Yeah, I've definitely got some extensive experience in the Toon Link match-up. Maybe a little too much, haha. Anyways, dazrin mentioned some good points in comparison from 2.1 -> 2.5. To continue off of what was said, Toon Link's design focus becoming more of a hands on character rather than campy does grant us a better approach, and coupled with our improved mobility we get more options to confuse & weave around Toon Link. DJC NAir is great for stopping incoming projectiles that aren't bombs, while the latter aren't to difficult too avoid. Remember that everything can be smacked away with Bat, and angling up is a nice anti-(n)air. Projectiles, namely bombs, give Toon Link follow ups like UpB so be weary of that. Don't fall for bomb -> DAir.
Stealing bombs (z, wavedash, AGT) open up a few options with Ness' unique item play. They can be used offensively to nab useful hits like FAir, or used in conjunction with Magnet for extended combos. Defensively, AGT is a nice little bonus for making it back onstage. Or you can choose to just leave it somewhere on the ground (similar to what a Tink/Link play might do) and see how they react. I feel it's important to know (Toon) Link's item game better than he does, which includes knowing where & when his rang will be at all times, along with knowing the exact moment his bombs will explode. Knowing these little things can be game changing. A bomb exploding in Toon Links hand can lead to big damage or death in BAir. Something I like to do is land a Dthrow around half-way to a bomb's detonation, DJC UAir two or three times, step back as he explodes and follow up with a juicy BAir (Very low percents, or fresh stock). Get creative with this.
Spaced Fires can snipe bombs, though our other options are usually better. This is a nice way to recover in some cases, assuming you save your DJ for DJ FAir. FAir bounces bombs at certain angles by the way. Spawning fire against boomerang and arrows though is
amazing. In many cases you can make Toon Link approach, or if he's already approaching, the fire will produce a meaty punish.
Anyways moving on. Toon Link has received significant buffs to his normals overall, and can lead to some nasty things. Whatever you do, don't. get. grabbed. Toon Link's grab combos are very dangerous and at higher percents DThrow -> UpB or DAir are his best kill options. Excluding gimps. At low to mid percents, DThrow -> Usmash is a primary tech chase that covers our spot dodge. Tech rolls are generally better than standing techs for this reason. Try to bait grabs, and punish with aerials & fire. Don't be vertical too long against Toon Link either. DAir is a good stuff, especially against a hungry Toon Link's UpB, but his vertical control with bombs and UAir is solid. As well as DAir below and AGT stall. Overall Ness has an answer to everything Toon Link has, and more in his combos and neutral control. Spaced FAir, like any match up, is vital. Dash Attack is nice to sneak in every once and awhile, or as a follow up in general since it pops him up into the air. Oh and sweetspotting PKT2 is super important as well as landing on stage for quick options (Jab, WD, Jump..). Toon Link will generally try to edgeguard with bombs that lead to stuff (DAir..), NAir, or even grab. FSmash is also a really good option against us on the edge, it puts out those big hitboxes deceptively quick and
will kill you. Beware the DTilt as well. Mixing up PKT2s, even if just delaying the initial impact, makes a big difference.
Currently, I'd say Ness wins this match up. Small advantage. Toon Link combos Ness hard but Ness hits back harder, as well as forces an approach. Great edgeguards.
Ok so let's summarize;
-Force Toon Link to approach w/Fire + Aerials (FAir, NAir..)
-Weave to control space
-Bait grabs & get grabs, avoid grabs!!
-Use projectiles against him, powershield!!
-DI away from Toon Link's grabs, watch out for NAir approach (and in general).
-DThrow is our primary grab, it can lead to death if everything goes right. FThrow/BThrow to put Toon Link offstage, BThrow will kill at high percents (120%+).
`-->UThrow if DJ is stolen. Useful under platforms, reading DI, and mix up.
-Combos! Toon Link is the perfect weight for DJC UAir strings, FAir -> Regrabs, and Magnet combos.
-Edgeguard with Fire, ruin chain recovery with NAir/DAir, RAR Dash or Instant Magnet Grab the edge. Thunder and Magnet work offstage occasionally.
-Confuse the enemy! Use your new found aerial abilities like never before! Weave in, weave out, weave to the sides, turnaround magnet glide!
-Toon Link is free
-And perhaps most importantly, Fuzzy Pickles!
Yup. Sorry if this was a little wordy.. I tried to cut it down. If I missed anything or anyone has any questions I can probably answer just about anything, so feel free.
Here's sort of an idea of what I mean, and how to apply it.
http://www.youtube.com/watch?v=r6yI-QWbKig
Ignore the stocks, they're dumb. Daze *****.