Quick Tips
- Down-smash after down-throw? NO (only after 40-50%, someone test this)
- Bucket anything? NO
- Toon Link's uair outprioritizes G&W's dair most/all of the time. TL's uair also has a deceivingly long hitbox, don't get baited.
- Toon Link's zair will beat all of your smash attacks. If you notice Toon Link using this a lot, try using fair or dair to kill him.
Videos
- UTDZac vs. Jerm - CS2 Game 1 CS2 Game 2 CS2 Game 3
General Matchup
- Toon link has an exceptional projectile game, utilizing arrows, bombs, and boomerangs to get in on GW's range and priority. All of the projectiles are unbucketable.
- Toon link has a fair amount of priority on some of his attacks, namely his dair and upair. You will find the upair consistently beating your dair, which is one of the main ways GW approaches from the air.
- Toon Link has an exceptional amount of ways to kill GW. Dsmash and fsmash are strong moves that have particular uses (either good range or speed). Upsmash is the most deadly, allowing toon link to run in quickly and pull out his upsmash, giving this move good range and speed. This move will kill GW quite early, so watch out for it. Up air, when fresh will also kill surprisingly quick.
- Toon Link's recovery is potentially one of the hardest to gimp in the game. Because he is such a floaty character, he is able to float below the stage very far, use a double jump and then use his up b (with a good priority) to cover incredible distances. This recovery path is the hardest for GW to punish.
- Other than projectile spamming, and the very risky dair off the stage, toon link is nearly unable to edgeguard GW.
- Toon Link has an exceptional combo game, making use of his multiple bair chains, grapple setups, projectiles, and uptilts that can rack up quite a bit of damage.
- GW has no particular problem comboing Toon Link aside from needing to watch out for the occasional high priority aerial.
Basic Strategies
- The best method to beat TL's projectiles are to learn which moves will cancel out projectiles. Dtilt and Bair are the best at canceling most projectiles, even bombs if spaced correctly.
- Most of gw's approaching attacks (fair, bair, etc) and defensive attacks (dtilt) will be able to out range TL's approaches or defenses.
- To avoid getting hit by tl's exceptional smashes and kill moves, learn to optimize your spacing. If you can avoid riskily throwing out dairs (gets countered by an up air) and keep your spacing very tight, you shouldn't have too much trouble avoiding the kill moves. If you get hit by the first part of the fsmash or dsmash I believe it is possible to avoid the second hit by smash di'ing the first straight up and then jumping out.
- Some ways to edgeguard toon link are to learn to edgehog at the right times. If you can keep your invincibility frames as he moves by you, you can punish him by ledgehopping an up air (if the spacing is right), a key as he lands on the ground (pop up for a nair possibly), or a nair (good combo starter). Other options would be to get very aggressive with a fair off the stage or to try to cut through his up b with a dair.
- To avoid the back air chains against tl, make sure to di away every time.
- Learn to use the up air well, as it will slow down the dair (allowing room for you to punish tl) and it will usually open up a free smash if you can get under his up b.
Stages
- Rainbow Cruise works well as you can maneuver the stage much better than tl and avoid his projectiles quite easily.
- Avoid big open stages like FD. The more platforms, the better.
Frame Data
- Neutral B: 18
- Side B: 27
- Up B: 11-53
- Down B: N/A
- Fsmash: 15, 27
- Dsmash: 9 (front), 17 (back)
- Usmash: 11
- Ftilt: 10
- Dtilt: 9
- Utilt: 8
- Nair: 6 (front), 13 (back)
- Fair: 14
- Bair: 6
- Uair: 11
- Dair: 12
- Jab: 6, 12, 18
- Dash Attack: 9
- Standing Grab: 12 (lasts 5 frames)
- Dash Grab: 14 (lasts 5 frames)
- Pivot Grab: 15 (lasts 5 frames)
- Zair: 11