Toon Link (SSB4): Difference between revisions
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Toon Link and Donkey Kong with bomb.jpg|{{SSB4|Donkey Kong}} holding Toon Link's Bomb. | Toon Link and Donkey Kong with bomb.jpg|{{SSB4|Donkey Kong}} holding Toon Link's Bomb. | ||
Toon Link Throws Bomb At Link.jpg|Using Bomb. | Toon Link Throws Bomb At Link.jpg|Using Bomb. | ||
Link and Toon Link SSB4.jpg| | Link and Toon Link SSB4.jpg|A [[Unused content (SSB4)#Aesthetics|pre-release picture]] of the Link from ''{{s|zeldawiki|The Legend of Zelda: Spirit Tracks}}'' appearing as a background character on [[Spirit Train]]. | ||
Link and Toon Link's Taunt SSB4.jpg|Toon Link and Link taunting. | Link and Toon Link's Taunt SSB4.jpg|Toon Link and Link taunting. | ||
Toon Link up tilt.jpg|Using his up smash. | Toon Link up tilt.jpg|Using his up smash. | ||
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==Trivia== | ==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 ''{{s|zeldawiki|The Legend of Zelda: Phantom Hourglass}}'', there is a non-playable one that originated from ''{{s|zeldawiki|The Legend of Zelda: Spirit Tracks}}'' who conducts the {{s|zeldawiki|Spirit Train}} on [[Spirit Train|the stage of the same name]]. | *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 ''{{s|zeldawiki|The Legend of Zelda: Phantom Hourglass}}'', there is a non-playable one that originated from ''{{s|zeldawiki|The Legend of Zelda: Spirit Tracks}}'' who conducts the {{s|zeldawiki|Spirit Train}} on [[Spirit Train|the stage of the same name]]. | ||
**Despite having no apparent relationship with the Link from ''The Wind Waker'' and ''Phantom Hourglass'' and existing in a different timeline than the [[Link]] from ''{{s|zeldawiki|The Legend of Zelda: Twilight Princess}}'', the Link from ''Spirit Tracks'' will not appear if either of the playable Links fight on Spirit Train. Instead, he will be replaced by his mentor, {{s|zeldawiki|Alfonzo}}. | **Despite having no apparent relationship with the Link from ''The Wind Waker'' and ''Phantom Hourglass'' and existing in a different timeline than the [[Link]] from ''{{s|zeldawiki|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, {{s|zeldawiki|Alfonzo}}. | ||
***However, [[Unused content (SSB4)#Aesthetics|prior to the final release]], the Link from ''Spirit Tracks'' would appear as a conductor if either of the playable Links fought on Spirit Train. | |||
*Despite being able to crawl in their respective games, Toon Link, {{SSB4|Mario}}, and {{SSB4|Pit}} are unable to [[Crawling|crawl]] in ''SSB4''. | *Despite being able to crawl in their respective games, Toon Link, {{SSB4|Mario}}, and {{SSB4|Pit}} are unable to [[Crawling|crawl]] in ''SSB4''. | ||
*As in ''Brawl'', Toon Link's idle animations match {{SSBM|Young Link}}'s in ''Melee''. | *As in ''Brawl'', Toon Link's idle animations match {{SSBM|Young Link}}'s in ''Melee''. |
Revision as of 23:29, August 15, 2016
Toon Link in Super Smash Bros. 4 | |
---|---|
Universe | The Legend of Zelda |
Other playable appearance | in Brawl |
Availability | Starter |
Final Smash | Triforce Slash |
Tier | D (22) |
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 on the official website on September 26th, 2013, the same day that The Legend of Zelda: The Wind Waker HD was released in Japan. Sachi Matsumoto reprises her role as Toon Link's voice actor, albeit through voice clips recycled from Super Smash Bros. Brawl. Unlike in Brawl, he is now a starter character, instead of an unlockable character.
Toon Link is ranked 22nd out of 56 on the tier list, placing him in the D tier. This is a slight drop compared to his placement in Brawl, where he was ranked 13th out of 38. Toon Link has multiple projectiles, which gives him a powerful zoning game and enables him to follow up into different moves. One notable example is his Bomb, which can act as a set-up into moves like his forward aerial to reliably KO opponents. Toon Link's grab game has also been improved: his grabs now have less ending lag when missed, his grab aerial is useful for zoning thanks to its newfound knockback growth, and his back throw is now among the strongest throws in the game.
While Toon Link's grounded presence is potent, his aerial presence is marred by his floatiness and sub-par air speed. Additionally, his aerial attacks' power and utility are offset by their high landing lag, which prevents them from following up into other moves. Lastly, as his 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 notably placed 9th and 5th at GENESIS 3 and CEO 2016, respectively. However, since Hyuga has been banned from various tournaments as of EVO 2016 and subsequently announced his retirement from competitive play, it is unclear how his absence will affect Toon Link's ranking on the tier list.
Attributes
As in Brawl, the majority of Toon Link's statistics noticeably differ from those of his alternate timeline counterpart. Toon Link is among the lighter middleweights and boasts dashing speed and air acceleration that are both above average, as well as the ability to wall jump. However, his falling and fast falling speeds are both slow, while his gravity is low. While they differ on the majority of their statistics, Toon Link and Link both have above average walking speeds and slow air speeds. Overall, Toon Link's statistics render him as a fairly quick, yet floaty character.
Like Link, Toon Link is a very zoning-oriented character, thanks to his Hero's Bow, Boomerang and Bomb. Outside of forcing approaches, his projectiles grant him a strong camping game alongside his ability to block an opponent's projectiles with his Hero's Shield. Another benefit that Toon Link's projectiles possess is their combo potential. Bomb in particular, especially when jump-canceled, can grant him a number of follow-ups at low percents, such as into his neutral aerial and dash attack. Bomb can even set up his up smash or forward aerial, both of which are good KOing options. Boomerang is also useful for his combo game, as it can combo into his up tilt, grab and various other moves depending on the positioning. While largely reliant on his projectiles, Toon Link's impressive combo game is not exclusively limited to them. His up tilt can chain into itself repeatedly, a short hopped neutral aerial, an up smash or Spin Attack at low percents, and then into aerial attacks at medium to higher percents.
Toon Link's grab game can produce interesting options due to its considerable improvement since Brawl. His grab aerial, if used iduring the falling portion of a short hop, combos into tilts at low percents, his dash attack at medium percents and deadly up smash at KOing percents. His grounded grab has considerable ending lag, but very good range. He can use his throws to eject a grabbed opponent on a previously thrown Boomerang or Bomb, with his up throw into Bomb being a good example of this technique. Finally, Toon Link's back throw is a great KOing option and one of the strongest throws in the game.
However, Toon Link also has some weaknesses. His combo game heavily relies on his projectiles and his grab aerial. With the exception of up tilt, his close-range attacks cannot reliably combo most of the time. His recovery can be problematic as well, since Spin Attack can be easily gimped and only covers mediocre distance. As a result, Toon Link must make use of his wall jump and Hookshot more often than not. Despite being a fairly floaty character, most of his aerials also have a lot of ending lag, so they do not chain very well into each other. His grab, while having good range, is slow and grants little reward outside of KOing with back throw. Toon Link's floatiness also makes him susceptible to strong vertical attacks.
In terms of custom moves, Toon Link has a number of notable ones at his disposal. Fire Arrow is an incredibly useful tool for spacing, allowing him to control his opponents' approaches, as well as jab lock at any percent or lead into a number of options and finishers from an arrow on the ground. Floating Boomerang is a very useful combo option to catch opponents off guard if used correctly, making it excellent for combos due to the large amount of hitstun it deals. Flying Spin Attack is an excellent KOing option and is even more reliable at snapping the edge. Finally, Short-Fused Bomb is great for increased damage, making it useful for ranged punishment, starting combos, and is a powerful KOing option as well. As a result, Toon Link's custom moves can result in his already useful zoning capability becoming even more potent.
Ultimately, Toon Link's most reliable KOing options require him to rack up damage, and his combo game is largely reliant on his projectiles. However, he is still an effective character when his zoning and grab games are properly utilized.
Changes from Brawl
In the transition from Brawl to SSB4, Toon Link received both buffs and nerfs, but was slightly nerfed overall. He gained some important buffs to his speed, projectile utility and most notably, his grab game. After previously possessing arguably the worst grab game in Brawl due to having the short grab range for a character with a tether grab, very high ending lag overall and nearly useless throws, all of these faults have been noticeably improved. He now has far less ending lag on a missed grab and his back throw is now a potent KOing option, especially near the edge. Additionally, as Bombs no longer damaging Toon Link on contact with opponent, they are now very useful in melee combat when combined with his Boomerang, particularly when followed up with finishers like his forward aerial.
Toon Link has also received some noticeable nerfs however, most prominently to his power, recovery and combo game. Although his Hookshot now reaches incredibly far to grab edges off-stage, vertical recovery without a wall has been made more difficult with his Spin Attack's range having been slightly shortened. His back aerial, which was an incredibly useful combo option in Brawl, now has much more ending lag, making it very hard to combo with. While his down aerial can now meteor smash when sweetspotted, it no longer bounces on opponents, making it much harder to use for both spacing and damage racking. Overall, while his potency has been toned down somewhat since Brawl, Toon Link is still ranked above average on the tier list and has seen above average tournament results courtesy of professionals like Hyuga and Zan.
Aesthetics
- Toon Link appears more cartoonish and his color scheme is noticeably brighter overall, with particular emphasis on primary colors. In addition, his proportions are matched more closely to his appearance in The Legend of Zelda: The Wind Waker HD.
- Toon Link is even more expressive than in Brawl and was given many new facial expressions. His newer expressions are possibly inspired from his facial expressions available when taking selfies using the Picto Box in The Wind Waker HD.
- Side taunt's animation has changed. Toon Link now watches a fairy, which has its design from The Legend of Zelda: The Wind Waker, as it flies around him.[1]
Attributes
- Toon Link is heavier (92 → 93).
- Toon Link walks faster (1.22 → 1.2265).
- Toon Link dashes faster (1.65 → 1.7325).
- Toon Link's gravity is higher (0.07 → 0.079).
- Roll is faster.
- Toon Link now flinches when a projectile or an explosion hits his Hero's Shield, improving its reliability.
- Toon Link now swings more realistically when hanging off the edge with his Hookshot, now being able to swing under the stage, as opposed to halting all momentum just below the edge.
Ground attacks
- Neutral attack's last hit deals 1% less damage (5% → 4%).
- Neutral attack's second hit keeps the opponent in better place for the last hit, improving its reliability. Its last hit's hitbox is also larger (3.5u → 4.2u).
- Forward tilt has received a sourspot at the base of the Master Sword's blade, with its semi-spike sweetspot now being located solely at the center of the blade.
- Up tilt deals 4% less damage (9% → 5%), significantly hindering its KO potential.
- Up tilt is faster, improving its combo and damage racking potentials.
- Down tilt deals 2% less damage (9% → 7%).
- Down tilt now always trips opponents at low percents.
- Dash attack's base deals 4% less damage (10% → 6%). It can also no longer trip opponents, hindering its combo potential.
- Forward smash's second hit now deals consistent damage (13%/11% → 11%). As a result, the move now deals 2% less damage overall (23% → 21%).
- Forward smash is faster, has increased vertical reach and the first hit now properly launches the opponent forward instead of upward, allowing it connect together better with the second hit and improving its reliability.
- The window of time that the attack button can be pressed after forward smash's first hit in able to activate the second hit has been significantly tightened. This leads to less accidental activations of the second hit, but makes it so that one cannot use the delay as much in order to land the second hit.
- Up smash deals less damage (15% → 13% (clean), 11% → 10% (late)).
- Up smash now deals the same amount of knockback behind Toon Link as in the front. This improves its KO potential, but hinders its combo potential.
- Down smash's second hit deals 4% less damage (11% → 7%).
- Down smash's first hit has decreased knockback. This removes its KO potential against aerial opponents, but allows it to connect together better with its second hit, improving its reliability.
Aerial attacks
- Neutral aerial deals less damage (10% → 8% (front), 10% → 7% (back)).
- Neutral aerial has decreased landing lag (15 frames → 12).
- Back aerial deals 1% more damage (10% → 11%).
- Back aerial has significantly increased ending lag, to the point where it can only be performed once from a short hop instead of twice. It also has increased landing lag (10 frames → 17).
- Late up and late down aerials deal 1% less damage (12% → 11% (up), 13% → 12% (down)).
- Down aerial now pierces opponents instead of bouncing on them, making it more risky to be used as an edge-guarding option. However, this makes it easier to hit multiple opponents.
- Down aerial's power has increased and its windbox is larger, improving its KO potential and safety.
- Grab aerial now deals very minor knockback growth, which becomes more apparent at percents above 100%. This can surprise opponents and have them miss their tech, which can lead into a jab lock.
- Grab aerial's animation has slightly changed. Toon Link now stays in a fixed, upright position while the Hookshot's chain stays straight for the duration of the move.
Throws/other attacks
- Up throw has decreased base knockback, improving its follow-up potential.
- Back throw has significantly increased knockback, significantly improving its KO potential.
- Back throw now consists of one hitbox instead of two. However, its damage output remains unchanged.
- Down throw has increased knockback growth, hindering its reliability at higher percents.
- Grounded Hookshot has significantly decreased ending lag and can now grab aerial opponents.
- Aerial Hookshot travels three times farther as a tether recovery.
- Aerial Hookshot can only be used to grab the edge of the stage three times. In order to be able to re-grab it, Toon Link must land on the ground or be hit.
- If Toon Link performs his aerial Hookshot while holding a Bomb, instead of just dropping his Bomb, he now drops it and uses his Hookshot at the same time. This removes his advanced Bomb techniques, like the ZAC and iZAC. However, the ability to use these attacks at the same time opens up possibilities for new advanced techniques.
- Permanent edge attack deals less damage (10%/8% → 7%). It also has the decreased vertical range of his 100%+ edge attack from Brawl.
- Edge attack is much faster.
Special moves
- Hero's Bow charges faster. Charged Hero's Bow also travels farther.
- Quickdrawing has been removed, hindering Hero's Bow's utility.
- Boomerang travels farther.
- Aerial Spin Attack travels slightly less vertically and horizontally.
- Aerial Spin Attack's hits connect together better, improving its KO and damage racking potentials.
- Spin Attack's animation has slightly changed. It now emits a light green trail instead of a light blue trail. In The Legend of Zelda: The Wind Waker and The Wind Waker HD, the Master Sword always emits the latter trail during a Spin Attack and only emits the former trail during the Hurricane Spin.
- 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.
- Triforce Slash deals 18% less damage (78% → 60%).
Version exclusives
- Toon Link's hat either disobeys gravity and usually stays in a limp position while he is falling, as opposed to the tip swaying above the rest of his body, or it will sway based on whether he is jumping or falling, with the tip swaying above his body while he is falling.
- Toon Link is less expressive than in The Legend of Zelda: The Wind Waker and Brawl. He has a single expression that varies slightly, such as scowling during his neutral aerial and wincing when he is Screen KO'd. This is presumably to avoid any unnecessary hardware strain.
- Bomb appears to be larger. However, this is merely aesthetic.
- Hookshot's chain either flies and retracts in a straight line like Link's Hookshot in Super Smash Bros.[2] or it goes limp once fully extended. This behavior seems to be merely aesthetic.
Update history
Toon Link has been slightly buffed via game updates. Update 1.0.6 saw his Hero's Shield become capable of blocking the lasers from Fox's and Falco's Blasters, resulting in Toon Link now being capable of properly blocking any and all 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 come out.
Unlike his alternate timeline counterpart, however, 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 with its second hit better.
- The period Toon Link can be at his maximum fall speed before using hard landing lag has been shortened (4 frames → 3).
- Neutral aerial has less landing lag (15 frames → 12).
- 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).
- 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.
- Toon Link can no longer throw a bomb with down special to cancel tumble hitstun.
- 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.
- Hero's Shield now blocks Fox's and Falco's Blasters, improving its reliability.
- Down smash's first hit's knockback decreased. While this removes its KO potential against aerial opponents, it allows it to connect together better with the second hit, improving its reliability.
- Neutral attack's second hit connects together better with its last hit, and its last hit's hitbox size increased: 3.5u → 4.2u.
- Dash grab comes out 2 frames earlier.
- Pivot grab comes out 1 frame earlier.
- Sliding Spin Attack has been improved. It deals 1% more damage: 10% → 11%, it received five additional hitboxes: 1 → 6 and its grounded version's knockback growth increased.
- Back aerial landing lag: 22 → 17.
- Forward smash connects better with the second hit with high amounts of rage, damage or how long it is charged.
- Spin Attack and Flying Spin Attack have 2 less frames of startup.
- 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 |
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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
- Toon Link can wall jump.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Two swipes followed by a thrust. The first two hits can be jab canceled, enabling Toon Link to follow up with an up tilt or Spin Attack. | ||
2% | ||||
4% | ||||
Forward tilt | 9% | An overhead slash. Its sweetspot is located at the center of the Master Sword's blade and deals strong horizontal knockback, making it capable of KOing near the edge. While it KOs noticeably later than Link's, it is faster, making it better for spacing. | ||
Up tilt | 5% | An overhead arcing slash. It can hit on either side of Toon Link and is a reliable combo starter due to its fast speed. It can combo into itself, a short hopped neutral aerial, an up smash or Spin Attack at low percents, and then combo into aerial attacks at medium to higher percents. | ||
Down tilt | 7% | A crouching swipe. It always trips opponents at low percents, making it an ideal set-up move. It can also be used for edge-guarding. | ||
Dash attack | 6% (base), 8% (tip) | A clearing slash. It deals diagonal knockback, while its tip deals slightly more damage and knockback than the base. | ||
Forward smash | 10% | Rears back and slashes forward. If the attack button is pressed again, he performs another slash, making it a natural combo. The first slash leads into the second, the latter of which deals respectable horizontal knockback. | ||
11% | ||||
Up smash | 13% (clean), 10% (late) | A slightly delayed overhead arcing slash. It appears very similar to his up tilt, but deals much more damage and knockback, making it one of Toon Link's most reliable finishers. | ||
Down smash | 6% (hit 1), 7% (hit 2) | Crouches and slashes twice along the ground on both sides, slashing the direction he is facing first. The first hit combos into the second and launches the opponent behind Toon Link. | ||
Neutral aerial | 8% (front), 7% (back) | Slashes forward and then backward. A good approach option and/or follow-up attack. Can auto-cancel from a short hop. | ||
Forward aerial | 13% | A delayed, outward slash in front of himself. Deals strong horizontal knockback, making it a reliable KOing option. It can combo from a Bomb and can combo into either Spin Attack at low percents or into a grab aerial at slightly higher percents. | ||
Back aerial | 11% | A quick, upward swipe behind himself. Deals strong horizontal knockback and auto-cancels from a short hop, making it reliable as either a surprise attack or KOing option. | ||
Up aerial | Up Thrust | 14% (early), 11% (late) | A leaping, upward thrust used by the Link from Zelda II: The Adventure of Link. A great juggling move at medium percents and a good KOing option at higher percents. | |
Down aerial | Down Thrust | 16% (early), 12% (late) | A leaping, downward thrust used by the Links in Zelda II: The Adventure of Link, The Legend of Zelda: Four Swords, The Legend of Zelda: Four Swords Adventures and The Legend of Zelda: The Minish Cap. Unlike Link's version, Toon Link's down aerial is a stall-then-fall and unlike in Brawl, it now pierces through opponents. As such, it can be a useful edge-guarding option when performed on edges due to its meteor smashing hitbox. However, it has some ending lag when hitting the ground because Toon Link has to remove the Master Sword from the ground. In the air, Toon Link descends for a long time if there is no ground or platform to land on, but it does eventually end, making it theoretically possible for Toon Link to recover, especially when using a bomb recovery. | |
Grab aerial | Hookshot | 4% | Fires his Hookshot forward. It has great range and almost no landing lag, making it a good zoning option and combo starter. Toon Link can cancel his air dodge at any point via his tether; however, it will not cancel the landing lag dealt from the dodge. The Hookshot also serves as a tether recovery that snaps the edge, covering great horizontal distance. | |
Grab | Hookshot | — | Fires his Hookshot forward. | |
Pummel | 2% | Hits the opponent with the Master Sword's hilt. A fairly fast pummel. | ||
Forward throw | 3% (hit 1), 4% (hit 2) | A shoulder tackle. Deals horizontal knockback and while it launches the opponent too low for an aerial follow-up most of the time, it is decent for starting a combo into a dash attack at low percents. | ||
Back throw | 7% | The tomoe nage, a Judo throw. The second strongest back throw in the game and one of Toon Link's most viable KOing options, starting at 129% near the edge. | ||
Up throw | 5% (hit 1), 2% (hit 2) | Slightly lifts the opponent up and performs an upward slash. A useful combo starter, but it does not have enough knockback to KO reliably. | ||
Down throw | 3% (hit 1), 4% (hit 2) | Pins the opponent to the ground and elbow drops them. Its vertical knockback allows it to be followed with a back aerial, but it is only a reliable combo at low percents. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Slices behind and then in front of himself while getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Slices in front and then behind himself while getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Slices in front and then behind himself while getting up. | ||
Edge attack Edge getups |
7% | Swipes forward while climbing up. | ||
Neutral special | Default | Hero's Bow | 4% (uncharged), 12% (charged) | Equips his Hero's Bow and fires an arrow forward. If the button is held down, Toon Link charges the arrow by drawing farther back on the Hero's Bow, increasing the damage output and range. Unlike Link's Hero's Bow, Toon Link's version fires arrows that are much floatier; while this makes them very useful even while uncharged, they are also noticeably slower. |
Custom 1 | Fire Bow | 2% (uncharged), 6% (charged), 6% (blaze) | Fires a Fire Arrow. Deals less damage and virtually no knockback, although the Fire Arrow charges, flies and falls very quickly. Once it hits the ground, it creates a smokey blaze that lingers at the point where it landed, with the blaze dealing more damage and knockback than the Fire Arrow itself. It is comparable to Young Link's Fire Bow in Melee. | |
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 less damage. | |
Side special | Default | Boomerang | 8% (near), 5% (middle), 3% (return) | Throws a Boomerang that flies forward and returns to him. Like Link's Gale Boomerang, if Toon Link fails to catch his Boomerang, he must wait very briefly before he can use it again. Unlike Link's Gale Boomerang, however, it damages opponents it comes into contact with upon returning, rather than pushing them towards Toon Link. Can be thrown at a variety of angles with the analog/circle pad, and three main directions with the directional pad. At close range, it can be used as a set-up into another attack. |
Custom 1 | Floating Boomerang | 4% (all points) | The Boomerang flies much more slowly and can be angled only very narrowly. However, it can angle much more steeply than normal while returning to Toon Link, and can even loop around him. While returning, the Boomerang remains in its vertical position, meaning it has a larger hitbox when returning, making it more likely to hit an opponent. If it hits an opponent on the way back, it disappears, but can then be re-thrown immediately afterward. | |
Custom 2 | High-Speed Boomerang | 3% (near), 2% (middle), 1% (return) | The Boomerang flies and returns quickly. However, it takes slightly longer to throw and maintains its thrown angle throughout its flight, even if Toon Link moves. The Boomerang is launched at a more horizontal position and remains this way, giving it a slightly smaller hitbox. At the point of the Boomerang turning around, it is capable of hitting multiple times. | |
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) | Performs the Spin Attack. Unlike Link's Spin Attack, Toon Link's version traps opponents and hits multiple times before launching them. Useful for damage racking and countering either rolls or get-up options. The grounded version can be charged to deal more damage, while the aerial version travels a respectable distance vertically and a minimal distance horizontally. |
Custom 1 | Sliding Spin Attack | 10% (uncharged), 16% (charged), 2% (aerial hit 1), 1% (aerial hits 2-4), 5% (aerial hit 5) | Charges forward while spinning around, hitting opponents once with decent knockback. The grounded version takes slightly longer to start, even when minimally charged, and moves him on the ground while using it, albeit only forward. The aerial version hits multiple times and makes Toon Link cover much more horizontal distance, but at the cost of some vertical distance. Based on the Hurricane Spin, the most powerful version of the Spin Attack in The Legend of Zelda: The Wind Waker. | |
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) | The Spin Attack concludes with an ascending upward slash, which has KO potential. The aerial version grants super armor while ascending and the first few hits make him ascend slowly, with the last hit quickly boosting him up. However, its overall vertical recovery is less than the default version. | |
Down special | Default | Bomb | 4% (when hitting an opponent), 6%-7% (with the explosion from a weak throw), 8%-9% (with the explosion from a strong throw) | Pulls out a Bomb. Bombs have a set time limit before exploding, but can be thrown at opponents from a distance. Unlike Link's version, Toon Link's Bomb deals less damage itself, but its explosion is much larger and deals more damage than Link's when smash thrown. Bombs will bounce off of shields, making them able to be picked up by anyone. As a result, this makes the user unaffected by the Bomb's explosion. Arguably Toon Link's best combo option, Bombs seem to be unaffected by rage and staleness. |
Custom 1 | Time Bomb | 1% (with explosion) | Bombs are smaller, have a shorter time limit before exploding and they cannot explode when directly thrown at opponents, as they will bounce off of them instead. While the damage output and explosion are both minuscule, it deals incredibly high knockback regardless even at low percents, giving it KO potential. Can KO above 100%. | |
Custom 2 | Short-Fused Bomb | 10% (when hitting an opponent and with the explosion) | Bombs are larger and have much shorter time limits before exploding. However, their explosions are very large and deal considerable knockback, giving it KO potential like Time Bomb. It also has bomb recovery potential like in Link's. | |
Final Smash | Triforce Slash | 1% (hit 1), 3% (hits 2-15), 2% (hit 16), 15% (hit 17) | Emits a beam of light from the Triforce of Courage symbol on the back of his hand to stun an opponent in front of him. If the beam comes in contact with an opponent, Toon Link dashes forward and slashes them repeatedly while they are trapped in a Triforce-shaped energy field, with the last hit being a powerful slash that launches the trapped opponent away. 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. However, Toon Link performs a slight jump after activating it, which grants him some vertical distance and can help him recover should he be too far off-stage. |
On-screen appearance
- An explosion appears on-screen and as the smoke fades, Toon Link appears and unsheathes the Master Sword and equips his Hero's Shield.
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 towards/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 tired expression and while facing towards/away from the screen.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Taps the edge of his boot on the ground.
- Looks around himself.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Link! Link! Link! | Rin-ku! |
Pitch | Group chant | Group chant |
Victory poses
- Conducts with the Wind Waker, striking a pose while smiling at the end.
- 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.
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Toon Link | 2111 | 2121 | 2131 | 2113 | 2133 |
2112 | 2211 | 2213 | 3131 | 1113 |
Notable players
Active
Inactive
Trophies
- Toon Link
- 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.
- Toon Link (Alt.)
- 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!
- Triforce Slash (Toon Link)
- 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.
- 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
- All-Star Battle: Secret: Toon Link is one of the opponents fought in this event. All of the opponents were unlockable in previous Super Smash Bros. games.
- Four Swords Adventures: Toon Link must defeat three other Toon Links in a Stamina Battle.
- It's Past Your Bedtime!: As Jigglypuff, the player must use Sing to put Toon Link, Bowser Jr. and Ness to sleep at the same time.
- The Ultimate Swordsman: As Ike, the player must defeat Toon Link, Link, Marth, Meta Knight, male Robin, female Robin and Shulk. All of the opponents wield swords.
Co-op Events
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
- Scheming Sorcerer: Toon Link and Yoshi must defeat a male Robin, a female Robin, a metal male Robin and a giant metal female Robin.
Alternate costumes
Gallery
Toon Link's amiibo.
Using Spin Attack.
Toon Link with Peach.
Toon Link laying prone on the stage platform of Wily Castle
Using Hero's Bow.
His appearance in Super Smash Bros. for Nintendo 3DS, posing with Link.
Toon Link reeling.
Donkey Kong holding Toon Link's Bomb.
A pre-release picture of the Link from The Legend of Zelda: Spirit Tracks appearing as a background character on Spirit Train.
Using his down aerial alongside Yoshi's Yoshi Bomb and Bowser's Bowser Bomb.
Fighting Mario, Kirby and Samus.
Toon Link being damaged by Zelda's Din's Fire.
Using the Gust Bellows on Samus.
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 relationship 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.
- However, prior to the final release, the Link from Spirit Tracks would appear as a conductor if either of the playable Links fought on Spirit Train.
- Despite having no apparent relationship 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.
- Despite being able to crawl in their respective games, Toon Link, Mario, and Pit are unable to crawl in SSB4.
- As in Brawl, Toon Link's idle animations match Young Link's in Melee.
- Toon Link also retains a certain animation quirk from Brawl. If he eats Superspicy Curry and does not move or attack after the effect wears off, he will not wield the Master Sword and Hero's Shield until he finally moves or attacks.
- Toon Link, Young Link and Roy are the only swordsmen in the Super Smash Bros. series whose swords consistently produce a punch/kick sound effect instead of a slashing sound effect for the majority of their attacks.
- Toon Link's hair is not affected by gravity or wind.
References
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |