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View Full Version : Toon Link: My General Analysis


JesiahTEG
05-12-2008, 03:32 AM
I've been playing a lot of Toon Link lately, and have considered doing in depth research on him, since I like his playstyle and want to bring out his true potential. He may even end up becoming my main depending on how I feel about him compared to my current main, Marth. I decided to write up a general analysis of how he plays. Hopefully this will help a lot of people. If you've got something to say, don't be shy, say it. Feedback/questions are great for threads like this. Have at it.

Pros- Good DI, range due to sword, projectiles, good vertical recovery, great mix up game
Cons- Somewhat light, dies easily, has a bit of trouble killing opponents, no instant win move

Toon Link, believe it or not, is a pressure character. In nearly every position, under any circumstance, Toon Link can pressure his opponent. From far away, from mid range, and up close. You should always be pushing buttons while playing Toon Link. From far away, it's your job to make your opponent come to you. Spam mostly arrows, boomerangs once in a while to make them approach. Mid range, you're going to want to try and keep them there as much as possible. You'll be able to deal a lot of damage at mid range throughout the match with your projectiles. Keep in mind that Toon Link's boomerang also hits the opponent on the way back, so at mid range it's useful since it will hit them either on the way there or back pretty often. Bombs also come into play mid range, however most people are very wary of bombs, so it's sometimes hard to hit with them. For the most part, long and mid range, you're going to be pressuring with mostly arrows, and some boomerang.

No matter how good you are at long range pressuring, eventually your opponent will get to you...But don't worry, Toon Link has a ton of ways to battle up close. To begin with, like very other character, he has out of shield options. Basically, you let your opponent attack your shield, and then drop it and immediately use a move to punish your opponent while they are in the lag from their attack. Generally, you want to use the most damaging moves with the most knockback to punish your opponents out of shield. Toon Link happens to have 2 semi strong attacks to punish with, his Forward Air, doing 13%, and his Usmash, doing around 15%. Both deal around the same damage, so you can use either really. However, if your opponent is in killing range, choose your attack based on the stage/position on the stage. If you are on Green Greens and you are in the middle, it doesn't make sense to Fair since the stage is pretty wide, and there are blocks blocking the middle section off from the other two sections. You're going to want to Usmash, since the ceiling is very low. Toon Link's grab can do around 10% damage if you feel like shield grabbing or you want to grab your opponent when their shield is up. Make sure to always press A to smack them once while you hold them before throwing them to achieve maximum damage. Utilt is amazing for beginning combos, however after the first few your opponent is likely to airdodge the next...Use this to your advantage by pressuring them when they land. If they airdodge into shield, you have 3 frames in between to hit them. Use this to your advantage, and attack during those 3 frames. Uair isn't really the greatest of killing moves, but definitely should be taken into consideration for juggling. The duration of this attack is what makes it so great. It stays out for awhile, making it a prime candidate to punish airdodges with. Follow their DI with your own, and you can probably hit them when as their airdodge ends, if you timed it right. Dsmash works very well for punishing rolls and spotdodges, since it hits behind and in front of you, so keep that in mind.

Toon Link is a combo machine. Mainly his Utilts and Bairs. Utilts, as stated before, can really get the damage going. You can do 2 Bairs in one shorthop, and then you have more jumps to do a few more. Again, airdodging ruins this, so play a good mixup game by predicting the airdodges, using your Uair to punishes airdodges, if you're close to the ground, land and pivot grab if they land into shield. Just remember to mix it up and keep it fresh, haha.

If you want to regain your space, there are many ways to do this. Rolling and running works if their shield is up, most of the time. If their shield is not up, you can use the jab series to quickly knock your opponent away, as it's Toon Link's fastest move and faster than a lot of moves your opponent will be using against you. Jab series also counts as 3 hits toward attack deterioration, so it will regenerate your moves quickly, and furthermore regenerates itself. You can attack their shield with an aerial, and then DI away to retreat and gain your space back...Even better, you can attack with an aerial, DI back, and before you hit the ground, shoot an arrow to prevent them from chasing you. Hot ****. Also, you can attack their shield with an aerial, DI back, and then airdodge into shield...They have literally 3 frames to punish you between your airdodge and shield. It's a very safe option.

To kill them, normally you're going to want either Usmash, Fair, or Fsmash, however the 2nd hit of Fsmash can be DI'd out of, if they DI away and jump. This makes the move much less useful, as the higher percent your opponent gets, the easier it will be for them to avoid the second hit, since the first hit will knock you farther away the higher your damage is. Basic gameplay strategies apply to getting off your killing moves. Wait for a spotdodge, Usmash when your close. If you space your Fairs in the air, you should be able to outrange a bunch of characters, so opponents may end up dying to random aerial battles. Toon Link's ground game isn't really all that stellar. He can use jab series for a quick attack with enough knockback to regain his spacing. His Hookshot outranges a lot of your opponent's attack, but shouldn't be spammed due to it's riskiness. As stated before, his Fsmash is good, but at higher percents, it's killing ability becomes more and more useless, however it's still a good attack for it's range and unpredictability. Sometimes if you hit an opponent's shield with the first attack, they let go of their shield and get hit by the second. If they shield the first attack and you know they will shield the second attack, you can simply not attack, which is a safe option. His Dsmash, while not the greatest killing move, has range. It hits in front and behind of Toon Link, making it a good option for punishing rolls.

As far as recovery goes, Toon Link's vertical recovery is absolutely amazing. He can go all the way down to the bottom of FD, and come back up using his second jump and Up B. Due to his great DI, he can throw projectiles from off stage to avoid getting harrassed from off the stage. His Up B makes it tough for opponents to edgeguard, because they can't hug you since you can just go onto the stage, or even attack them with your Up B. His hookshot recovery is good, and can prove to be useful once in a while for unpredictability.

Overall, Toon Link is a great character that excels at mid-long range combat. He has many options to keep his spacing and distance. He's even pretty good at up close combat, so really he's almost never at a disadvantage. Play him to his potential by pressuring from long-mid range, and you're sure to succeed with him.

SOMETHING EVERYONE SHOULD PRACTICE
After an aerial, you can shoot an arrow before you land. This is very, very significant to his gameplay, and makes pressuring/covering your attacks easy and great. Attack your opponent's shield with a RAR, DI away, then do a reverse laser when they try to keep close. This is AMAZING for keeping your spacing, and should be something everyone should practice. When explaining this to people, I normally call this RARows lol, idk seems catchy and it's easy to say. Feel free to call it w/e you want though.

Umby
05-12-2008, 04:39 AM
There's no mention of utilt, uair, or juggling in general above this post.

JesiahTEG
05-12-2008, 05:01 AM
Thanks, has been added.

Keep in mind though, this is just his general playstyle. I don't want to go TOO much into detail, as I'm saving the more detailed stuff for later, to discuss more in depth.

-Aether
05-12-2008, 10:41 AM
Such a wonderful aspect of T. Link is his ability to just sneak in arrows. Bomb pull, arrow. Bomb throw, arrow. N-air, arrow. B-air, arrow. Arrow, Arrows (sometimes called SHDA.)

So many arrows. That really is a useful hint and I would encourage everyone to take use of it. Remember to tap left or right before hitting B to choose which direction you which to shoot in.

BKrkr
05-12-2008, 01:41 PM
Toon is my main after dipping into most characters (I don't pay attention to tiers btw,) and I'm confortable using him. Good mobility, excellent (underrated) air game, powerful attacks, annoying projectiles, and if you know how to reduce hitstun and control your bombs can survive up to around 200% damage (I've done it a few times.)

Sadly I don't have something to get videos on, but I'd love to show you how I use Toon. Some pros I play with say my style is unorthodox, but gets the job done nonetheless. It's basically an assault by air (short hops) with arrows coming at you every time I hit the ground. I'm glad Toon is getting the recognition he deserves btw.

I noticed you're a Snake player, he's the only one so far to give my Toon problems. I'd love to learn Snake, but he's just so **** weird lol. Any tips?

JesiahTEG
05-12-2008, 03:36 PM
Snake isn't weird, haha. Snake's whole game is grenades, Usmash, and punishing with Ftilts. He'll Ftilt you if you hit his shield, if he spotdodges your attack, or he'll walk to ftilt. BE CAREFUL OF THE FTILT haha.

You can outcamp Snake's grenades with your Boomerangs/Arrows. Force him to come to you, and punish from there. You may have trouble outcamping him at first, and admittedly it can be difficult. If it helps, pick up his grenades and throw them back.

Lots of fullhop Arrows, to avoid grenades.

ุrion
05-12-2008, 04:06 PM
IMO, you downplayed bombs a bit in your post. (as far as I could see) There was only one mention of them, and you said they could be easily dodged. While it's true they don't have terrific range, they can be thrown from the air to increase that and when used in combination with arrows/boomerangs, you can trick your opponent into running into them.

Aside from that, very good analysis and post.

JesiahTEG
05-12-2008, 04:20 PM
Yeah, I guess I could have touched on bombs a bit more. They definitely help to add pressure, but I think I did add that. I just find them second rate to the boomerang, which hits from the front and behind, and Arrows which are retartedly good for many reasons. Bombs don't solidify his game as much as Arrows do...Boomerang doesn't even help him as much as arrows do, but it helps more than bombs. I probably could mention them more, but meh, like I said this is a general sort of thing. I'll most likely go more in depth on bombs some other time.

Thanks for the feedback. :)

Recognize
05-12-2008, 04:35 PM
Good overall read, though you cant do alot more with bombs than you think (unless you ignored bombs for a reason?) I find them very helpful in alot of situations.

JesiahTEG
05-12-2008, 05:03 PM
Well, I mean yes. Bombs do help. I do use them once in a while, mainly for pressuring. For example.

A good set up is boomerang, short hop double arrow, and then bomb is they try to get closer. It helps short-mid range mostly, especially when you have support from boomerangs and arrows.

However, they are not by any means a central part to any Toon Link's game. They are situational. If you spam more bombs than arrows, that's most likely not a good thing. Bombs are slow, can't go far, and don't deal that much damage. This does not mean they are not useful, it simply means they are not a central part of Toon Link's gameplay, which is why I didn't touch on them that much. This is a general analysis, not a specific how to use Toon Link guide. It's a good start for people that have never touched Toon Link.

Ok, so here was my inspiration for writing this, if this helps to clear anything up. I thought to myself, if I were looking to pick up a character, what is the basic information I'd want to know about them. I wouldn't want a guide, too much to sift through, and I can figure out how much damage certain attacks do on their own etc. An analysis would be nice, touch on his strengths, weaknesses, his natural gameplay.

Basically, bombs are pretty good, but not big enough to add a section to this general analysis. Again, thanks for the feedback guys.

TriforceCore
05-12-2008, 06:11 PM
Sneaking an arrow into everything is something of a staple to me now, its great that you highlighted it

JesiahTEG
05-12-2008, 06:13 PM
Yes, it works very well after aerial attacks to prevent your opponent from pursuing you. It's probably his most useful spacing technique, besides of course using his great DI in conjuction with the aerials themselves haha.

Smashless
05-12-2008, 07:49 PM
obviously, it's an unnecessarily risky move, but what do you think about the dair? there is a bit of a discussion on the board about it's usefulness. I think that, if used sparingly and surprisingly, and not the obvious "i'm toon link 40 feet above you" dair, it can be a nice move to mix it up. what about the super high-risk dair dunk?

JesiahTEG
05-12-2008, 07:59 PM
Dair is ok. Like you said, it's risky, and can be obvious sometimes.

It's better vs certain characters, mainly characters with a set trajectory for their recovery. Bowser, Falcon, Lucas, Ness and Snake off the top of my head are characters whose recoveries can be gayed easily by Dair, provided you have a good grasp on the timing of both Dair and your opponent's recovery.

That's pretty much the only time I use it. It's really good because it gives Toon Link an edge on some characters, and helps out with his edeguarding game. Overall, it's situational. If you're above the opponent, it's obvious. I wouldn't use it much then.

Rawrness
05-12-2008, 08:23 PM
Hm. I haven't thought about aerial->arrows...

You can use bombs to screen your rush sometimes: upthrow bomb, bomb pull, arrow, throw bomb where you threw the last one.. and XD bombscreen

Airhookshot is good too, zerolag landings and stuff.
EDIT: remember hookshot edgehogs, jump back from stage-> z -> z
I find Fair too laggy to do unless my opponent is in the air and a bit stunned or something... and



On your 4th paragraph, you were about to say something about Dsmashes

JesiahTEG
05-12-2008, 08:58 PM
Hah, thanks...I finished that.

BKrkr
05-12-2008, 09:02 PM
Whenever I want to rack up damage or discourage someone from staying below me *coughsnakecough*, I send a bomb down and follow quickly with a dair. They'll either get hit by the bomb and be open to the dair, shield the bomb and get hit by dair, or shield both, allowing me to DI away and come back in or back off. The point is getting damage while getting away.

JesiahTEG
05-12-2008, 10:35 PM
Good strat...Yeah, really that's Toon Link's whole game, is keep away. You deal damage from afar, when they come close you retreat using any 1 of a variety of methods, and you continue pressuring long range.

Toon_Rinku
05-19-2008, 07:27 AM
I think you underrated the boomerang. It's wonderful for setting kills with Fsmash and Fair. Toon link is just hawt XD