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Calprinicus's Guide to Toon Link (UPDATE 4-28)

calprinicus

Smash Cadet
Joined
Mar 18, 2008
Messages
61
Location
Seattle, wa
Calprinicus’s strategy guide to Toon Link​

LATEST UPDATE: 4-28-08 STARTING OF STAGES MATCHUPS! UPDATE ON MOVESET USES!

Other guides by me:
Ice Climbers
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0={:::::::::::> INDEX

--How to find article faster:
Since this is a long tutorial, to find what your looking for faster please hit “Ctrl+F” on your keyboard and type what is in the []s in the search box and press “next” to skip to the article!

CHAPTERS:
01. [CHP01] Introduction
02. [CHP02] Move set
03. [CHP03] Tips and Tactics
04. [CHP04] Strategy
05. [CHP05] Combos
06. [CHP06] Character Match-ups
07. [CHP07] Stages
08. [CHP08] F.A.Q
09. [CHP09] Videos
10. [CHP10] Credits
________________________________________________________________
0={:::::::::::> INTRODUCTION [CHP01]
--About Me:
I do not YET consider myself a pro Toon Link player. However I have the knowledge and I would like to share that knowledge to anyone else who would like to main Toon Link (TL) in brawl.​
--Why Toon Link?:
Toon Link has the best projectile game in Brawl. He has great combos and probably the best meta-game to date. Not to mention speed and a great recovery. ALL his attacks are disjointed hit-boxes meaning for example that swiping at Mario's fireballs won't hurt you. TL also has good reach with lots of combos and powerful aerials. Toon Link is a force to be reckoned with, and if you can get close to him after his barrage of projectiles he WILL punish you.​
--Summary of Background:
I'll try to keep it short since I'm a huge Zelda Fan. Super Smash Bros. Brawl's Toon link is from the game 'Wind Waker' from the Zelda series. He is also featured in three other games; The Minish Cap, The Four Swords, and The Phantom Hourglass. He comes from a kingdom that was sunken by the gods and fights Gannondorf who is a reincarnation of an evil king.​
________________________________________________________________
0={:::::::::::> MOVE-SET [CHP02]

-- GROUND
Jab:
Description: This can be a series of three hits. The first two are slashes and deal 3% and 2% damage. The final is a thrust of the sword dealing 5% damage. A total a 10% damage. This can only hit in front of TL and each swing he moves closer increasing the reach.
Uses: Fast hitting move but long end lag. Do a f-tilt or f-smash instead.​
U-tilt:
Description: TL swipes over his head. This can hit in front and behind TL in close quarters (up to about one TL away). This attack deals 9% damage.
Uses: This moves pops the opponent above and slightly behind making for great combos into TL's b-air. Overall great combo move, use often.​
F-tilt:
Description: TL does a single slash forward dealing 9% damage. It can hit the opponent behind you if directly behind.
Uses: Much quicker and almost as powerful as all three jabs. had better range than jabs. Quick and good for spacing an 'in your face' character.​
D-tilt:
Description: TL crouches and swipes at the opponents feet. This move can only hit in front of TL dealing 9% damage.
Uses: Able to trip your opponent (about 1 in 10 tries). not very useful other than that.​
Running:
Description: TL slashes in front of him dealing 10% damage.
Uses: The lag afterwards makes it hard to use at low percentiles. However you can follow up with a d-smash to send the opponent flying backwards. Punish those pesky rollers.​
U-smash
Description: TL swipes above his head. This move can hit in front and behind TL (about one TL away). This deals 15% damage uncharged and 20% damage charged.
Uses: good for b-air comboing. Instant out of shield or run w/ c-stick.​
F-smash
Description: TL slashes in front of himself. This deals 10% damage uncharged and 14% charged. This can be followed up by a second slice by hitting “a” again dealing a total of 23% uncharged or 32% charged. The second attack has much greater knock back.
Uses: This is a great and reliable kill move for ground combat.​
D-smash
Description: This move has two slashes on the ground. The first slash is in front of TL and will pull the opponent to the second slice behind TL. The first attack deals 6% uncharged and 8% damage charged. The second attack has great knock back and deals 11% damage uncharged and 15% charged.
Uses: great kill move for ground combat. Note: If you only hit with the second attack it can KO your opponent at low percentile if close to an edge Since it has almost only horizontal knock back. Great for those peskt rollers.​
--AERIAL
N-air
Description: TL slashes in front of him and behind him dealing 10% damage.
Uses: Great move fast and reliable. great combo potential. SH -> n-air for 'in your face' characters. Note: This can trip the opponent if they're grounded (low chances).​
U-air
Description: TL thrusts his sword vertically in the air dealing 14% damage.
Uses: not to shabby of a move but the lag on startup is pretty high. great for K.O. note: Knockback is calculated by length the hitbox is out.​
B-air
Description: TL swings his sword behind him dealing 10% damage.
Uses: This is TL best aerial. It's fast and can combo with most of his moves and can combo to itself (b-air -> b-air). learn and love. learn to RaR for better approuching. (see below)​
F-air
Description: TL swings his sword in front of him dealing 13% damage.
Uses: much like TL b-air but slower which means it can't combo as well. This can be a reliable kill move for aerial combat. Don't spam and wait for high percentile for K.O move.​
D-air
Description: TL quickly thrust his sword downwards. This has a bounce to it after the initial strike. The damage can range from 13-16% damage on the first hit and 8% on the second.
Uses: This is a meteor spike and can send you opponent flying downwards. the d-air can combo into a bounce it has after it hits. that bounce can combo with a u-air. so d-air-> bounce -> u-air. DON'T use this over the edge unless you know you will hit because a miss can mean death. Don't spam the gimp of after animation will get you punished. Note: If you use d-air after being popped up or knocked in the air it will cause the d-air to 'float' you can DI and can help recovery.​
Z-air
Description: TL flings out his hookshot to hit the opponent dealing 4% damage.
Uses: This move it has longer reach than all TL other aerials but regrettably has longer lag on startup. but NO LANDING LAG! not to comboable but good for geting a free 4% now and then. ok to spam on 'in-your-face characters'​
--GRABS/THROWS
F-throw
Description: TL shoulder pounds the opponent nudging him forward dealing 7% damage.
Uses: not to effective for combos mainly to keep opponent off the edge.​
B-throw
Description: TL rolls on his back to kick the opponent dealing 7% damage.
Uses: Much like the F-throw.​
D-throw
Description: TL body slams the opponent dealing 7% damage
Uses: This pops the opponent behind link making it easy to combo with b-air. It also isn't that high of a pop so a u-tilt or u-smash is also usable.​
U-throw
Description: TL swings his sword slashing the opponent upwards dealing 7% damage.
Uses: At the end of this move your back will be facing a popped up opponent making it easy to combo into a b-air. nice switch up from your d-throw.​
Throw Hit
Description: TL hits the grappled opponent with his hilt dealing 2% damage.
Uses: this adds a little more damage to a grabbed opponent, but don't over do since it's easier to get out of a grab than in Melee.​
--SPECIALS
B = (Arrow)
Description: TL shoots an arrow dealing 4% damage uncharged and 12% damage charged. This can stop a character for a few frames and is great if an opponent is running at you.
Uses: fast projectile that can cover most of a flat maps ground. As well as being in other advanced techniques. great when you have an approuching character.​
U-B = (Hurricane Spin)
Description: TL spins in 9 circles and with a finisher slash. When uncharged he hits 9 time for 1% damage each and a finisher of 3%. When charged he hits 9 times alternating between 1 and 2% damage with a finisher of 5% damage. dealing a total of 12% uncharged and 19% charged.
Uses: Mainly for recovery otherwise try to keep limited to ariel combos when needed. Can only be charged when on the ground. Instant out of run and shield.​
F-B = (Boomerang)
Description: TL flings a boomerang dealing 8% damage on first hit and 3% damage on return.
Uses: This move has good range however the wind up animation is pretty long. You can also throw this in 3 general directions forward, slightly up and slightly down by pressing the direction during the wind-up animation. At point blank will do 11% damage instantly. This also stuns the opponent for a split second on return. Great for edgeguarding.​
D-B = (Bomb)
Description: Link picks a bomb from his bomb bag. After you have the bomb you can throw it like an item. It deals 5-7% damage.
Uses: In brawl the opponent can now auto-grab making it harder to land a solid hit. This has the longest stun time. great for mindgames, spacing, and racking damage.​
--DAMAGE TABLE
Code:
		% Damage
GROUND 
Jab		3 -> 2 -> 5 = 10 total	
U-Tilt		9	
F-Tilt          9
D-Tilt		9	
Running		10
F-Smash		10 -> 13 = 23 total	
F-Smash CH	14 -> 18 = 32 total		
D-Smash		6 -> 11 = 17 total	
D-Smash CH	8 -> 14 = 23 total	
U-Smash		15 	
U-Smash CH	21	

THROWS
F-Throw		7	
D-Throw		7	
U-Throw		7	
B-Throw		7	
Throw Hit	2	

AERIALS
B-Air		10
F-Air		13	
U-Air		14
D-Air		13-16 -> 8 = 21-24 total				
Z-Air		4

SPECIALS
N-Special	4
N-Special CH	12
U-special	12
U-special CH	19
F-Special	8 -> 3 = 11 total
D-Special	5-7
KEY:
ch = when fully charged
-> = follow up attack
x - y = damage can range from. . .​
________________________________________________________________
0={:::::::::::> TIPS AND TACTICS [CHP03]
--Meta-game - what is it?:
Meta-game is the knowledge of the skills of the character and how they apply to the game. It is he reason for competitive play. In other words knowledge is power.​
--Tips:
Range
Basics: Range is TL's most powerful friend. All his projectiles, grabs, and attacks all have a very distinct range. In order from; arrow,boomerang,bomb,grab,attack. Key being between projectile, grab, and attack. depending on opponents distance you will know exactly what to use. Your grab is very nice since it is pretty much the exact distance between a standing bomb throw and your attacks. Don't be scared to use your grab just because of lag time. Instead be smart and you'll quickly improve your TL game with less grab fails.
  • Arrow tips:
  • Boomerang tips:
    • The boomerang can be sent 3 different directions forward, slightly up, and slightly down. and can bounce of the level.
    • If your expecting to be rushed, throw it. It can hit them on the way there. If they do manage to start a combo the boomerang's auto-return can break it.
    • After a bit a research a boomerang on a light characters like olimar and mario at pointblank at low percentile sends them fling behind you making it able to do b-air combos.
  • Bomb tips:
    • The bomb can be now auto-caught by your opponents. Aim at they're feet.
    • When in air, pluck and throw at the ground to clear space for your landing when needed.
    • Can be used for recovery
    • Drop with 'z' (in air)
    • Hurts them more than you. 3% if blown up in your hand but 5+% to them on hit.
    • If you're guarding against an impending attack that you know will destroy your shield (like a beam final smash) take out a bomb and once the shield is destroyed, if you've timed correctly the bomb will explode and take away your stasis/paralysis/shell-shocked state and leave you with another perfect shield.
    • dropping the bomb:
      grab a bomb. Jump. press 'z' right as you land (like a quickdraw). now the bomb is resting on the ground. acts almost like a timed mine. not to practical except mindgames.​
    • bomb sliding:
      drop a bomb (see above). SH. d-air. The d-air will push the bomb away from you. Not practical but great showing off and mind games.

Short-hopping-what is it?:
Short hopping is where you can jump less than a full jump. You can achieve this by pressing and releasing the jump button before TL is off the ground. It takes practice but Short hopping (or SH for short) is the fastest way to pull off a aerial.​
Recovery:
Basics: TL already has a great recovery. His two jumps are high and his u-b can almost bring you back from the bottom of Final destination.​
Tether recovery: You can grab the ledge with range with your 'z' button (z-air). This can be used multiple times in air and you can still use u-b afterwards! This also will leave you less vulnerable to the startup and after lag of u-b, so use if over u-b is able. NOTE: If flying off the stage and near the stage edge there is a window of time where you can press the grab button (z-air) where TL will skip a few frames and actually tether onto the stage instead of flying off.​
Bombs to the rescue: You can also use bombs to help in your recovery. If you can time a bomb just right to explode in your hand, you can then preform another u-b. Keep bombs on you at high percentiles.​
Edge-guarding/hogging
How to get to the edge from the ground:
  • Run off, once falling change direction (like a pivot in air). This will grab the edge.
  • U-B edge canceling:
    Run to the edge as your about to fall off do your u-b (still on the ground). Immediately afterwards slide the directional move stick to the direction of the edge. You will slide in air and grab the edge. Needs almost flawless timing.​
How to keep the edge:
  • tether stall:
    Once on the edge press away from it and grab again with your hookshot (z-air). you can only do this 3 times. on the 4th you'll fall to your doom so beware.​
If opponent is on edge (your on ground.):
  • a timed and spaced lower boomerang will hit them off.
  • spam projectiles.
  • a bomb
If opponent is on edge (your in air.):
  • use your boomerang.
  • pluck and throw a bomb.
  • U-B will knock him off.
Shield Grab:
Shield and press the 'A' button. This means you can roll then go into a grab. Safer than just trying to grab. Harder to predict.​

--Tactics
Quickdraw:
Quickdraw is a tactic where if you time your jump landing right you can release an arrow without the wind-up animation. It's done by pressing your special button ('b') right as you land on the ground. It can not only be used for full hops but short hops as well.​


  • Things that can be done with quickdraw:
  • SHDA (short-hop double arrow.) shotting an arrow twice in a SH!
  • Pulling a bomb
  • Throwing a bomb
  • SH-Ariels: all except z-air and d-air
  • Full jumps

Pivot grabbing:
The Pivot grab is used in the frames where TL turns after running and changing direction quickly. You must turn directions and grab at the same time after a little practice this becomes rather easy. The startup for this grab has no lag. The down side is in order for this to work you need to run through your opponent.​

Shield Dash:
While running you cancel the dash with a a shield. you will still carry forward momentum. You can use this to go through your opponent while shielding.​

Shield Dash Grab:
While in a Shield Dash(see above) tap the 'a' button to grab. you'll still have forward momentum and can increase the range of your grab.​

Hyphen smash:
While dashing you can use the c-stick to preform a U-smash attack. you will still have forward momentum.​

JC (Jump canceling) Throw :

Since Link can't do a Glide toss this is the next best thing. TL runs in one direction jumps and uses the c-stick to throw a bomb (timed by pressing jump and throw at same time.) This lowers the frames of the throw and you will slide in the direction you where running. You can throw in any direction of the c-stick. This allows TL to retreat while lobbing bombs behind him or running at the opponent throwing a bomb which can easily be followed-up with a F-smash.

Reverse Ariel Rush (RAR):
When your running forwards you can pivot (the sliding link does after changing directions on a run.) While pivoting go into a jump. The jump will still have momentum of the intial direction. You can preform all ariel attacks in this jump. In other word you can run then go straight into b-airs. Great for combos, edge guarding, and varying up your run.​
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0={:::::::::::> STRATEGY [CHP04]
--Spacing – what is it?:
Well kind of hard to explain effectively so sorry if it's in the grey area. Spacing is the distance between you and your opponent. For projectiles good spacing is farther apart. For comboing it's the range of the next attack (or closer to the opponent). It's mainly used to explain the optimum distance needed between the fight. Usually spacing is used in terms of getting the opponent away from you.​
--Mind games – what is it?:
Mind games can not be taught be reading but by play, thought I guess I'll try. Mind games makes the opponent unsure about your next move thus making you more effective. It's about being unpredictable while still having control of your character.​
Change it up:
This is all about being unpredictable. keep your moves fresh and learn to switch it up. don't do the same moves over and over like a noob. an example is for projectiles; SHDA is effective but add a charged arrow in the mix and use your bombs and boomerang too. as well as shooting in different patterns. You also have lots of options if your running at the opponent; run attack -> d-smash, dash shield (stopping before opponent), dash shield (through opponent), Shield dash grab, pivot grab, Rar, and hyphen smash.​
Fake:
If you think your doing something to much turn it to a fake. like if your running into hyphen smashes constantly and you see the opponent caught on, run into a shield grab instead. The opponent will think your just doing another hyphen smash. You have to predict that they're preparing for another hyphen smash and catch them off-guard.​
d-air sliding:
This is more of a tip for mindgames. When doing d-airs your opponents will expect you to stay where you land and go in for an attack punishing your gimp. However if you d-air on a slope you will slide on the slope. This can make you land in different zones since the sliding distance is hardly ever the same. This is hard to predict and can help with your landings on slopped maps.​
Playstyles:
--Projectile TL:
--Aerial TL:​
--Skill Taunts - what is it?
theses are small, little, and fast maneuvers you can use instead of in-game taunts to show your skill with the character. mainly for mind games.

bomb-drop-catch:
pull a bomb. SH. press 'z' at as your about to land. press 'a' to catch.​
Bomb-throw-catch-drop-slide
pull a bomb, throw up, jump to cath in air (need to press 'a'). drop with 'z' as you land. SH -> d-air.
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0={:::::::::::> COMBOS [CHP05]
--IMPORTANT NOTE ON COMBOS:
Combos are never 100% always going to work in a match you must know how to improvise if the opponent DI’s out of you mess up. The key is to use these as guidelines and learn to adapt in different situations.

Combos:
  • SH -> b-air -> b-air :: (repeat)
  • grab -> d-throw ->b-air -> b-air
  • u-tilt -> u-tilt -> b-air -> b-air
  • boomerang (light characters low percentile) -> SH -> b-air -> b-air
  • U-smash -> b-air -> b-air
  • b-air -> b-air -> d-air
  • footstool (on ground) -> d-air
  • (in air) pull bomb, throw bomb down on opponent, d-air
  • Rar -> b-air -> b-air
  • pull bomb -> JC throw -> F-smash

________________________________________________________________
0={:::::::::::> CHARACTER MATCH-UPS (Alphabetical) [CHP06]
Any help here would be great
--Bowser:
Description: Bowser is Strong, very strong. Half of his moveset arsenal are kill moves between 75 - 100% damage! being a heavyweight means he can last a long time before you can knock him off. If you mess up bowser will have no problem punishing you with his flying slam (f-b). sadly he also has a pretty good aerial game now since he can infinite hop too. However he is still the largest character (a.k.a largest target), slow, and no real projectiles.
Counter: You can rack up loads of damage with projectiles alone. Bombs and boomerangs can keep him at bay. When he gets close roll away or jump. Your grab is longer then his reach. Runing away with short bursts of SHDA is rather effective here. When he gets high on damage roll to smash attacks. use your speed and your projectiles to your benefit.​
--Captain falcon:
Description:Captain falcon is a fast and nimble character with fast aerials and jabs. However he is still easier than melee's CF. CF has no projectiles but his speed almost makes up for it. He's an in your face character and relies on your mistakes to do some real damage with his falcon punch.
Counter:Most of falcon's combos start with his raptor boost and your arrows are a great way break to this. When you start attacking him don't let up when he's off the edge edgeguard/hog or spam projectiles at him. Try to stay as close as possible with your b-airs and n-airs. CF needs you in the air to combo some real damage so stay away from SHDA on this match. His special move startup have some startup lag so if he try's them on you shielding or dodge is an easy way to clear the space. d-airing and grabbing can gimp you afterwards making you a prime target for his falcon punch.
--Diddy Kong:
Description:Diddy Kong is fast, can combo well, and has some of the most annoying b-specials in the game. he's a tricky guy to tell what he's doing to do next since his animations are chaotic. He will be a hard match and against a good diddy player you'll find yourself tripping over banana peels ALOT. Diddy will literally be that monkey on your back.
Counter: This however doesn't mean he's impossible to beat. Diddy's game is amazing at far range, so the best thing to do is rush him and use rolls and jumps to dodge his bananas and peanuts.Try to always carry a bomb since most diddy's use a hit and run going back to their bananas. Having a bomb on hand can break your trip if exploded or can break diddy's banana throw. Try not to d-air or grab because diddy's speed will punish you. Keep on him and he'll soon be overwhelmed. Use aerials and then smashes to send him flying off. and don't stop there, edge-hog him till you're sure there is no coming back.
--Donkey Kong:
Description:This match plays simular to Bowser. DK is a heavyweight and is slightly faster than bowser. DK is full of kill moves and his specials can have you flying across the stage at low percents. However he has lots of start lag and cooldown, no projectiles, and a mediocre at best recovery.
Counter:Like most characters with no projectiles spam him with them. play defensively since DK can kill you rather easily when iin close quarters. roll and dodge his specials they have huge start lags. when close use tilts to add damage and get away. smash him after he's past 150% anything before isn't ging to be effective.
--Falco:
Description:coming soon!
Counter:"Get in close and stay on him, don't let him use his aerials to hit you as they are very strong. Projectiles aren't a good bet because his laser has great range and stamina and he has a counter (the shine). Once again, the edges are your game, go to great measures to get him off of the stage, because once you get him off, his recovery is horrible." - kilikan
--Fox:
Description:coming soon!
Counter:"see falco" - kilikan
--Game and Watch:
Description: Game and Watch (GaW) has very tight movements and lots of disjointed hitboxes. he has a great dodge and sidestep. For being a lightweight he's strong and can apply the damage when needed. He has a fantasic recovery and good at edgeguarding.
Counter: Use your projectiles to keep him at bay. His Bucket cannot absorb any of your projectiles. Since he has also no projectiles that he can pressure you with he has to move in for the kill. You have better range and your grab is useful since it's just out of reach of his f-smash. GaW has bad landing lag and smash cooldown so take advantage of it with fast hits or projectiles. GaW is a lightweight so getting him off the edge should be rather easy. GaW has great recovery so pressure him on the edge with your boomerang and bombs.
--Ganondorf:
Description:coming soon!
Counter:"Projectiles spam is good, but unlike most of the others with weaknesses to projectiles, you shouldn't hit and run, instead you need to make use of your tilts and aerials (only use quick attacks) and play primarily a defensive game. use your rolls and etc, and remember to keep moving at all costs. Focus on staying clear of his wide range attacks and getting behind him and you've won." - kilikan
--Ice Climbers:
Description:That's right there are two of them. Like In melee they can chain grab in combos. They can 'desync' they're moves meaning Nana and Popo can attack seperately. They have effective aerial combos and don't slip on ice. however after Nana is gone he has a severely gimped game including recovery.
Counter:Kill the CPU ( Nana). Use projectiles to start off damage and use bombs to get them both. your u-smash can serperate the two, then target nana and killer her first. Use rolls that go into smashes to Seperate the two. Your attack range is close to that of the Ice climbers so beware when attacking since they love to grab! don't do any laggy moves like missing grabs or d-air to the ground. a punish to the Ice climbers means a grab. a grab with the Ice climbers can mean lose of a stock. With both alive they can do infinite alternating chaingrabs and ice-block locks. Kill nana and Popo is gimped and most of your worries are over 'till the both spawn again. with a solo popo use projectiles.
--Ike:
Description:Ike is slower than you but has power. He can counter attacks and will bait you, then punish you. He has amazing range and can easily vary up his attacks and still be effective. He has no projectiles but can combo like no other. This match will be all about your range.
Counter: Your projectiles are your best friends for this match, spam them at a distance. Use a hit and run projectile method. If you think you have a chance to hit him with your sword you most likely don't and he's baiting you with his counter move. Send projectiles in first. Only smash him when it's in your combo to lower baiting. Try to predict his moves and watch out for his F-B since it has more range than it looks. Your shielding is important and keep rolling to spam projectiles. throw him for better spacing.
--Jigglypuff:
Description:coming soon!
Counter:"Keep your distance and focus on grounded attacks, as well, don't let it get above you. Projectiles work best, but there's no sure fire way to defeat a good puff user." -kilikan
--King Dedede:
Description:coming soon!
Counter:"A lot like fighting an Ike, only you must stay close to him, ranged game wont work with de cuz he has waddle dee throw. Use tilt moves and after he attacks smash at him." - kilikan
"Toon Link has it easy against DeDeDe. SHDA can go over his Waddle Dees. DeDeDe is much slower than Toon Link. Against a good DeDeDe, getting some space between each other can be key for both players. His chaingrabbing is easily stopped with Toon Link with your Hookshot because it has so much better range. Toon Link's aerial game is just way better than DeDeDe's. DeDeDe may have 5 jumps, but Toon Link has a much better Bair, Nair, Fair, and potentially Uair and Dair (Depending on how you look at it). Just watch out for DeDeDe's tilts and Bair. Obviously, his forward smash can kill Toon Link very easily, but it's insanely slow and easily interrupted." - Kresent

-Kirby:
Description:comming soon!
Counter:"Abuse your arrows like there's no tomorrow, dont even worry about the boomerang or bomb, and when he [inevitably] tries to use his down B weight move, roll and grab him, this will be a mostly defensive game." - kilikan

--Link :
Description:comming soon!
Counter:"Stay close and use aerials, most of all wait for his spin attack because it has a longer recovery than yours. From there you can use smashes. Roll Roll Roll." - kilikan
--Lucario:
Description:
Counter:"Fight close range, and wittle it down till about 50% and then focus solely on links most powerful moves (because as lucarios damage increases, his attack power does to) and his throws to catch Lucario off guard. Edgehogging will make almost no difference against a good Lucario, just focus on hitting him off stage and overwhelming him when he gets back on." - kilikan
--Lucas:
Description:
Counter:
--Luigi:
Description:
Counter:
--Mario:
Description:
Counter:
--Marth:
Description:
Counter:
--Metaknight:
Description: Metaknight is a light weight with little hit lag. A recovery that is second to none. multiple hit attacks with good priorty. Not to mention is one of the best edge guarders. However he lacks in aerial speed. Has no projectiles, and his attacks are weak in general.
Counter: play defensively and spam your projectiles when he's high on damage play hit and run with some smashes. you are a floaty character and Metaknights air game can get you damaged rather fast. if off the edge and he's guarding use bombs and bomerangs (if able) to knock him off. since metaknight has to get close shield his corkscrew rush (f-b) and punish his cooldown. you have close to the same range so a well timed grab can space you two again for another projectile spam.

--Ness:
Description:
Counter:
--Olimar:
Description: Olimar loves his pikmin and he can use them very well. He has massive damage u-smash and u-airs. He has incredible ranged attacks and loves to throw pikmin at you that deal damage overtime (beware of the white ones). However he has a few flaws that you can take advantage of but a pro Olimar player is still a formidable opponent.
Counter: This is all situational and your projectile will help you. Most have better range than his pikmin so use them. Your boomerang can kill oncoming pikmin and SHDA can make it hard for the pikmin to get to you. However rule one: Olimar is like a dodongo they hate bombs: always have one handy. Why? well when Olimar runs out of pikmin he has to pluck more. Throw one at him while he is plucking and it hurts him and kills/hurts his pikmin! also if your latched by pikmin u-tilt to kill them off. Now how to get to Olimar in another task. First of all Olimar has very powerful u-smash and u-air that have high priority, so don't approach him from the top unless you have a bomb to throw down at him. The sides are pretty bad too because of his ranged attacks and long grabs. Well this leaves diagonally which is good and well for TL. Do a standard jump and throw your boomerang diagonally at him this will stun him enough for you to land in done properly. Throwing a bomb and arrows work as well. When your close just combo him as normal but through experience he likes to space you. So it's a rinse and repeat deal. Hurting him is ok but how do you kill him you ask. Well Olimar has a very poor recovery just Gettimg him off the ledge and edge guarding is very effective and being a light weight you can do it at low percentiles.​
--Peach:
Description:
Counter:
--Pikachu:
Description:
Counter:
--Pit:
Description:
Counter:
--Pokemon Trainer:
Squirtle:
Description:
Counter:
Ivysaur:
Description:
Counter:
Charizard:
Description:
Counter:
--R.O.B:
Description: R.O.B is slightly over the average weight and in the heavyweights. He has great and annoying projectiles. fantastic recovery. good at edgeguarding. He has a few aerial problems with movement but strong aerials with good priorty. This is a hard match to say the least. He's a well balanced character.
Counter: You have to change between defensive and offensive very fast in the game. A short burst of defensive to SHDA helps after he cooldowns like from his smashes. roll and run to get around, avoid any non shorthops. Edgeguarding is hard since he can u-b and hover by you on the edge and start hitting you, or spin is gyro over the edge to prevent you from comming up. Try to stay close with use tilts to rack on the damage.
d-smash is your friend.
--Samus:
Description:
Counter:
--Shiek:
Description:
Counter:
--Snake:
Description:
Counter:
--Sonic:
Description: Sonic is a very fast, however . . . he has no range, no power, and no priority. He can get close and strike a few times then run away and rinse and repeat. Since he has no kill moves this goes on a long time.
Counter:This is an easy match if played right but very annoying so try to keep your cool. He can out run all projectiles so stay face to face and swipe with fast tilts and SH aerials. F-air is great since it hits both sides and well as u-tilts. for a kill move use your d-smash. though weak he hits fast so play defensively and use rolls and make good use of your shield. a simple projectile can stop his charge so you can reposition.
--Toon Link:
Description: read the guide . . .
Counter: There are two main play styles. Projectile based and aerial/combo based. If they play projectile go close (face to face) and use projectiles sparingly. If combo based let him approach and prepare for attacks with your shields and rolls. baiting can also help since you b-air has more priority than a lot of moves. stay off your lag moves, hookshot, d-air, u-b... Also when shielding your be aware TL's d-air and f-smash hit twice.
--Wario:
Description:
Counter:
--Wolf:
Description:
Counter:
--Yoshi:
Description:
Counter:
--Zelda:
Description:
Counter:
--Zero Suit Samus:
Description:
Counter:
________________________________________________________________
0={:::::::::::> STAGES [CHP07]

Key:
++ = Helps TL
-- = Hinders TL

(ALPHABETICAL)
BRAWL:
75m:

--DK SUCKS
Battlefield:
Bridge of Eldin:

++ the blown up bridge can help spacing for projectile spam
Castle Siege:
Delfino Plaza:

++the water on the island saves you if you spike and lowers lag. go crazy.
Distant Planet:

++ d-air slide for mindgames. don't when it rains.
Final Destination:
Flat Zone 2:

++ can b-air someone off the stage.
Frigate Orpheon:
Green Hill Zone:

++ use bombs/boomerangs to trap someone in the halfpipe
++ d-air slide for mindgames
Halberd:
HanenBrow:
Luigi's Mansion:

--walls hinder projectiles
++ walls can go away
Lylat Cruise:

-- tilting map makes it hard to tell where boomerang goes if it ricochets off the ground.
++ tilting map makes boomerang hard to predict for opponent
Mario Bros:

++ the turtle shells have incredible knockback and projectile can fling them around.
Mario Circuit:
Mushroomy Kingdom 1-1:
Mushroomy Kingdom 1-2:
New Pork City:
Norfair:
Pictochat:
Pirate Ship

++ the water stops your d-air for spikes and lessens lag.
-- Watch for the catapault and bombs.
Pokemon Stadium 2:
Port Town Aero Drive:
Rumble Falls:
Shadow Moses Island:
Skyworld:
Smashville:
Spear Pillar:
Summit:
WarioWare Inc.:
Yoshi's Island:

MELEE:
Corneria:

++ d-air slide for mindgames off of tail fin.
Big Blue:
Brinstar:
Green Greens:

++ projectiles blowup bombs.
Jungle Japes:
Onett:
Pokemon stadium:
Rainbow Cruise:
The Temple:
Yoshi's Island:

++ d-air slide for mindgames
____
____________________________________________________________
0={:::::::::::> F.A.Q. [CHP08]
Q: Does Toon Links hookshot in air start a grapple with the opponent
A: sorry pal the answer is no.
________________________________________________________________
0={:::::::::::> VIDEOS [CHP09]
--Important Video Notice:
I will show all videos that I find play a great to pro TL that I find important. Or instructional videos. If you would like to request a video please write me. I will show all videos not just ones when TL wins. A good TL doesn’t mean you always win like some people might suggest and who him winning.

TECHNIQUE VIDEOS:
Bombsliding
http://www.youtube.com/watch?v=zB8R0LpQvjI&feature=related
JC throw v. pivot throw
http://www.youtube.com/watch?v=rq5UKpxhA6M
quickdraw
http://www.youtube.com/watch?v=XcODP-_bhrI

COMBO VIDEOS:
Combo vid 1
http://www.youtube.com/watch?v=aLyGB3tgV-w

PLAYER VIDEOS:
TL(bowchet) v. Fox
http://www.youtube.com/watch?v=odGivZgEyys&feature=related
TL(bowchet) v. Fox 2
http://www.youtube.com/watch?v=RU_h5bywb78&feature=related
TL (bowchet) v. metaknight
http://www.youtube.com/watch?v=twdTOYsFZH0&feature=related
TL(Kizzu) v. Capt. falcon
http://youtube.com/watch?v=bRA_H6x91_A
TL(Kizzu) v. Ike
http://www.youtube.com/watch?v=As_tIKVmx5k&feature=user

CHECK HERE FOR MORE. GO TO PRO SECTIONS.
http://smashboards.com/showthread.php?t=140201

________________________________________________________________
0={:::::::::::> CREDITS [CHP10]
Thanks to everyone who is a supporter of TL and supports this thread.
Special Thanks to:
kilikan:
  • help with match-ups on Bowser,Captain Falcon,Diddy Kong, DK, Falco, fox, Gannon, Ice climbers, Jiggs. King Dedede, Kirby, Link, and Lucario.
  • helps with bomb tips and tether recovery tips
Kresent:
  • help with character matchup's on Ike, Toon Link and King dedede.
 

Kresent

Smash Cadet
Joined
Aug 8, 2007
Messages
64
Location
Raleigh, North Carolina
The Hookshot can be used as a grapple recovery. If you're close enough to the ledge, and you use it, it'll automatically shoot towards the ledge and grab onto it. I think you can use it about only 3 times before you have to land again. However, it's a great stall.

This looks like it will be a really good thread.
 

Super_Nostalgic

Smash Apprentice
Joined
Jan 16, 2008
Messages
170
Location
Wichita, Kansas
The hookshot acts as a teather recovery, so when your close to the stage, just hit your grab button and he'll try to grab. you can also use his B-up afterwards
 

Riorou

Smash Rookie
Joined
Mar 19, 2008
Messages
1
thx for this, cant wait till its done

btw: how do you do the pivot throws?
 

Young_Link808

Smash Apprentice
Joined
Oct 2, 2007
Messages
120
Location
Hawaii
YES the perfect thread for my favorite character and main TOON LINK!!!!!!!!!

anyway ill help to with the info
 

deletedmember

Smash Cadet
Joined
Mar 8, 2008
Messages
53
Location
Lakeland, Flordia AIM ME: DeletedMember
I posted this in the footstool dair thread but I'll post it here too and maybe I'll get a faster response:

I'm trying this (footstool dair) and I can't figure out how to make it useful. It seems like you have to dair almost instantly after footstooling, without having time to ensure that you actually landed the footstool. Otherwise they'll have time to fall to sideways and you'll miss the spike. Is it true that you have to hit it instantly or am I missing something? And if you do have to dair right away, what is the point since it would be just as risky as a normal spike attempt.
 

calprinicus

Smash Cadet
Joined
Mar 18, 2008
Messages
61
Location
Seattle, wa
Thanks everyone for your support right now I'm working on the character match-ups. I should have Olimar up tonight since my roommate mains him. Snake,Marth, Pokemon Trainer, game and Watch, and possibly Wolf, Fox, DK, and Falco should be up no later than Monday night since my that is what is mainly what my group and friends main and we always play on Mondays. If anyone could help on the other characters that would be great. again either post or e-mail me and that would be much appreciated
 

calprinicus

Smash Cadet
Joined
Mar 18, 2008
Messages
61
Location
Seattle, wa
I posted this in the footstool dair thread but I'll post it here too and maybe I'll get a faster response:

I'm trying this (footstool dair) and I can't figure out how to make it useful. It seems like you have to dair almost instantly after footstooling, without having time to ensure that you actually landed the footstool. Otherwise they'll have time to fall to sideways and you'll miss the spike. Is it true that you have to hit it instantly or am I missing something? And if you do have to dair right away, what is the point since it would be just as risky as a normal spike attempt.
Hey hows it going, I've been trying this out and I think footstool to d-air is hard to pull oFf. I've been playing a friend of mine who mains falco and DK. One the footstool from the ground is hard to pull of a good player like my friend in the first place. when I do footstool him it seams pretty easy to d-air but I have missed and I don't think the footstool -> d-air is that effective to keep doing. most of the time I find my self missing the footstool slightly and get gimped on the ground from the d-air lag. When I do pull it off they can DI out before I hit with the second they just combo up afterwards. I don't find it effective in competitive play by only time will truly tell as of now unless some magical fairy sparks someone's mind and they find a better tech for it. stay away.
 

NESSBOUNDER

Smash Master
Joined
Dec 19, 2002
Messages
3,167
Location
somewhere sunny
Just listen for the "boing" and then immediately dair.

And you're supposed to do this to a standing opponent, not an airborn one.
 

NESSBOUNDER

Smash Master
Joined
Dec 19, 2002
Messages
3,167
Location
somewhere sunny
I posted this in the footstool dair thread but I'll post it here too and maybe I'll get a faster response:

I'm trying this (footstool dair) and I can't figure out how to make it useful. It seems like you have to dair almost instantly after footstooling, without having time to ensure that you actually landed the footstool. Otherwise they'll have time to fall to sideways and you'll miss the spike. Is it true that you have to hit it instantly or am I missing something? And if you do have to dair right away, what is the point since it would be just as risky as a normal spike attempt.
You are not supposed to footstool Dair in the air! It's for grounded opponents only.

And yes, you have do do it REALLY quickly. Although it's really not that hard to land the footstool at close range if you know what you're doing.

If the Lucario players can do it, then so can you!
 

NESSBOUNDER

Smash Master
Joined
Dec 19, 2002
Messages
3,167
Location
somewhere sunny
Hey hows it going, I've been trying this out and I think footstool to d-air is hard to pull oFf. I've been playing a friend of mine who mains falco and DK. One the footstool from the ground is hard to pull of a good player like my friend in the first place. when I do footstool him it seams pretty easy to d-air but I have missed and I don't think the footstool -> d-air is that effective to keep doing. most of the time I find my self missing the footstool slightly and get gimped on the ground from the d-air lag. When I do pull it off they can DI out before I hit with the second they just combo up afterwards. I don't find it effective in competitive play by only time will truly tell as of now unless some magical fairy sparks someone's mind and they find a better tech for it. stay away.
If you Dair fast enough, there's no way a fat hitbox like the sword can miss. I don't see why you're having problems with this tech when Lucario and G&W players aren't.
 

Kresent

Smash Cadet
Joined
Aug 8, 2007
Messages
64
Location
Raleigh, North Carolina
I fight a large deal of Ikes. I can help with him, if you want.
I also fight a pretty good Toon Link player with my DeDeDe, so I can tell you what gives me problems when I fight against him.


Anyone can feel free to correct me on this, because I know I am not playing the best players in the world. Try to be friendly about it though. This is from what I've had to go against, not all the information everyone else has had.


Ike requires a lot of prediction. Moves like his AAA combo come out fast and are strong at the same time. For players who use his counter, it's the same. You have to predict when they will use it. While obviously on the slow side, if he hits you, it will hurt. Use your projectiles to hurt him at a distance. Run in with things like a bomb or the boomerang following you to catch him off guard. Like I said, run in and fake things like the Reverse Aerial Rush. Just try and trick him into using his attacks and you can easily punish him. Aethers and Quick Draws are common among Ikes.


Toon Link has it easy against DeDeDe. SHDA can go over his Waddle Dees. DeDeDe is much slower than Toon Link. Against a good DeDeDe, getting some space between each other can be key for both players. His chaingrabbing is easily stopped with Toon Link with your Hookshot because it has so much better range. Toon Link's aerial game is just way better than DeDeDe's. DeDeDe may have 5 jumps, but Toon Link has a much better Bair, Nair, Fair, and potentially Uair and Dair (Depending on how you look at it). Just watch out for DeDeDe's tilts and Bair. Obviously, his forward smash can kill Toon Link very easily, but it's insanely slow and easily interrupted.


Like I said, feel free to correct anything I just said. I probably don't know what I'm talking about.
 

Kilikan

Smash Apprentice
Joined
Mar 10, 2008
Messages
104
here's a few strategies I use for different characters:

Bowser: Focus on using a hit and run method, be campy and spam projectiles, then when he gets close roll away or jump.

Captain Falcon: spam arrows until CF tries to use his raptor boost to stop them, then make your move and attack him like there's no tomorrow, then pull back and repeat. All his special moves have recovery so as long as you keep your distance you'll be OK.

Diddy Kong: Diddy's game is amazing at far range, so the best thing to do is rush him and use rolls and jumps to dodge his bananas and peanuts. Keep on him and he'll soon be overwhelmed, use arials and then smashes to send him flying, and dont stop there, edgehog him till you're sure there is no coming back.

Donkey Kong: A good blend of TL's projectiles and tilts should keep DK weak, almost all his moves take time to execute so your best bet is projectiles and small weak attacks, make sure you get him to ~150 before you try and execute a smash attack and focus on edgehogging. This game is all about risk.

Falco: Get in close and stay on him, dont let him use his arials to hit you as they are very strong. Projectiles arent a good bet because his laser has great range and stamina and he has a counter (the shine). Once again, the edges are your game, go to great measures to get him off of the stage, because once you get him off, his recovery is horrible.

Fox: see Falco.

Ganon : Projectiles spam is good, but unlike most of the others with weaknesses to projectiles, you shouldn't hit and run, instead you need to make use of your tilts and arials (only use quick attacks) and play primarily a defensive game. use your rolls and etc, and remember to keep moving at all costs. Focus on staying clear of his wide range attacks and getting behind him and you've won.

Ice Climbers: Kill the CPU [In Most cases Nana] ice climber using short hop to bring up damage on it and then rolling behind Popo and smashing. From there any strategy works, because Popo's recovery is basically blitzed.

Ike: Use rolls and throws and always watch his sword to determine what kind of move he's going to do next. The only one you really have to watch out for is his "quick Draw" / side b because as long as you're playing a flexible link game that will be the only one that will be able to hit you. Stick to projectile hit and run when you're far away and use defensive methods [aka rolls and throws again] when you're in close. Most importantly, dont use any smash attacks until you are sure ike will go flying, he is THE punisher. I'd recommend playing as ike for a little while and learning his moveset and how he holds his sword as he powers up each of his moves.

Jiggs: Keep your distance and focus on grounded attacks, as well, dont let it get above you. Projectiles work best, but there's no sure fire way to defeat a good puff user.

King D3: Alot like fighting an ike, only you must stay close to him, ranged game wont work with de cuz he has waddle dee throw. Use tilt moves and after he attacks smash at him.

Kirby: Abuse your arrows like there's no tomorrow, dont even worry about the boomerang or bomb, and when he [inevitably] tries to use his down B weight move, roll and grab him, this will be a mostly defensive game.

Link: Stay close and use arials, most of all wait for his spin attack because it has a longer recovery than yours. From there you can use smashes. Roll Roll Roll.

Lucario: Fight close range, and wittle it down till about 50% and then focus solely on links most powerful moves (because as lucarios damage increases, his attack power does to) and his throws to catch Lucario off guard. Edgehogging will make almost no difference against a good Lucario, just focus on hitting him off stage and overwhelming him when he gets back on.


... and thats all she wrote for now.

*-* To help out with the technique section, if you're guarding against an impending attack that you know will destroy your shield (like a beam final smash or your cornered) Try taking out a bomb and once the shield is destroyed, if you've timed correctly the bomb will explode and take away your stasis/paralysis/shell-shocked state and leave you with another perfect shield at the cost of only about 3% damage. be wary not to press any other button though and to time it correctly because without the shield the bomb can be attacked too and will explode in your face if you're not careful.

*-* Also, if you are attacked near the edge of a stage, (an attack that sends you flying, but not too far) there is a window of time where you can press the grapple button and TL will skip a few frames and actually tether onto the stage (against all laws of physics, gravity and motion) I have yet to try this at really high damage %'s or with anyone other than a computer, but all the times i've tried it as long as I was close to the stage edge and not kicked fully off the platform i've been able to get it to work.
 

calprinicus

Smash Cadet
Joined
Mar 18, 2008
Messages
61
Location
Seattle, wa
THANK YOU KRESENT AND KILIKAN FOR YOU HELP ON CHARACTER MATCH-UPS! and Kilikan for the techniques. as of now I have quoted you and handed you credit for the quotes. As time goes on I will have to write a complete description and counter using this information and other experience. I have mentioned both of you in the credits with your help you have given me to which you will stay.
 

Young_Link808

Smash Apprentice
Joined
Oct 2, 2007
Messages
120
Location
Hawaii
*-* Also, if you are attacked near the edge of a stage, (an attack that sends you flying, but not too far) there is a window of time where you can press the grapple button and TL will skip a few frames and actually tether onto the stage (against all laws of physics, gravity and motion) I have yet to try this at really high damage %'s or with anyone other than a computer, but all the times i've tried it as long as I was close to the stage edge and not kicked fully off the platform i've been able to get it to work.
he speaks the truth here is proof

watch 1:33

http://www.youtube.com/watch?v=VwUUlpqoPfE
 

Llama Joe

Smash Rookie
Joined
Mar 12, 2008
Messages
1
The fact that TL's d-air won't rocket down after you've been hit in the air should be included. It might be useful at some point.
 

Diskorde

Smash Rookie
Joined
Jan 26, 2006
Messages
20
Location
CT
here's a few strategies I use for different characters:

Falco: Get in close and stay on him, dont let him use his arials to hit you as they are very strong. Projectiles arent a good bet because his laser has great range and stamina and he has a counter (the shine). Once again, the edges are your game, go to great measures to get him off of the stage, because once you get him off, his recovery is horrible.
Is there still shine stun after reflecting a projectile? Back in melee when I mained Samus, I'd often force fox/falco to reflect a missile so they'd be stuck in the reflector state for a second, setting me up to jump in and combo.
 

Kilikan

Smash Apprentice
Joined
Mar 10, 2008
Messages
104
perhaps on wolf, but i tried shine baiting and the falco i was against got out of shine quick. [since he tosses it now and it comes back]
 

Kresent

Smash Cadet
Joined
Aug 8, 2007
Messages
64
Location
Raleigh, North Carolina
Toon Link vs Toon Link

When it comes to a Toon Link mirror match, you have understand their playstyle. If they're campy and abuse projectiles, keep in their face and keep them in combos. If they're combo oriented, try and stay a little ways away and come in to punish and them. Try throwing the Boomerang a lot, as if they catch you in a combo, this will stop them.
If you get caught in the air and are being edgeguarded by a Toon Link, don't bother trying to stop him. Just air dodge at the right time. A Toon Link's Bair is much faster than your Fair, and if your Nair misses, you could be in trouble. Abuse the hookshot to keep him on his toes when you're near the edge.
Avoid the Dair, obviously. But remember that Toon Link's Dair and Forward Smash can hit twice. So, if you decide to shield, don't let get after the first hit.
As a Toon Link player yourself, you should know what to expect as well.
 

BKrkr

Smash Apprentice
Joined
Apr 25, 2006
Messages
105
Location
New York City
Switch FC
SW-5303-3831-5621
I need help playing as Toon against a Sonic. He's too fast to effectively use the bow+arrow, and he can just spam roll+smash/tilt until I can be sent flying. Any strategy vs. Sonic?

Great thread btw.
 

Kilikan

Smash Apprentice
Joined
Mar 10, 2008
Messages
104
I need help playing as Toon against a Sonic. He's too fast to effectively use the bow+arrow, and he can just spam roll+smash/tilt until I can be sent flying. Any strategy vs. Sonic?
Rush him and stay close, use tilts and your recovery until he starts getting into his speed game. From there play completely defensive and use rolls, tilts and arials to drop the blue menace.
 

Diskorde

Smash Rookie
Joined
Jan 26, 2006
Messages
20
Location
CT
I need help playing as Toon against a Sonic. He's too fast to effectively use the bow+arrow, and he can just spam roll+smash/tilt until I can be sent flying. Any strategy vs. Sonic?

Great thread btw.
This is where I really find wavebouncing useful. Regular momentum , wavebounced momentum, RAR, all is possible from the same stick. Even if you just use those 3 (and forget about other moves), that's 3 seperate landing zones for him to guess at. Toss a bomb right behind you to punish/hinder excessive rolling, or SHFF to bait, then reverse bow/boomerang/bair.

Now using stutter step, Sonic's range on his f-smash does increase, so bombs and boomerang is you best choice to try to disrupt. SHFF shield then attack OOS if the Sonic is not super precise.
 

CodeytheRhino

Smash Apprentice
Joined
Mar 17, 2008
Messages
88
Location
MO
Great guide. I still don't see why the SHDA is so important, but w/e. I didnt know about the bomb sliding. Also, if you Dair during the middle of being knocked upwards, TL floats for some reason. It's not really that important, I just thot u should kno.
 

calprinicus

Smash Cadet
Joined
Mar 18, 2008
Messages
61
Location
Seattle, wa
Great guide. I still don't see why the SHDA is so important, but w/e. I didnt know about the bomb sliding. Also, if you Dair during the middle of being knocked upwards, TL floats for some reason. It's not really that important, I just thot u should kno.
Thanks everyone for your help. and support.

I see your point. though SHDA is great for a quick % damage when opponent in distance I did play it too much and I don't really think bomb sliding is to great either nor practical and I edited my guide to down play'em. I also edited the d-air to add the "floatyness"

If anyone has any links to they're fav. TL vids post'em so I can add 'em hard to find good ones in the huge mess of youtube's bad players.

I know snuggles has posted and I would like to thank you for that awesome TL combo vid you made and Kizzu for play'n such an awesome TL.
 

WakerofWinds

Smash Journeyman
Joined
Mar 22, 2008
Messages
366
Location
Western CO
NNID
Sydrael
3DS FC
4699-5989-8229
Well, what would you all recommend for a Toon Link who uses mainly ground moves and crouches whenever you try to get in an aerial, then uses a utilt or a usmash, then plays half camping, half aggressive.
 
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