@
GeekModeOffset
: The OP of this thread has been made into a kind of directory in the form of questions and answers. Also the guide is being worked on as we speak. Just letting you know as promised.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Camp the ledge and use down smash A LOT. Its a 1 hit ko move at any percents if you are at the edge (only 1 hit of the down smash will hit). Use bomb to stop them in their track, when you dont have a bomb, use boomrang fair or grab them when they charge. Until they learn to faint charge (charge and roll back) they wont be able to punish you for grabbing.At the risk of sounding too noobish, I'm having a problem with little macs who rush across the stage usually bouncing me from one side to another, is there any advice that you all can give me to help with this?
Fishing for a dsmash like that wouldn't work on a good Little Mac. Even bad ones that blindly run right at you and straight into a dsmash will usually learn their lesson the first time, and a good Little Mac will be very careful about avoiding dsmash once they realize what you're doing. Dsmash generally isn't an easy move to land and is going to be even harder to land on characters like Little Mac since his attacks are fast enough that you'll probably get hit before the move can even start up, so if you're going to use it you should be very careful about it.Camp the ledge and use down smash A LOT. Its a 1 hit ko move at any percents if you are at the edge (only 1 hit of the down smash will hit). Use bomb to stop them in their track, when you dont have a bomb, use boomrang fair or grab them when they charge. Until they learn to faint charge (charge and roll back) they wont be able to punish you for grabbing.
The bomb is the key in this matchup. bomb cancel their momentum and let you start your combos. If you have a bomb in hand, they can't really approach you.
As any character, he cant just never go for ledge. I dont say fish for it like its your only move. If he refuses to go close to the ledge, he will kill you around 30-40% later. You can also stay close to the ledge since Lil Mac has to approach you since you have 3 different projectile that you can spam.Fishing for a dsmash like that wouldn't work on a good Little Mac. Even bad ones that blindly run right at you and straight into a dsmash will usually learn their lesson the first time, and a good Little Mac will be very careful about avoiding dsmash once they realize what you're doing. Dsmash generally isn't an easy move to land and is going to be even harder to land on characters like Little Mac since his attacks are fast enough that you'll probably get hit before the move can even start up, so if you're going to use it you should be very careful about it.
Sakurai confirmed that 1.0.4. was the last one, yeah. http://smashboards.com/threads/acco...1-0-4-will-be-the-final-balance-patch.382837/I know it's not a t.link related question per say, but does anyone know if there are any more updates coming out for balances? I vaguely remember hearing that there wouldn't, but I thought I'd ask in case anything new has come up.
Is it definitely out of range though? Sorry for being persistent, I'm just making sure we're not dismissing something possibly important. Here is an example that looks like it tethers from higher up:That was definitely an example of being outside of tether range. Too high up.
thank you Artemis, didn't know if there would be anymore slight revisions or w/e but anyway, thank you for answeringSakurai confirmed that 1.0.4. was the last one, yeah. http://smashboards.com/threads/acco...1-0-4-will-be-the-final-balance-patch.382837/
Catch with airdodge then instantly cancel the airdodge by throwing the bomb in a given direction (I usually use the c-stick for this part). Also, I'll just leave this link here.anyone know how to instant throw?
I don't use it much, because you fastfall whenever you tether cancel and are likely to suicide. It could be used to keep you enemy from gimping you with Dairs though. If you've got the skill!So, I've heard that some Toon Link players swear by Tether Cancelling for recovering. Does anyone here apply it to their play and if so, why?
Well it's always good to keep moving while you pull a Bomb, so obviously Jumping in general is good, but as to why you would SH instead of FH, Toon's ground speed and control is way better than when he is in the air. So you would SH Bomb Pull to regain full control earlier. That's about it, unless you had some specific example in mind.Q. Does anyone else Sh>Bomb-pull still? I can't think of any reason to do it other than steez.
First of all, have a look through this thread as some of the points apply to Zair as well.I could use a little help with something. What do you guys suggest is the best way to practice Zairing opponents so that I know when I should do it? I feel that I've gotten pretty good with Toon Link, but I rarely ever Zair for spacing. I see other good Toon Links do it all the time when I watch tournament videos, and I've noticed that many of you swear by it, but I never seem to get the hang of it when I attempt to use it. Sometimes I just throw it out there when I remember I have it, but I haven't got the hang of it to the point where I can feel when there's an opportune time to use it like it seems other Toon Link mains have. Not to mention that during the rare times I do try it, sometimes I'll just air dodge instead, further causing me to shy away from the move and instead just Nair to cover my landings and what not. So basically my question is what should I do to practice Zairing, and what kind of situations should I use it in? Do you guys have any examples you can share? I would definitely appreciate any advice you have to offer to help me master this tool.
Try throwing the boomerang slightly later.How do you do a shorthop retreating boomerang?
I... I can't do it... :|
Whenever I try, my momentum always stops completely. Am I just holding in the direction of the thrown boomerang for too long?
I've had the same issue but am very recently taking a liking to Zair. When I'm not sure what to do or need to slow things down I'll try & hit them with this. Of course spamming it randomly without purpose wont get you anywhere, as it can be punished. The first thing you should do is get use to hitting them, accurately, with the move fully extended. On FG I like to practice raining down Zair on them by Double jump>FF>Zair. Once you get that moves range down it becomes more practical. If your opponent respects your Zair you'll at least avoid combating Dash attacks while you land. I like to think of Zair as my substitute approach tool for Nair, because approaching w/ Nair doesn't work nearly as much as I'd like it to. Also, if you're not already remember to stay mobile when spacing, retreating SH'd Zairs for defenceI could use a little help with something. What do you guys suggest is the best way to practice Zairing opponents so that I know when I should do it? I feel that I've gotten pretty good with Toon Link, but I rarely ever Zair for spacing. I see other good Toon Links do it all the time when I watch tournament videos, and I've noticed that many of you swear by it, but I never seem to get the hang of it when I attempt to use it. Sometimes I just throw it out there when I remember I have it, but I haven't got the hang of it to the point where I can feel when there's an opportune time to use it like it seems other Toon Link mains have. Not to mention that during the rare times I do try it, sometimes I'll just air dodge instead, further causing me to shy away from the move and instead just Nair to cover my landings and what not. So basically my question is what should I do to practice Zairing, and what kind of situations should I use it in? Do you guys have any examples you can share? I would definitely appreciate any advice you have to offer to help me master this tool.
That sounds like a b reverse, which is useful.I found that if you are running and turn around to use your bow it's kinda slow, but if you input the opposite direction a little while kinda keeping the analog on the middle when you dash, you turn around to use the bow immediately, is this useful? Or should I just use my boomerang instead? This is a little hard to pull off when I actually want to do it but I kind of have the hang of it now.
Ok Thank you, but another question, would a useful way to apply it to my gameplay to be when I'm chasing to do a quick arrow shot for example? Maybe someone is charging an attack like the sonic side-b and I would use a b-reverse to quickly draw an arrow or even charge it to make the shot stronger? If not what other ways do you think I should start practicing it?That sounds like a b reverse, which is useful.
I hear Toon Link is great at reading, and this is a Q&A thread complete with a chalkboard in the second post. So yes, this is where you go to learn how to read.Is this where I go to learn how to read?
I'm not sure I understand what you're asking. But personally I use it to escape, as a mix-up, and also occasionally for recovery or to avoid an opponent's attack (which honestly though, that second one is probably a terrible use for it since dodging is a thing, but at least it looks funny). There are probably other uses for it that I'm not thinking of, but yeah.Ok Thank you, but another question, would a useful way to apply it to my gameplay to be when I'm chasing to do a quick arrow shot for example? Maybe someone is charging an attack like the sonic side-b and I would use a b-reverse to quickly draw an arrow or even charge it to make the shot stronger? If not what other ways do you think I should start practicing it?
Ok thanks again, I'll try to get better at it, I get it 75% of the times I try to do it on purposeI hear Toon Link is great at reading, and this is a Q&A thread complete with a chalkboard in the second post. So yes, this is where you go to learn how to read.
I'm not sure I understand what you're asking. But personally I use it to escape, as a mix-up, and also occasionally for recovery or to avoid an opponent's attack (which honestly though, that second one is probably a terrible use for it since dodging is a thing, but at least it looks funny). There are probably other uses for it that I'm not thinking of, but yeah.
Well you're asking questions, this is the Q/A thread, I'd say you're in the right place.I dont know if this is the right location, so correct me if im wrong and it should be placed in video critique thread. @Yackabean or anyone, i just watched this tourney video on youtube. (Search on youtube for OSU Feb 2015 - Yackabean (Toon Link) vs 8va (Sonic) | Smash 4 Winners Semis) Around 1:38 I noticed you did an aerial with a bomb in your hand, is that what an izac is?
Also i have a question for all toon links. Are there any "jab locking" or "arrow locking"moves besides the arrow and whats the best way to set one up?
It's a frustrating situation to be in I'll grant you that. The first thing I'd like to say is that you're forgetting one ledge option. It should be used sparingly because of how dangerous it can be if your opponent reads this option, but here it is anyway. You can hit away from the ledge, double jump back towards the stage and immediately airdodge through the aurasphere ('AS') and you'll be able to cancel that airdodge with a Zair once you're safe on the other side of the AS and hit him before he can shield. Now this obviously relies on you predicting that he will use the AS at roughly the exact same time every time, but from the sounds of it this shouldn't be an issue. Another thing you can do is just mix up your timing. If you wait on the ledge, it is very possible to react to the AS being shot at you (with the intention of trying to hit you once you run out of invincibility frames on the ledge) by using a ledge get-up or ledge jump at the right time to easily avoid it. (And if you're having trouble with this, all I can say is it will come with practise.) Also, if you're staying on the ledge for longer and for different amounts of time, this will mean that he'd have to actually react to your movements or hard read your timing instead of knowing exactly when you'll move and throwing out the AS with the intention of covering multiple options, which will make your normal options better.So I'm having issues with lucario. When I'm fighting him I'm ahead, but if he knocks me offstage he sits back and begins spamming aura sphere.
Normal getup? Aurasphere'd
Stay down because he releases it as soon as you grab the ledge? Aurasphere'd
Jumping getup? Aurasphere'd before you leave the ground
Roll getup? Aurasphere'd because he is standing just behind that point.
Its so ridiculous that when I get knocked offstage and have to grab the ledge at any point I am going to die because it always hits me no matter what I do. How am I supposed to counter this? Occasionally he sits on the ledge and holds an aura sphere which makes me get caught in it everytime no matter what I do because sakurai decided that it was a good idea to make you not invincible during ledge getups.
Thank you. He releases it as soon as I grab the ledge because he is positioned such that it always lands, but I got down instant zair recovering, so between those two options I should be able to negate the aurasphere spam. I will say that I didn't even know you could drop from the ledge >.<. But I think that most aura spheres are too large to avoid by simply timing my getup because the hitbox will still be on the area where you lose your invincibility frames for a split second before you get up.It's a frustrating situation to be in I'll grant you that. The first thing I'd like to say is that you're forgetting one ledge option. It should be used sparingly because of how dangerous it can be if your opponent reads this option, but here it is anyway. You can hit away from the ledge, double jump back towards the stage and immediately airdodge through the aurasphere ('AS') and you'll be able to cancel that airdodge with a Zair once you're safe on the other side of the AS and hit him before he can shield. Now this obviously relies on you predicting that he will use the AS at roughly the exact same time every time, but from the sounds of it this shouldn't be an issue. Another thing you can do is just mix up your timing. If you wait on the ledge, it is very possible to react to the AS being shot at you (with the intention of trying to hit you once you run out of invincibility frames on the ledge) by using a ledge get-up or ledge jump at the right time to easily avoid it. (And if you're having trouble with this, all I can say is it will come with practise.) Also, if you're staying on the ledge for longer and for different amounts of time, this will mean that he'd have to actually react to your movements or hard read your timing instead of knowing exactly when you'll move and throwing out the AS with the intention of covering multiple options, which will make your normal options better.
As for dealing with a charging AS right up against the ledge (presumably with his back to the ledge), when Lucario is on high percents this can make it so your ledge snap is interrupted. But if this happens, this is actually a good thing as it will mean that you get your double jump back, so just double jump towards stage immediately after you get out and then you are free to punish or land back on stage. And besides, why aren't you throwing projectiles at him or just hitting him with an aerial or even with the Up-B as you are recovering to get him away from that position? But for argument's sake, let's say that you do find yourself in a position where there is no way to do any of these things and you've just grabbed the ledge and Lucario is on very high percent so that the charging AS is really big and is being charged directly above the ledge. Well you still have options. If you hit down to let go of the ledge immediately (it's kind of precise), you will always avoid getting hit by the charging AS, and from there you can do whatever, like double jump and hit him with an aerial or perhaps if you see him shield cancel the charge you can attempt to land on stage.
See this is always a difficult one. Toon had the same issues back in Brawl and now we can't even use z-drop bombs to help us land and airdodging to the ground has been made much worse. Because here's the thing, being above your opponent without a DJ is supposed to be a bad position to be in. It's supposed to be difficult to land safely. So first of all, and I know this isn't the kind of advice you were after but it has to be said nonetheless, try to avoid being in that situation in the first place. Think about saving your DJ wherever possible. But of course this situation is never going to be completely avoidable so let's take a look at our options for getting back to the ground against an opponent that wants to punish our landings. On your way down, you want to drift back and forth to try to trick the opponent into committing too far to either side. What you want to aim for is to either land behind them or land on top of them or land too far away from them. If you can land behind them this will allow you to pressure with Bombs (as it will usually involve a cross-up at some stage) and then throw out the appropriate aerial which will either hit (hopefully) or will force them to shield, and most characters struggle to punish people who land behind their shield. If you can land on top of them this allows you to pressure with bombs and it also gives you the chance to footstool them and even if it doesn't stun them it will usually allow you to get away and land safely somewhere else (people don't expect the footstool but it is amazing in these situations). If you can land too far away from them in front of them, then Zair should allow you a safe landing (assuming you're facing the right way). In order to help make them go too far to either side, you have your Bombs and you have the possibility of getting to the ledge (use bombs to turn around to face the ledge so you can airdodge to tether if need be). Throwing Bombs down at them can restrict their movement just enough to allow you to quickly choose one of the three options I mentioned before depending on which side of the Bomb they end up on and which way they're facing etc. Don't forget that using your fast fall at the right time can also help to throw their timing off; for example, mixing it up, it can be difficult to get the right timing to punish either waiting and then using a Nair at the very last moment or fast falling at the last second and then using a grounded option. In a pinch, and it should only be used sparingly, but you can fast fall and then right at the very end just before you touch the ground, you can Dair. What this does is it throws their timing off. The opponent is forced to react sooner and hit the Grab button earlier due to the fast fall so that they would have Grabbed you just as you land, only you will avoid the Grab by stalling in the air and then their hand will get hit by Dair. Now I say use this sparingly because sometimes you have to realise that you may as well just take the hit. You messed up, ok, so you get Grabbed (depending on the matchup, it might not even be that big of a deal). But if you Dair and they are expecting it, you will receive a much harder punish. There is of course the option of doing a B-reversal with an arrow but I've never found this to help in my experience, unless the opponent has committed to a very laggy (and powerful) attack in front of them and you need to land behind them (because there's super armor on that move or something).I seem to be having an issue with Toon Link's landing against faster opponents. I get very frustrated in matchups with Sonic, ZSS, Captain Falcon, Sheik, Fox etc. They just wait below me after a Dthrow Uair string and seem to punish me everytime I land. If I have a bomb or nair and try to use it to protect my landing I get shield grabbed. My safest bet so far has been working my way to the ledge, but that is not desirable, and really forces me to lose a lot of stage control. Anyone else having this issue with TLink? I'd feel better to know I'm not the only one suffering from this, and of course any help would be great.
Normal getup? Aurasphere'dSo I'm having issues with lucario. When I'm fighting him I'm ahead, but if he knocks me offstage he sits back and begins spamming aura sphere.
I've been having this problem too where no matter how I get back on stage, if my opponent has spaced it right, ther's no option for me to return. especially against faster characters. I've been thinking of making using zair-dropping to both zair (hit someone on the ground) and let the bomb blow up me up higher. I'm in a position to make some extra time for myself to regain stage control but I haven't tested it yet to even see if it'd work.I seem to be having an issue with Toon Link's landing against faster opponents. I get very frustrated in matchups with Sonic, ZSS, Captain Falcon, Sheik, Fox etc. They just wait below me after a Dthrow Uair string and seem to punish me everytime I land. If I have a bomb or nair and try to use it to protect my landing I get shield grabbed. My safest bet so far has been working my way to the ledge, but that is not desirable, and really forces me to lose a lot of stage control. Anyone else having this issue with TLink? I'd feel better to know I'm not the only one suffering from this, and of course any help would be great.
This issue can always be really annoying. The only thing I've been able to do is just mix up landings more, also zair is generally better for landing than nair since it has more range and less landing lag. Fair also might be better since it has more range and pushes shields back further, and only has 3 more frames of landing lag.I seem to be having an issue with Toon Link's landing against faster opponents. I get very frustrated in matchups with Sonic, ZSS, Captain Falcon, Sheik, Fox etc. They just wait below me after a Dthrow Uair string and seem to punish me everytime I land. If I have a bomb or nair and try to use it to protect my landing I get shield grabbed. My safest bet so far has been working my way to the ledge, but that is not desirable, and really forces me to lose a lot of stage control. Anyone else having this issue with TLink? I'd feel better to know I'm not the only one suffering from this, and of course any help would be great.