Super Smash Bros. 4

Toon Link (SSB4)

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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 D (22)
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 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 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 and a grab aerial, 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 improved; his grab has less ending lag when missed 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

Attributes

Like his alternate timeline counterpart, Toon Link is a very zoning-oriented character. He can either keep away from opponents with his fast walking speed and above average dashing speed, or easily force approaches using 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 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.

Toon Link's grab game can produce interesting options due to its considerable improvement since Brawl. His grab aerial, if used in 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, the Bomb to up throw set-up is a good example of this technique. Finally, Toon Link's back throw is a great KOing option and perhaps one of the game's strongest throws.

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. Toon Link's recovery is also easily gimped and only covers mediocre distance, even with the improvements that his Hookshot received. 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. While he is not very light compared to characters like Sheik, his floatiness 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, proper utilization of Toon Link's custom moves can result in his already useful zoning capability becoming even more potent.

Ultimately, while Toon Link's most reliable KOing options require him to rack up damage and his combo game is largely reliant on his projectiles, proper usage of his useful zoning capability, improved grab game and effective custom moves still make him an effective character nonetheless.

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

  • Change Toon Link once again originates from The Legend of Zelda: The Wind Waker. However, his color scheme is noticeably brighter overall, with more emphasis on primary colors. In addition, his proportions are matched more closely to his design in The Legend of Zelda: The Wind Waker HD.
  • Change Super Smash Bros. for Wii UToon Link is even more expressive than in Brawl and was given many new facial expressions. The newer expressions are possibly inspired from his facial expressions available when taking selfies using the Picto Box in The Wind Waker HD.
  • Change Side taunt's animation has slightly changed. Toon Link now watches a fairy, which has its design from The Wind Waker, as it flies around him.[1]

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).
  • Change Toon Link's gravity is higher (0.07 → 0.079).
  • Buff Roll is faster.
  • Buff Toon Link now flinches when a projectile or an explosion hits his Hero's Shield, improving its reliability.
  • Change 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

  • Nerf Neutral attack's last hit deals 1% less damage (5% → 4%).
  • Buff 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).
  • Nerf 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.
  • Nerf Up tilt deals 4% less damage (9% → 5%), significantly hindering its KO potential.
  • Buff Up tilt is faster, improving its combo and damage racking potentials.
  • Nerf Down tilt deals 2% less damage (9% → 7%).
  • Buff Down tilt now always trips opponents at low percents.
  • Nerf Dash attack's base deals 4% less damage (10% → 6%). It can also no longer trip opponents, hindering its combo potential.
  • Nerf 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%).
  • Buff 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.
  • Change 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.
  • Nerf Up smash deals less damage (15% → 13% (clean), 11% → 10% (late)).
  • Change 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.
  • Nerf Down smash's second hit deals 4% less damage (11% → 7%).
  • Change 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

  • Nerf Neutral aerial deals less damage (10% → 8% (front), 10% → 7% (back)).
  • Buff Neutral aerial has decreased landing lag (15 frames → 12).
  • Buff Back aerial deals 1% more damage (10% → 11%).
  • Nerf 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).
  • Nerf Late up and late down aerials deal 1% less damage (12% → 11% (up), 13% → 12% (down)).
  • Change 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.
  • Buff Down aerial's power has increased and its windbox size is larger, improving its KO potential and safety.
  • Buff 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.
  • Change 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

  • Buff Up throw has decreased base knockback, improving its follow-up potential.
  • Buff Back throw has significantly increased knockback, significantly improving its KO potential.
  • Nerf Down throw has increased knockback growth, hindering its reliability at higher percents.
  • Buff Grounded Hookshot has significantly decreased ending lag and can now grab aerial opponents.
  • Buff Aerial Hookshot travels three times farther as a tether recovery.
  • Nerf 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.
  • Change 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.
  • Nerf Permanent edge attack deals less damage (10%/8% → 7%). It also has the decreased vertical range of his Brawl edge attack above 100%.
  • Buff Edge attack is much faster.

Special moves

  • Buff Hero's Bow charges faster. Charged Hero's Bow also travels farther.
  • Nerf Quickdrawing has been removed, hindering Hero's Bow's utility.
  • Buff Boomerang travels farther.
  • Nerf Aerial Spin Attack travels slightly less vertically and horizontally.
  • Buff Aerial Spin Attack's hits connect together better, improving its KO and damage racking potentials.
  • Change 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.
  • 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 Triforce Slash deals 18% less damage (78% → 60%).

Version exclusives

  • Change Toon Link's hat either Super Smash Bros. for Nintendo 3DSdisobeys 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 Super Smash Bros. for Wii Uit will sway based on whether he is jumping or falling, with the tip swaying above his body while he is falling.
  • Change Super Smash Bros. for Nintendo 3DSToon 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.
  • Change Super Smash Bros. for Wii UBomb appears to be larger. However, this is merely aesthetic.
  • Change Hookshot's chain either Super Smash Bros. for Nintendo 3DSflies and retracts in a straight line like Link's Hookshot in Super Smash Bros.[2] or Super Smash Bros. for Wii Uit 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 now come out 1 and 2 frames earlier, respectively. 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.

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 Fox's and Falco's Blasters, improving its reliability.
  • Change 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.

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack has been improved. Its second hit keeps the opponent in place better for the last hit and its last hit's hitbox size increased: 3.5u → 4.2u.

Super Smash Bros. 4 1.1.0

  • Buff Dash grab comes out 2 frames earlier.
  • Buff Pivot grab comes out 1 frame earlier.

Super Smash Bros. 4 1.1.1

  • Buff 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.

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% 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. It will have 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-assisted recovery.
Grab aerial Hookshot 4% Fires his Hookshot forward in the air. 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. Also, it can have potential of doing the bomb recovery similar in Link's case.
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.
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 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
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

A flourished remix directly from Brawl. It is a remix of the tune that will play when Link obtained a Triforce Piece in The Legend of Zelda for the Nintendo Entertainment System.
  • 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.
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

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

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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 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, if either of the playable Links fights on Spirit Train, the Link from Spirit Tracks will not appear and instead 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