That pictures adorable!
Right, dog & bird vs. a child! Let's GO!
VS.
Pros for the Duo:
- Duo win the close quarters game overall. Duck Hunts aerials reach further and beat out Toon Links.
- Duck Hunt has the tools to break through Toon Links barrage of projectiles. Clay Pidgeon and Gunmen are pretty integral in this MU.
- Duck Hunt has a better grab, doesn't hafta worry about getting grabbed as much as when playing other characters.
Cons for the Duo:
- 50% of the time, T-Links projectiles are gonna cause your cans to blow up in your face.
- Landing back on stage can be particularly difficult with this MU. Offstage game definitely goes to TL.
- Finding a way to get to Toon Link can be stressful as--
I'm starting to feel more confident in this MU recently. I guess it's partly to do with playing the same person for a while, but it's also become a case of seeing Toon Links projectiles in a different light. A few months ago I was easily overwhelmed by everything flying at my eyes. Now, I feel I can take a moment and figure out how best to deal with each thing heading towards me.
I believe that shielding is probably your best option. Toon Links grab is SUCH a commitment. Most of the time when I fight Yackabean, I take a few moments to shield (far from his tether, mind) and consider what my best option to approach would be. Dealing with each projectile as they come for you suddenly makes walling Toon Link out sliiiightly easier. Bombs are the only thing I'm concerned about get hit by now, as they lead into follow ups which hurt!
Breaking into Toon Links living quarters isn't easy, but Gunmen and Clay Pigeon usually do the trick. Toon Link will usually be getting ready to set up a new projectile and by the time he does that, he usually has two options, jump or shield. Both of which can be favorable in allowing Duck Hunt to react.
Here's one possible scenario for Gunman, on Battlefield:
> DH sets up Gunman. He is a good distance away and Toon Link doesn't have a bomb in his hand.
> If Toon Link is in the middle of pulling out a projectile, approach, wait for reaction (This is assuming you know the timing of each gunman and how much time they allow you to approach. That's pretty important here.)
> Toon Link jumps? Go for the can to bait the up-air (you might wanna wait and see what T-Link does. If he has a bomb in his hand he can just blow the both of you up. Or just you), and if he goes for the air dodge, wait and then up air.
> Toon Link shields? Best outcome, you get the grab, stage control is now in your favour for a wee bit.
> If Toon Link rolls or spotdodges, you can still approach and punish accordingly (grab or dash attack would do the trick!)
Here's one possible scenario for Clay Pigeon:
> DH throws Clay Pigeon.
> Toon Link presumably shields it unless he gets caught off guard and gets hit.
> Duck Hunt gets a bit more control of the neutral. If Toon Link gets hit, go for grab or dash attack etc.
I know those are quite vague situations, but hopefully they show a bit of how important these two projectiles are in pushing the tide in your favour.
Another thing I want to stress is that if a cans not working for you, if it's going the wrong way and you can't get to it without sacrificing stage control, then just get rid of it. And quick. Nothing worse than getting caught in an up-tilt string and the can is sitting near you going the other way. Especially against Toon Link, where the can can help you break free. You have to choose the the moments to use it carefully. You start panicking and throw it out, you'll be dead in no time.
If you don't do it already, when knocked offstage I recommend kicking a can before recovery at all times. Toon Link is not a character who'll let you get back to ground easy. Every time I have recovered low, I eat a fair and die. Keep a can close to you. And pray.
I've been talking to @
Yackabean about this match up for a while, and we've found that the match-up is at the very least a
-1. It's actually quite even, I must say! As Guy said to me a while ago, focus on finding holes in Toon Links zone and get in! Make sure you don't let him get space away from you!
But yeah, it's not AS bad as I once thought. It's still in TL's favour slightly.