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How accurate does that still sound?At first glance, Toon Link might appear to be no more than a simple clone of Link. After all, don't they both have similar attacks, hookshots and green tights? It'll take a bit more than green tights to make them clones, as is apparent soon after trying both out extensively.
Toon Link's projectiles can be likened to Link's. He has a bow, bombs and a boomerang. The bow will not be used often, as it is a projectile that requires commitment and is slow. It also isn't much for damage. He may use two after a short hop to try and get some stun in. The weird angle of it allows him to shoot it off as he's recovering as well. His boomerang is a mainstay of his arsenal, it is fast, powerful and it hits when coming backwards. The backwards hit will often prevent you from grabbing him or doing a slower approach, so be wary of that. Bombs are his final projectile and good ones at that. They will be used from up high to pepper you with explosions. The explosive radius is larger than Link's, so don't underestimate it. If Toon Link is holding a bomb and does his Up B and it explodes, he regains his Up B. Watch for this and spike him if he tries it. These projectiles will all be used in tandem to try and keep you away from the heart of them, Toon Link himself. Your general way to get past this should be either a well placed dash attack, or perhaps a well placed Fair. Don't do a shoddy job of piercing through that projectile wall, elsewise you'll take so much damage and will simply have to start over from square one.
Toon Link also has a Zair, similar to Link's. It sort of lost both power AND range when compared to Link, sadly. It's tiny in size and only does 4%. The point isn't to build damage, however. It can be auto canceled and followed up by any of TL's other options. He might try a Zair to Nair, Zair to a ground based option, Zair to anything works. The tether portion of it is quite good, saving him from having to use the Up B at times. The tether is also a grab (naturally), but it's not much of a grab game. Each of Toon Link's throws do 7%, the grab is short compared to Link and it has all the flaws that Link's does. He might punish a laggy attack that his the shield with a grab and a throw, then try to string it, but it otherwise isn't much of a threat at all.
Toon Link has one more thing with which he can try to claim dominion upon Ike – His air game. All of his moves in the air are not only fast, but they also have power and good range because Toon Link uses only his sword for attacking, unlike Link with his fancy pants kicks. His Nair and Bair will generally be overused and stale, making them ripe choices for linking into other moves. The Bair in particular is very nasty, as a few can chain together to deal nice damage. If Toon Link is approaching with his back, you know what's coming. His other moves in the air CAN be used liberally, but they will probably be saved for other purposes. The Dair in particular is a very risky move. It sends him straight down, he can't budge from his course. However, the start is a spike and if he hits anything, there is no “stuck in the ground” bit. It may be used as he is above you, but it is generally too dangerous to do so. It has a very solid use against Ike, however. If the Toon Link times your Aether or Quick Draw recovery properly, he can Dair spike you straight out of it. This shouldn't be happening a whole deal, but look for him being near the edge and stall out your midair jump so he can't predict your actions.
Toon Link's ground game is pretty decent, though it all pales in comparison to Ike's (Most ground games do). His jab is a “get out of here” option, and will be used as such. His tilts are generally for combos, but they can also be used for killing later on at very high percents. The Smashes in particular are pretty much used for fast kills. His Up Smash is the versatile move, it kills fast and can link into other things if need be, shield if he's running at you. The Forward Smash is two hits in one, but the first actually goes into the second, unlike regular Link's. Toon Link can alter the timing so it hits you as you drop your shield, so try to outmaneuver him there. The Down Smash kills pretty late, but if you DI it wrong it can very well kill you soon due to gimping as it sends you right into Ike's dead zone ( deep 60 degrees down from the edge of the stage. His Fair can kills you, as can the Up Air. Don't be directly above TL in fear of that Up Air.
Ike should be focusing on two things, and two things only. 1) Get past the projectiles. 2) Always keep your spacing 3) Going for that coveted early kill. Ike has a massive range and power advantage over Toon Link, but Toon Link has him beaten in other general areas. Range and Power are no joke, however. You simply have to cautiously zone him until and opportunity presents itself to go in and deal massive damage. If you see him recovering with the Up B, go ahead and attempt a spike. It's moderately vulnerable to that. You might also try to be fancy and counter it, but do that at your own risk.
To help with your massive damage goals, it is recommended that you visit Battlefield as a neutral. This stage forces close quarters combat, which Ike excels at. It also allows platforms to punish TL from and is generally just a great Ike map. Corneria is a great CP choice, as always. Infinite, low blast zones, it has it all. Other good stages are your standard Ike ones, really. Green Greens is good since it gives you a wall to protect you and makeshift projectiles as well, you know the drill
Similar to the Link match in essence. Get past the (better) projectile spam, fight a (better aerial but worse ground) close combat game than Link and watch out for the dinky Zair. It's a fun match that depends more on position that anything else.
Ew at the Ike. Silly little kids online eh?Dsmash. Tether Recover.
Ike's dead.
old video, I don't play like this anymore xD
http://www.youtube.com/watch?v=N6y_Wo9KA8w
ew at my Projectile game back then o_o;;
It's what happens when you go in basic brawl at 3am xDEw at the Ike. Silly little kids online eh?
Just a few things to correct here.For starters, Zair his aether recovery.
Many, many times.
Spam your *** off.
Stay away from the edge whenever you can.
Expect jabs cancels. Usually into grabs. So air dodge -> Zair.
Expect Fairs so you can shield/ punish.
His Bair kills well.
Avoid getting hit by stupid laggy attacks.
Ike's Nair is good, don't expect it to be as easy to punish as his Fair.
His Nair also leads to either a grab, or jabs. So watch out for that.
And just don't get mind gamed. =P
But aren't we discussing Luigi still though?well judging form that video, I think we found a counterpick stage. =D
Just a few things to correct here.
Zair won't work if Ike recovers low.
......what?But aren't we discussing Luigi still though?
Just a few things to correct here.
Zair won't work if Ike recovers low.
If Ike does jab1 to jab 1, your best hope is to SDI that. If he does jab2 to any cancel, you need to be mashing jump to get out of it, since if you do anything else the jab cancel works as a combo.
I do not believe that Toon Link can punish Ike's shielded spaced Fair, but don't worry, only two characters can. Using IASA frames, Ike's Fair landing lag ends at 22, so he can effectively become invincible at frame 23 (Spotdodge or shield). Toon Link's OoS options (Such as grab, Up Smash and Up B) do not reach Ike. That means that you have to drop the shield and suffer that lag time of seven frames. After which you begin to do an attack on frame 8 and you only have one quarter of a second to: React, input and actually have the move hit.
Ike's "stupid laggy attack" (By which I mean Fsmash, really) outspaces Toon Link's get up attacks, all of them. It also has better range than all of his aerials I believe. Just be careful, it has 28 frames of charge animation but it releases on frame 3 (!!!) after the button is let go of.
Nair is easier to punish than Fair, because although that only has 14 frames of landing lag, it's much closer to Toon Link. I'm not sure if TL's grab is fast enough, however.
As to the section in the guide about the Bow not being used, it's wrong. I changed it but then the guide got deleted and I put in a back-up where it was still wrong, blah blah johns etc.
Kirk (The best Ike) says the match is 45:55 (i.e. a bit in Toon Link's favor). I'm partial to agree with him. It seems easy enough to just spam Ike away, but that hasn't really worked past April. Sure, you can do it, it'll help, but don't count on it winning the match.
We still cant reach him after a well spaced fairYou forgot TL's best OOS options. Jump to nair, zair or bair. TL jumps laglessly OOS.
Hah, yeah. We haven't played in ages.I've played Light's Ike ALOT, though probably not in the last month or so (hell, probably 2). Try to stay off the ledge. It won't be long before you fall into a FSmash, dtilt (spikeeeeee), or super-armored eruption. Nair is a nasty move, and combos into grabs a jabs (or both). Be careful around platforms, watching for his USmash. In my experience, SHDA works pretty well for keeping him away, just throw a up-angled boomerang to stop any aerial approaches. JC bomb throws and ziar -> nair work well, and tether hogging his aether is pretty easy in certain situations. dthrow -> utilt -> utilt works at low percents. Harass him with projectiles while he's off stage and arrow cancel EVERYTHING.
Thing about Ike is that generally his "bad" stages are liked by some people and you can't totally CP him. If I were Toon Link, I'd personally choose Jungle Japes against Ike, that'll just be you spamming him.So about counterpicks.
I can totally see Rainbow Cruise being one, but how about another more conventional stage?
Have you played a Link or TL on Norfair?EDIT: Light, Norfair is a good stage for Ike. Lava = we get gimped less. Platforms = Uair fun + easier time recovering. >_>