restores their start-up lag from Brawl.

Super Smash Bros. 4 1.1.1

  • Buff Sliding Spin Attack improved. It deals 1% more damage: 10% → 11%, received five additional hitboxes, and its grounded version's knockback growth increased.

Super Smash Bros. 4 1.1.4

  • Buff Back aerial landing lag: 22 → 17.
  • Buff Forward smash connects better with the second hit with high amounts of rage, damage or how long it is charged.
  • Buff Spin Attack and Flying Spin Attack have 2 less frames of startup.
  • Nerf Trip invincibility and all trip followups except floor attack have one less frame of invincibility.

Technical changelist 1.1.4

Change Old value New value
Back aerial landing lag 22 17
Spin Attack/Flying Spin Attack start up (uncharged/fully charged) 11/70 9/68
Spin Attack duration (uncharged/fully charged) 82/141 80/139
Trip followup on standing/forward/back 17/10/10 16/9/9
Trip invincibility on hard/soft 6/6 5/5


Moveset

  Name Damage Description
Neutral attack   3% A downward slash, followed by an outward slash, followed by a thrust. The first two hits can be jab canceled, 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 Hero of Time deals to Ganon in The Legend of Zelda: Ocarina of Time.
2%
4%
Forward tilt   9% A lunging downward slash. It has very high knockback growth, as well as a sweetspot located at the center of the 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 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% while near the edge of Final Destination in Super Smash Bros. for Nintendo 3DS, and at 129% in Super Smash Bros. for Wii U.
Up tilt   5% 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.
Down tilt   7% 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.
Dash attack   6% (base), 8% (tip) A lunging outward slash. Its tip deals slightly more damage than its base, but its 38 frames of ending lag make it very punishable.
Forward smash   10% 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% while near the edge of Final Destination in the 3DS version, and at 84% in the Wii U version.
11%
Up smash   13% (early, clean), 10% (late) 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% from anywhere on Final Destination in the 3DS version, and at 114% in the Wii U version. In comparison, its late hitbox KOs them at 159% from anywhere on Final Destination in the 3DS version, and at 149% in the Wii U version.
Down smash   6% (hit 1 grounded, late hit 2), 7% (hit 1 aerial, clean hit 2) 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% while near the edge of Final Destination in the 3DS version, and at 121% in the Wii U version.
Neutral aerial   8.5% (front), 7% (back) 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-canceled 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.
Forward aerial   13% 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% while near the edge of Final Destination in the 3DS version, and at 99% in the Wii U version. In addition to its KO potential, it has combo potential: it can function as a set-up into Spin Attack at low percentages and into a grab aerial at slightly higher percentages, or as a follow-up from Bomb. Due to it hitting on frame 14, however, it is punishable. It appears very similar to the rolling Parry Attack.
Back aerial   11% 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% while near the upper blast line of Final Destination in the 3DS version, and at 109% in the Wii U version. 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% while near the edge of Final Destination in the 3DS version, and at 142% in the Wii U version. Its 36 frames of ending lag also makes it punishable when it is not auto-canceled.
Up aerial   14% (clean), 11% (late) The 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% while near the upper blast line of Final Destination in the 3DS version, and at 89% in the Wii U version. 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.
Down aerial   16% (clean), 12% (late), 5% (landing) The 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.
Grab aerial Hookshot 4% Fires his 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.
Grab Hookshot 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.
Pummel   2.1% Hits the opponent with the Master Sword's pommel. A fairly fast pummel.
Forward throw   3% (hit 1), 4% (throw) 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.
Back throw   7% The 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% while near the edge of Final Destination in the 3DS version, and at 130% in the Wii U version.
Up throw   5% (hit 1), 2% (throw) 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.
Down throw   3% (hit 1), 4% (throw) Pins the opponent to the ground and then performs an 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 misses their tech.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Slashes behind himself and then in front of himself while getting up.
Floor attack (back)
Floor getups (back)
  7% Slashes in front of himself and then behind himself while getting up.
Floor attack (trip)
Floor getups (trip)
  5% Slashes in front of himself and then behind himself while getting up.
Edge attack
Edge getups
  7% Performs an outward slash while climbing up.
Neutral special Default Hero's Bow 4% (uncharged), 12% (fully charged) Wields his Hero's Bow and fires an arrow forward. If the special button is held, Toon Link charges the arrow by drawing farther back on the Hero's Bow, which increases the arrow's damage output and range. Unlike Link's Hero's Bow, Toon Link's version fires arrows that are floaty, which in turn makes them more consistent for zoning.
Custom 1 Fire Bow 2% (uncharged), 6% (charged), 6% (blaze) Fires a 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 Young Link's Fire Bow.
Custom 2 Piercing Bow 1% (uncharged), 6% (charged) Fires an arrow that flies perfectly straight and pierces opponents. However, it has less range and deals noticeably less damage.
Side special Default Boomerang 8% (near), 5% (middle), 3% (return) Throws his Boomerang forward. The Boomerang is always tilted vertically during its flight, and always tilted horizontally during its return. It can be thrown at a variety of diagonal angles with the control stick/circle pad, and three main directions with the directional pad. At close range, it can be used as a set-up into another attack. Like Gale Boomerang, if Toon Link fails to catch his Boomerang, he must wait very briefly before he can use it again. Unlike Gale Boomerang, it damages opponents it comes into contact with upon returning, instead of pushing them toward Toon Link.
Custom 1 Floating Boomerang 4% (all points) The Boomerang is tilted only vertically during its flight and return, which results in its hitbox being consistently larger than Boomerang's throughout its duration. When Toon Link moves during its return, it will also fly on much steeper angles, making it much easier to catch. It disappears if it hits an opponent on the way back, but can then be re-thrown immediately afterward. However, it deals less damage, flies much slower and can be angled only very narrowly when thrown.
Custom 2 High-Speed Boomerang 3% (near), 2% (middle), 1% (return) The Boomerang travels quickly and pierces opponents during its flight and return. However, it deals less damage and is tilted only horizontally during its flight and return, which results in its hitbox being consistently smaller than Boomerang's. It also takes slightly longer to throw and returns only in the direction that it was thrown.
Up special Default Spin Attack 1% (uncharged hits 1-9), 3% (uncharged hit 10), 1%-2% (charged hits 1-9), 4%-5% (charged hit 10), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5) A series of spinning, outward slashes. Its grounded version can be charged to deal more damage, whereas its aerial version consists of a series of spinning inward slashes that covers a respectable amount of vertical distance, but minimal horizontal distance. Unlike Link's Spin Attack, Toon Link's grounded version hits multiple times before launching the opponent. While this makes it capable of damage racking and safer for punishing rolls or get-up options, this also results in it being unsuited for KOing. Like Link's Spin Attack, however, Toon Link's aerial version has KO potential; its last hit KOs middleweights at 146% while near the upper blast line of Final Destination in the 3DS version, and at 137% in the Wii U version.
Custom 1 Sliding Spin Attack 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) 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 Blazer. It is based on the Hurricane Spin.
Custom 2 Flying Spin Attack 1% (uncharged hits 1-6), 3% (uncharged hit 7), 4% (uncharged hit 8), 1%-2% (charged hits 1-6), 4% (charged hit 7), 6% (charged hit 8), 4% (aerial hit 1), 2% (aerial hits 2-4), 4% (aerial hit 5) The Spin Attack concludes with a leaping upward slash, regardless of whether it is used on the ground or in the air. Its last hit is strong enough to KO middleweights at 100% while near the upper blast line of Final Destination in the 3DS version. The aerial version grants super armor while Toon Link ascends, while its first loop hits make him ascend slowly before the last hit quickly propels him upward. However, it covers slightly less vertical distance.
Down special Default Bomb 4% (grounded and aerial thrown/smash thrown Bomb at body), 6%-7% (grounded thrown/smash thrown explosion at feet), 8%-9% (aerial thrown/smash thrown explosion at feet) Pulls out a Bomb. Unlike Link's Bomb, Toon Link's version explodes 4.98 seconds (299 frames) after being pulled out and deals less damage itself, whereas its explosion is much larger, deals more damage when smash thrown at the opponent's feet, and has less knockback growth. Thanks to its low base knockback and average knockback growth, it is arguably Toon Link's best combo option. Like Link's Bomb, Toon Link's version can hurt him unless it hits an opponent first, which in turn can be used to remove him from helplessness.
Custom 1 Time Bomb 0.5%-2% (grounded thrown/smash thrown Bomb at body, feet), 2%-4% (aerial thrown/smash thrown Bomb at body, feet), 5% (grounded/aerial thrown/smash thrown explosion) The Bomb is smaller, has a shorter fuse and covers much less distance when thrown or smash thrown. It also cannot explode when directly thrown at opponents, as they will bounce off of them instead. Although its damage output and explosion are both minuscule, it has extremely high knockback. This makes it useful for zoning and, unlike Bomb, capable of KOing when its explosion hits an opponent, regardless of whether it is thrown or smash thrown from the ground or the air. Its explosion KOs middleweights at 70% while near the edge of Final Destination in the 3DS version.
Custom 2 Short-Fused Bomb 9%-10% (grounded thrown/smash thrown Bomb at body), 11%-12% (grounded thrown/smash thrown explosion at feet), 9%-12% (aerial thrown Bomb at body), 14% (aerial smash thrown explosion at feet) The Bomb is larger and has a much shorter fuse. However, it and its explosion deal noticeably more damage, while its explosion is also very large. It has considerable knockback, but not as much as Time Bomb, and is therefore noticeably less effective at KOing. Due to its very short fuse, it has much better bomb recovery potential than Bomb or Time Bomb.
Final Smash Triforce Slash 1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17) Emits a thin beam of light from the Triforce of Courage symbol on the back of his 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 Smashes 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

  • An explosion appears on-screen and as the smoke fades, Toon Link appears and unsheathes the Master Sword and equips the Hero's Shield.
ToonLinkOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Sheathes the Master Sword and places the Hero's Shield on his back as he conducts with the Wind Waker, then strikes a pose and smiles while facing/looking away from the screen.
  • Side taunt: Sheathes the Master Sword and places the Hero's Shield on his back as he watches a fairy fly around him. Like Toon Link, the fairy's design is from The Legend of Zelda: The Wind Waker.
  • Down taunt: 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.
Up taunt Side taunt Down taunt
ToonLinkUpTauntSSB4.gif ToonLinkSideTauntSSB4.gif ToonLinkDownTauntSSB4.gif

Idle poses

  • Taps the edge of his boot on the ground.
  • Looks around himself.
ToonLinkIdlePose1WiiU.jpg ToonLinkIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Link! Link! Link! Rin-ku!
Pitch Group chant Group chant

Victory poses

An orchestral remix of Get Triforce Fanfare, the theme that plays when Link obtains a Triforce Piece in The Legend of Zelda and has since become the main theme of The Legend of Zelda series.
  • Conducts with the Wind Waker before concluding by striking a pose while smiling.
  • Chases a pig, catches it and raises it in the air triumphantly.
  • Chases a pig, but fails to catch it, which results in him comically tripping and landing on his bottom, then rubbing it in discomfort.
ToonLinkPose1WiiU.gif ToonLinkPose2WiiU.gif ToonLinkPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Toon Link (SSB4) Toon Link 2111 2121 2131 2113 2133
2112 2211 2213 3131 1113

Notable players

Active

Inactive

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 Bomb allowed him to attain roughly the same potency that he possessed in Brawl. Despite not achieving many tournament results, professionals like Hyuga, Zan, Anaky and Sigma have achieved very favorable tournament results in their respective regions, with Hyuga in particular placing 3rd at the national tournament Smash Factor 4. Opinions of Toon Link became even more positive 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 smashers 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 3xA, Ri-ma and Xorn managed to achieve respectable placings at the regional level throughout 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 a bit too high. Additionally, even though Hyuga made his return to the competitive scene in January 2017 by winning the regional tournament Hail Smash VIII: The Return of the Hero of the Wind, and continued that success by winning Smash Pendiente 68 a few days later, Toon Link dropped three spots to his current ranking of 20th on the third and current tier list with some saying he should be even lower due to his lack of results.

Trophies

Toon Link
Ntsc This cartoonish version of Link is how he appeared in The Legend of Zelda: Wind Waker and a few other titles. In Smash Bros., he uses moves much like his older, taller counterpart. His small size gives him extra speed, though, so take advantage of that to send your foes flying.
Pal This cartoonish version of young Link is how he appears in The Legend of Zelda: The Wind Waker and a few other titles. While he shares some moves with his older counterpart, he's a very different fighter. Take advantage of his size and speed to whirl past enemies and bombard them with long-range attacks.
GameCube: The Legend of Zelda: The Wind Waker (03/2003)
Nintendo DS: The Legend of Zelda: Spirit Tracks (12/2009)
Toon Link (Alt.)
Ntsc Toon Link's Bomb move doesn't deal much damage, but the blast radius is pretty big. His bombs can be thrown in all directions, damaging or distracting your foes. Also, his up special Spin Attack keeps him airborne longer than Link's version. For some launching power, use the side smash attack.
Pal Toon Link's bombs don't do much damage, but their large blast radius makes it easy to hit foes with them. You can also throw them in any directions, making them a great diversionary tactic. His Spin Attack gives him more air-time than Link. His side smash may seem weak, but press the button again for a second hit that'll really send 'em flying!
GameCube: The Legend of Zelda: The Wind Waker (03/2003)
Nintendo DS: The Legend of Zelda: Spirit Tracks (12/2009)
Triforce Slash (Toon Link)
Ntsc For Toon Link's Final Smash, a ray of light emanates from his hand, and whomever the light touches gets trapped in the Triforce. While they're defenseless, Toon Link strikes at foes repeatedly and then launches them a great distance. Just be sure to time the Final Smash well-if the ray of light doesn't touch anyone, nothing happens. At all.
Pal For Toon Link's Final Smash, a ray of light emanates from his hand, and whoever the light touches gets trapped in the Triforce. While they're defenceless, Toon Link strikes them repeatedly, then launches them a great distance. Just be sure to time the Final Smash well - if the ray of light doesn't touch anyone, nothing happens. At all.


In Event Matches

Solo Events

Co-op Events

Alternate costumes

Toon Link Palette (SSB4).png
Toon Link (SSB4) Toon Link (SSB4) Toon Link (SSB4) Toon Link (SSB4) Toon Link (SSB4) Toon Link (SSB4) Toon Link (SSB4) Toon Link (SSB4)

Gallery

Trivia

  • There are technically two Toon Links in SSB4. Aside from the playable one that originated from The Legend of Zelda: The Wind Waker and reappeared in The Legend of Zelda: Phantom Hourglass, there is a non-playable one that originated from The Legend of Zelda: Spirit Tracks who conducts the Spirit Train on the stage of the same name.
    • Despite having no apparent connection with the Link from The Wind Waker and Phantom Hourglass, and existing in a different timeline than the Link from The Legend of Zelda: Twilight Princess, the Link from Spirit Tracks will not appear as a conductor if either of the playable Links fight on Spirit Train. Instead, he will be replaced by his mentor, Alfonzo.
      • Prior to the final release, however, the Link from Spirit Tracks would appear as a conductor regardless of whichever playable Link fought on Spirit Train.
  • If Toon Link eats Superspicy Curry and does not move or attack after it wears off, he will not wield the Master Sword and Hero's Shield until he finally moves or attacks. This animation quirk was carried over from Brawl.
  • Toon Link's hair is not affected by gravity or wind.
  • Toon Link's default fighter trophy in the NTSC version of SSB4 has a slight error. Its first sentence reads "This cartoonish version of Link is how he appeared in The Legend of Zelda: Wind Waker and a few other titles.", which is incorrect, as the game's full title is The Legend of Zelda: The Wind Waker. This was fixed for the PAL region's version.

References