It's time for some Luigification! :D
VERSION 2.0.2
Now, I know what you're thinking: "Toon Link is already in the game!" I know, I know. This moveset is a theoretical revamped version of this clone character. Also, please note that this set is based solely on Link from The Legend of Zelda: The Wind Waker (and, by extension, its HD remake). Phantom Hourglass, Spirit Tracks, and the other "toon" games are not being referenced here. Also, this moveset is designed for Smash 4, and certain moves are based on Toon Link's existing moveset from Smash 4. With that said, let's dive right into this set!
STATS
The stats are the same as Toon Link's in Brawl/Smash 4 (if there are differences here between the two games, please let me know), which are:
Weight: 92
Size: 3
Ground Speed: 6
Air Speed: 6
Fall Speed: 4
Naturally, attack power and the like vary with each move, and will thus be explained in the attack section.
UNIQUE MECHANICS
First up in the unique mechanics department, we have the Magic Meter!
This green bar is placed above the percentage meter and character portrait, similar in positioning to Little Mac's KO Meter. The Meter is divided into eight segments, and certain attacks will use up one or more segments when used. If there is not sufficient Magic left, said attack will fail to perform (this happens in a different way with each move, which will be explained as each move is introduced). Also, if an attack uses, say, two segments and there is only one segment left, the attack will still fail, unlike Robin's Tomes. The Meter refills one segment every five seconds, unless there is a magic-consuming attack in use, during which the five-second refill timer will pause (so if there is one second until a recharge, but the player uses a Magic attack, the Meter will refill one second after the attack is done). Of course, this is different from Robin's Tome/Levin Sword usage in that the remaining amount is visible, it recharges over time even if it's not depleted, and all of the applicable moves draw from the same bar.
Secondly, since it's not tied to a move per se, we have the Mirror Shield!
This is somewhat similar to Link's Shield (and, by extension, Toon Link's Shield in Brawl/Smash 4), but it has three key differences. First off, the shield is only active while Toon Link is crouching, rather than standing or crouching. Second, it can reflect projectiles that collide with the shield (but only the shield, of course, not Toon Link's whole model) for 1.4x the original damage. However, the third difference is that reflecting projectiles consumes one segment of the Magic Meter! This means that, on a full Meter, the Mirror Shield can reflect eight projectiles without recharging or using Magic in another way. If there is no Magic left, the Mirror Shield will change in appearance from the Mirror Shield to the standard Hero's Shield (this is the Shield that Toon Link currently uses in Smash 4):
This Shield will still block projectiles, but it will not reflect them. Like all Magic-consuming moves, if Toon Link is blocking with either Shield (even the standard Hero's Shield), the Magic Meter will pause its refilling process.
SPECIALS
Now let's move onto Toon Link's special moves.
Standard Special: Magic Bow
Uses Magic: Yes; 0-4 segments depending on charge
Damage: 3~15% depending on charge
I know what you're thinking: "I thought you were making Toon Link different! Why does he have the same Standard Special?" Well, he does and he doesn't. He does still use the same Bow, but he doesn't use the same Arrows...
Introducing the Fire, Ice, and Light Arrows! Switching between the Arrows (Standard, Fire, Ice, and Light) depends on how long the move is charged. The charge time is about the same as Robin's Thunder (along with the transitions to Elthunder, Arcthunder, and Thoron), and the order is Standard, Fire, Ice, and then Light Arrows. The Standard Arrow does 3% and very low knockback. It travels the length you'd expect if you charged the existing Smash move for that long. It has no special effects. The Fire Arrow does 7% damage and medium knockback, and has a fire effect. It will also leave a flame on the ground where the arrow lands, doing 1% and no real knockback (only flinching) per hit while on the ground. It travels the length you would expect the existing Hero's Bow in Smash 4 to travel at this charge time. This Arrow also consumes one segment (one eighth) of Magic per use. The Ice Arrow does 10% damage and great knockback (KOing at around 110%), and has a freezing effect on opponents who are at 30% or higher. The notes above about travel distance apply here as well, and this Arrow consumes two segments (one fourth) of Magic per use. Finally, the Light Arrow does 15% damage and amazing knockback (KOing at around 90%), and travels as quickly as Robin's Thoron. Also like Thoron, this Arrow travels in a straight line, unaffected by gravity, and can travel indefinitely (only disappearing at the edge of the screen). Toon Link can cancel at any time during charging by shielding, rolling, air dodging, spot dodging, or getting hit by attacks (used to conserve Magic), but this will not store the charge. This attack can also be aimed from straight down to in front to straight up by tapping up and down on the Control Stick. Use this move for zoning, as well as setting up traps with the Fire and Ice Arrows and potential long-range KOs with the Light Arrow.
Custom 1: Skyward Bow
Uses Magic: Yes, 1~4 segments depending on charge
Damage: 3~15% depending on charge
This custom is fairly basic. The gravity on the arrows is reversed (so they fall up, rather than down), but this costs one more segment of Magic per arrow. This means that the Standard Arrow costs one segment rather than zero, the Fire Arrow costs two rather than one, and the Ice Arrow costs three rather than two. As the Light Arrow is unaffected by gravity, it and its magic cost of four are unaffected. This move can also not be aimed. This is a great anti-air move, with potential to gimp certain recoveries and approaches.
Custom 2: Homing Bow
Uses Magic: Yes, 0~4 segments depending on charge
Damage: 1~10% depending on charge
This custom is mainly for those who aren't very skilled at aiming. All four Arrow variants will home in on opponents, like Samus's regular Missile. However, these Arrows are much slower than normal, and the damage is reduced (Standard does 1%, Fire does 4%, Ice does 7%, and Light does 10%), along with the knockback. Use this for zoning, but if you're good at aiming, use the default or the other custom.
Side Special: Boomerang
Uses Magic: No
Damage: 3~8%
Yeah, yeah. I know it's the same basic weapon again. Don't worry, it gets more interesting after this. Anyway, this move functions similarly to Toon Link's current Side Special (along with its 8% going out and 3% coming back in), but there are some key differences. First off, the angle at which the Boomerang can be thrown is greatly increased all the way to straight up and straight down! To angle this move effectively, use a similar input to aiming Mega Man's Metal Blade. Anyway, the other difference is that the Boomerang can now carry items back to Toon Link, similar to Olimar's Pikmin! It also has a 50% chance of stealing items from opponents it hits and carrying them back to Toon Link. Use this for zoning, keeping opponents at bay, and item retrieval.
Custom 1: Flaming Boomerang
Uses Magic: Yes, 1 segment per use
Damage: 7~12%
This custom sets Toon Link's Boomerang on fire, dealing 4% of extra damage per hit as opposed to the normal Boomerang. However, this comes at a cost of one segment of Magic per use, and if there is no more Magic left, the Boomerang will appear charred and not leave Toon Link's hand (it will deal 1% damage if the charred boomerang collides with an opponent, however). In addition, this Boomerang will not carry items back, due to the fact that it's sort of on fire. If this Boomerang is out, the Magic Meter refill timer will pause. This move is best used for zoning and damage racking.
Custom 2: Clingy Boomerang
Uses Magic: Yes, 1 segment per use
Damage: 0%
This Boomerang variant is very interesting. Instead of just stealing items, thanks to the Wind Waker, this one will also grab opponents it collides with and carry them back to Toon Link for combos! However, Toon Link is vulnerable and can't move for a second due to him using the Wind Waker. Despite this, there is still enough time to get an attack in on the return trip! This can be broken out of similarly to a grab, but higher percentage means it's harder to break out of. This won't start a regular grab when it returns, so it's best to strike the opponent while they're caught in the Boomerang. The range of this Boomerang is also much shorter than the original. Of course, the nature of this move means that it won't deal any direct damage, so the player must be skilled to use this to its full potential. The Magic recharge timer is paused while the Boomerang is out. This Boomerang is good for closing gaps between you and the opponent.
Up Special: Deku Leaf
Uses Magic: Yes, 1~8 segments depending on how long the move is used
Damage: 0%
Now we're talking! This brand-new Up Special is a multipurpose item depending on how, where, and when you use it. In the air, this functions as Toon Link's main recovery option. Toon Link holds onto both ends of the leaf with one hand, and in the other, he uses the Wind Waker to create a gust of wind upwards to propel himself upwards (this consumes 1 segment of Magic), the gust of wind having a windbox to push opponents upwards. He then puts away the Wind Waker and grabs onto the Leaf with both hands like a parachute, and glides through the air (in a similar fashion to Peach's Umbrella). This consumes 1 segment of Magic per second while gliding. The landing indicator from Wind Waker HD on the Wii U appears on the ground underneath Toon Link while he is gliding. If there is no Magic, the leaf will wilt, and Toon Link will fall into a helpless state. If Toon Link attempts to use the move in midair without any Magic, he will hold the Leaf and the Wind Waker as usual, but only the gust of wind upwards will result. Toon Link can cancel the glide at any time, but he will be put into helpless; while in this state, he can hold the Leaf out again similar to Peach's Umbrella, but cannot create another gust of wind upwards. If used on the ground, Toon Link will use the Deku Leaf as a giant fan to create a horizontal gust of wind to push opponents away at the cost of one segment of Magic. If there is no Magic, the leaf will wilt and no gust of wind will appear. Like all Magic-consuming moves, the Magic Meter's refill timer will pause while Toon Link is using this move. This move is good for recovery while in the air and edgeguarding while on the ground.
Custom 1: Deku Poison Ivy
Uses Magic: Yes, twice the regular move's values
Damage: 4%
This custom special exchanges Toon Link's Deku Leaf for a leaf of poison ivy. If opponents touch this poisonous plant, they will be knocked back a bit and take 4% damage. However, this comes at a cost of consuming twice as much Magic as normal (2 segments for the initial gust upward, 2 per second gliding, and 2 for the horizontal gust on the ground). The damage will create the same effect as a hit from Olimar's White Pikmin. This move is good for a safer recovery option due to the damaging leaf.
Custom 2: Rising Deku Leaf
Uses Magic: Yes, 2 segments per second gliding and 1 segment when blowing on the ground
Damage: 0%
This custom move changes the gliding aspect of the Deku Leaf drastically. Instead of rising upward and gliding down, Toon Link continuously uses the Wind Waker while gliding for an upward arc. However, this means that the gliding costs twice as much Magic as normal, since both the Wind Waker and the Deku Leaf are in use. The ground version is changed from a horizontal wind gust to a diagonally upwards wind gust, but the Magic usage for this is unaffected. This leaf is good for low recoveries, as well as guarding against high ones.
Down Special: Iron Boots
Uses Magic: No
Damage: 16%
A combination of Kirby's Stone move and Shulk's Shield Monado Art, this move is a fresh new addition to Toon Link's moveset. When used, Toon Link puts on the Iron Boots. This makes him slower and heavier, resulting in inability to jump, much faster falling speed, slower walking speed, inability to dash, inability to shield/roll/spot dodge/air dodge, inability to throw (he can still grab/pummel though), and much greater start and end lag on attacks. However, this is made up for by an extreme weight gain, making Toon Link weigh as much as Shulk's Shield Art and thus reducing knockback taken greatly; weaker attacks won't even make him flinch! Also, if Toon Link falls on an opponent (either by using it in the air or falling off a ledge) with these shoes on, it will deal 16% damage and Stone-level knockback. Toon Link can toggle back out of the Boots at any time by just using the Down Special again. Use this move for approaching from high up, as well as surviving at high percentages.
Custom 1: Hover Boots
Uses Magic: Yes, 1 segment per second while floating
Damage: 0%
This custom move has Toon Link don the Hover Boots from the Zelda series. This pair of shoes lets him hover like Peach can (aerial attacks and all), with a cost of one segment of Magic per second while hovering. These shoes also result in increased jump height, but the lower weight results in increased knockback from attacks Toon Link is hit with. If there is no Magic left, the shoes will not allow Toon Link to hover, but the other functions will work fine. Of course, the Magic Meter refilling will be frozen while hovering. Use this for aerial battles, as well as using aerials close to the ground.
Custom 2: Pegasus Boots
Uses Magic: Yes, 1 segment per second while dashing
Damage: 5%
This custom special utilizes the Pegasus Boots from multiple games in the Zelda series. These shoes increase Toon Link's air and ground speeds, as well as turning his dash into an attack, dealing 5% and good knockback. However, this consumes one segment of Magic per second while dashing. The increased air speed can aid horizontal recovery, especially since the Pegasus Boots give Toon Link a midair dash (with attack and all). If there is no Magic left, the dash will not damage opponents, and the midair dash will not work. Of course, the Magic Meter refilling will be frozen while dashing. Use this for approaching from long distances, as well as for horizontal recovery.
With the Specials done, now let's move onto the rest of the moveset.
GROUND ATTACKS
Jab: Sword Swipe*
Uses Magic: No
Damage: 3%, 2%, and then 4%
Toon Link swipes his sword two times, and then jabs with it on the third hit. Good for racking up a bit of damage.
Side Tilt: Telescope Bat**
Uses Magic: No
Damage: 9%
Toon Link swings the telescope his little sister Aryll gave him for his birthday in an overhead arc to damage opponents. Has a decent range, and can be used for attacking at medium range.
Up Tilt: Enemy Weapon Poke
Uses Magic: No
Damage: 3~7% depending on weapon pulled out
This attack has Toon Link pull out a weapon used by the enemies in Wind Waker and poke opponents above him using them. There are three different weapons, pulled out in the following order. The Machete (left image) has the shortest range, but has the least lag. The Boko Stick (middle image) deals the least damage, but has the longest range. The Moblin Spear has the most lag, but deals the most damage. Depending on which weapon is pulled out, this is good for attacking quickly, anti-air purposes, or damage racking.
Down Tilt: Low Sweep*
Uses Magic: No
Damage: 7%
A low sweep using the sword, with a chance of tripping.
Dash Attack: Shield Bash
Uses Magic: Yes, 1 segment per reflected projectile
Damage: 7% (or 1.4x the reflected projectile)
This basic attack has Toon Link hold out his Shield and bash opponents with it for 7% of damage. If there is Magic left, the Mirror Shield can reflect projectiles during this attack for one segment of Magic per reflected projectile (it costs no Magic if there is no projectile to reflect). If there is no Magic left, the Hero's Shield can still block projectiles as normal. This attack is good for reflecting projectiles while on the move.
Edge Attack: Shield Swipe
Uses Magic: No
Damage: 6%
Toon Link swipes his Shield along the ground, with a chance of tripping opponents. The Mirror Shield can't reflect projectiles with this attack, since it is facing the ground. This is good for catching opponents off guard while on the ledge.
SMASH ATTACKS
Side Smash: Skull Hammer
Uses Magic: No
Damage: 7~27% depending on charge
Found in the Forsaken Fortress, the Skull Hammer is a powerful weapon with a long charge-up time. The start lag is about one second (plus the charge time of the smash attack), and the end lag is significant as well. This is made up for, however, by huge damage, range, and knockback (similar to that of King Dedede's Forward Smash). This is one of Toon Link's best KO moves, as would be expected by a smash attack.
Down Smash: Spin Attack
Uses Magic: No
Damage: 10 hits, with 1~3.5% damage per hit for 10~35% depending on charge
Don't worry, Toon Link's old Up Special isn't completely gone. It's been remapped to the Down Smash, with some minor modifications. First off, due to it being a Smash attack, the aerial version is gone. The ground version, however, has a shorter charge time for higher damage potential than the original. It has the same quick startup as the original, but has a bit of end lag when Toon Link strikes his pose. This is one of Toon Link's best damage racking moves, but leaves him vulnerable due to the long spinning animation (like Shulk's Down Smash) and is lacking in the knockback department. If Toon Link has Magic left, this attack becomes the Great Spin Attack, increasing the attack's range. It won't consume Magic, however, and the timer won't pause. This is a great damage racking attack, as well as a quick option to escape some tricky situations.
Up Smash: Bomb Throw
Uses Magic: No
Damage: 10~19% depending on charge
Similarly to the Spin Attack, this is a remapping of a Special move to a Smash attack. In this attack, Toon Link throws a Bomb directly above him, which then explodes upon contact with a surface or an opponent (think Snake's Mortar). The move has great knockback, KOing at around 80% when fully charged. Use this for vertical follow-ups.
AERIAL ATTACKS
Neutral Aerial: Bomb
Uses Magic: No
Damage: 7%
This attack uses the same Bombs from the Up Smash, but in a different way. Toon Link explodes a bomb on himself, creating an explosion around him that damages opponents for 7% and has knockback comparable to Toon Link's current Down Special. It has moderate start and end lag, as well. This is good for close-up aerial battles.
Up Aerial: Hookshot
Uses Magic: No
Damage: 5%
Toon Link fires his Hookshot straight upwards, with range similar to that of Toon Link's current aerial Hookshot (not the ledge-grabbing kind, just the damaging kind). It has knockback comparable to that of the current Hookshot as well, but vertical. The lag is also identical to the current one. However, this Hookshot can also grab items, similarly to the Boomerang, and can grab ledges similarly to Brawl Zamus's Up Special. In addition, only the hook has a hitbox, not the chain. Good for aerial vertical follow-ups.
Down Aerial: Wind Waker Breeze
Uses Magic: Yes, 1 segment per use
Damage: 0~1%
This attack has Toon Link use the Wind Waker baton to create a gust of wind downwards. While it won't deal any damage, it does have a downward windbox that can serve as a weak meteor smash-type attack. It will also propel Toon Link upwards a tiny bit, which can potentially aid recovery. If there is no Magic left, the Wind Waker still has a tiny hitbox for 1% and a small flinching effect. Good for recovery and edgeguarding/gimping.
Forward Aerial: Side Swipe*
Uses Magic: No
Damage: 13%
Toon Link swipes his sword in front of him in a horizontal arc to damage opponents. Good for close-up aerial combat.
Back Aerial: Reverse Side Swipe*
Uses Magic: No
Damage: 11%
Basically the same thing as his Forward Aerial, but faster and less damaging.
GRAB GAME
Grab: Grappling Hook
Uses Magic: No
Damage: 5% (aerial version)
Instead of the Hookshot, Toon Link uses the Grappling Hook to grab opponents. It functions identically, and also replaces his air grab.
Pummel: Wallet/Bomb Bag Smack
Uses Magic: No
Damage: 1%
Toon Link's pummel has him taking out either his Adult Wallet upgrade or his Big Bomb Bag upgrade (randomly chosen) and smack the opponent's face with it. Not much else to say, really.
Up Throw: Power Bracelet
Uses Magic: No
Damage: 10%
This throw has Toon Link pick up the opponent with the power of the Power Bracelet and throw them upwards, resulting in heavy knockback that can KO at around 100% and 10% of damage.
Forward Throw: Skull Hammer Smash
Uses Magic: No
Damage: 15%
Toon Link whips out his Skull Hammer (the same one used in his Forward Smash) and flattens the opponent with it. Does heavy damage, but barely any knockback.
Down Throw: All-Purpose Bait
Uses Magic: No
Damage: 5~15%
Now, you might be thinking, "How will bait hurt anyone? Is it poisonous?" It probably is poisonous, but that's not what Toon Link has in mind. Instead, he sprinkles it all over his opponent's body, which will randomly summon one of three animal types:
The Rats attack in a swarm, and will deal 15% combined, but barely any knockback. The Seagulls attack in a flock, and carry the opponent upwards into the air before slamming back down. This deals 10% and moderate knockback. Finally, Link the Pig (in Wind Waker, it shares the same name as your file and thus your character, so I'll call him Link the Pig) belly slams onto the opponent, dealing only 5% but with amazing vertical knockback.
Back Throw: Wind Waker Whoosh
Uses Magic: Yes, 1 segment per use
Damage: 5%
Toon Link creates a whirlwind around the opponent using the Wind Waker, and then swirls it around, tossing the opponent behind him. Like Link the Pig, this attack only deals 5%, but deals incredible backwards knockback. If there is no Magic left, Toon Link just smacks the opponent with the Wind Waker for the same damage, but pitiful knockback.
MISCELLANEOUS
Final Smash: Wind Waker
Uses Magic: No, but refills the Magic Meter after the attack is finished
Damage: Varies with each song
With this attack, Toon Link unleashes the full power of the Wind Waker baton! When used, Toon Link holds out the Wind Waker, ready to play a song. A UI pops up, with four directions each with a different icon for a song. When a direction is pressed, that song will be played (only one song per Smash Ball). Here are the four different songs:
Up (Wind's Requiem):
This song changes the direction of the wind. When played, Toon Link goes back into regular combat, but can change the wind direction by pressing the directional pad (or whatever you use for taunts) in any of the eight directions (taunts are disabled during the attack). Up will reduce gravity (for easy vertical KOs), sideways will push opponents to either side (for easy horizontal KOs), down will push opponents downwards (for easy meteor smashes and gimped recovery), and the diagonals are in between. The gusts do not affect Toon Link, only his opponents.
Right (Song of Passing):
In the original Wind Waker, this song would change day to night and vise versa. In Smash, however, it does the reverse, slowing down (practically freezing) everyone but Toon Link's opponents for about 15 seconds. Damage won't actually be dealt by Toon Link per se during this, but at the end of the song's effect, all of the damage and knockback dealt during that time will be added up for one huge strike!
Down (Ballad of Gales):
This song creates a huge tornado in the center of the stage to launch opponents into the air! The launching scales with percentage, KOing at around 50% or so. It also sucks opponents in at a large range, but only lasts for about 5 seconds.
Left (Command Melody):
The Command Melody has Toon Link take control of a random opponent (or the only opponent in a 1v1 scenario) for about ten seconds. During this time, Toon Link is invincible. The duration can be reduced by mashing buttons, like you would if you were grabbed.
Up Taunt:
Toon Link plays the Wind Waker identically to how he does in Smash 4.
Side Taunt:
Toon Link releases a Fairy from a Bottle, which flies around him. This will refill half of his Magic Meter, but leaves Toon Link wide open.
Down Taunt:
Toon Link takes a picture of himself with his
Picto Box, and his face has a random expression.
Victory Pose 1:
Toon Link catching the pig like he does in Smash 4.
Victory Pose 2:
Toon Link playing the Wind Waker like he does in Smash 4.
Victory Pose 3:
Toon Link going through the "item get" animation with a
Tingle Bottle.
Victory Music:
A remixed, more upbeat version of 0:15 to 0:20 in
this video.
Miscellaneous:
- If a long enough combo is reached, sword strikes will gain the musical note sound effect they have in Wind Waker.
- Toon Link has the cel shaders he has in Wind Waker.
- Pictures taken with the Picto Box, his Down Taunt, can be saved to the photo gallery.
PLAYSTYLE
Toon Link has elements from many different fighters, as well as a few entirely new concepts he brings to the table. He has the resource management of Robin, the item variety of Villager, a reflector, Olimar's item retrieval, and more. Edgeguarding is a breeze (:L) with the Deku Leaf and its blast of wind to push opponents away. Toon Link's projectile game is also rather strong, with the variety in Arrows and his reworked Boomerang. The Boomerang is also good for keeping opponents at bay while waiting for the Magic Meter to refill. The Iron Boots help out when Toon Link is at high percentages, and the Skull Hammer can help KO when opponents are damaged. The Hookshot is good for vertical chasing, and Toon Link's recovery is great thanks to the Deku Leaf and his Down Aerial. The Wind Waker makes for a great Final Smash, which can be adapted to fit any situation. His greatest weaknesses are his lack of weight, lag on many of his moves, and his limited Magic Meter. Overall, Toon Link is set for battle with these new upgrades, but also gets some downgrades to balance it out. As always, feedback is welcome!
*This attack is the same as Toon Link's current attack in Smash 4.
**This attack is a reskinned version of Toon Link's current attack in Smash 4.