"Fair and Balanced fighter"
Table Of Contents
Jab/Tilts/Dash Attack
Pummel/Tether/Throws
Aerials
Special Moves
General Stats
Combos
Advanced Techniques
Traps
Conclusion
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Jab/Tilts/Dash Attack
Jab one - Can be linked (pun intended) into several more first jabs by simply setting C- Stick to attack. Then in game, you would crouch, and aim the C- Stick into one of the diagonal corners. Used for decent pressure and mixing up for getting grabs
Jab two - Simply used to make your opponents expect a jab finisher, only to follow up with whatever tool you feel confident punishing with
Jab Three/Finisher - Punishes spot dodges, leads into tech chases. And can be slightly delayed to punished dash grabs out of shield from his first two jabs
Forward Tilt - Used as a two frame, can be used for spacing combined with a Perfect Pivot
Up Tilt - Used at early percents to rack damage, start combos, and combo into kill confirms or 50/50s
Down Tilt - Can be used to trip opponents and follow up with a dash attack or grab. Can also two frame
Dash Attack - Has no true followups, but sends your opponents straight above you and they can be hit if you predict an air dodge or jump. Not a potent kill option unlike Link
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Pummel/Tether/Throws
Pummel - Toon Link's pummel is one of the fastest in the game, adding up quick damage and should often be used to add a few extra %
Tether - Has decent range, can be auto cancelled from a short hop. And is recommended to use in the neutral. Does about 4% damage and should be your prime method of recovering because of its fast speed and the ability to use bomb mixups from it
Forward Throw - Used to add some damage, has decent trajectory leading to a ledge advantage when edge guarding and setting up traps
Back Throw - Very fast and is the second strongest back throw in the game. Having the ability to kill if not staled or used for edge guarding again if you do not rely on that kill throw
Up Throw - Sends enemies right above you and can lead into an up air at a certain % range depending on the character's weight and fall speed. Also can be followed up with beforehand thrown bombs and a returning boomerang
Down Throw - His least useful throw, but can be used as a mixup at pow percents into a forward air, always sends opponents backwards
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Aerials
Neutral Air - Has one attack from the front, then the back. Used to space yourself, lock opponents, and possibly combo
Forward Air - Small delay but is his strongest aerial in of kill potential, and is strong throughout the entire duration
Back Air - Comes out quick with combo potential sending opponents in an awkward angle and can kill
Up Air - A little sluggish but can kill, auto cancel, and combo in certain cases
Down Air - Not very useful, has a meteor at the start and a little before halfway. Has you descend quickly and has an active hit box during the whole duration. Has a weak wind box when landing, but you will suffer landing lag
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Special Moves
Arrows - Comes out at a decent speed, is floaty so it will mainly fly straight. Can be charged to increase speed and damage, and range. Used as a sniping tool to cancel enemy jumps.
Boomerang - comes out slow, has two main speeds, controlled by lightly pressing the left stick than B, or smashing the left stick and pressing B. Has five possible angles. Can be used to combo. Has four ranges, start, mid, end, returning. Each losing damage but gaining combo potential the farther it takes to hit an enemy.
Spin Attack - Has kill power at the blast zone, goes high and far making a decent recovery, can finish combos. And has two variations depending on if you're grounded or airborne while performing the move.
Bombs - Has low knock back and high combo potential. Lasts for five seconds (300 Frames) before the fuse explodes, hurting you. Can be caught several times for mixups, and can lead into deadly kill confirms.
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Almost Done
And before I finish this blog off with General stats, combos, advanced techniques to master Toon Link, and his traps, here are a few recommended Toon Link guides from professionals.
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General Stats
Toon Link is a floaty character, having great grounded speed and aerial speed. He also utilizes the Hylian Shield which negates most projectiles, but can still be hit if your opponent aims well, or if you are moving than a walk. He is a small character and is relatively light. But more than makes up for it.
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Combos
To stop confusion from occurring, these will not be as technical as you can get with your own imagination
These will get more complex the lower it is listed below
Up throw to up air
Bomb to forward air
Footstool to bomb release to an aerial
Returning boomerang to bomb to aerial
And lastly, an "infinite combo" which involves a footstool to a bomb release, then footstool again to fast fall to arrow lock. Than rinse and repeat.
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Advanced Techniques
Bomb Planting - a little complicated for me to explain with a plethora or variations, so please watch the Izaw guide I gave above.
Bomb catching - same as bomb planting in of complexity, so I recommend the same.
Perfect Pivoting - done by flicking the left stick in a direction, than IMMEDIATELY FLICKING the opposite direction
Arrow Locking - Usually done after a tether and will always lock if fast enough
While there are tons more, It would take me too long to list every single one
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Traps
This setup of mine includes planting a bomb at the end of the stage, and having another bomb in hand after throwing a boomerang
This should cover all standard getups
So because it might sound complex, I'll give a few simple steps on how to do it
1. Plant a bomb at the end of the stage
2. Get another bomb in hand
3 Throw a boomerang
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And lastly, my lame Conclusion
I think Toon Link well deserves to be at the bottom of top tier or at least the top two of high tiers
He is extremely underrated and needs more representation
I will make a poll asking if you would like a matchup chart for all characters against Toon Link, but that will take some time so be patient kids
Bye
Comments (1)
Yo, same, I really love toon link and wish more people played him