Toon Link Move set Discussions
Hello I've acquired this idea from a various amount of character boards, as far as I can tell, Toon Link doesn't have one. So please, fill in all of your observations and facts on each Move that we are currently discussing. I'll change the move when I feel we are done discussing it. I may paraphrase your posts as to put them in the "About this move" section.
Forward Smash: Pages 1-2
Spin Attack: Pages 2-3
lolDown Tilt: Pages 3-4
Down Air: Pages 4-5
Bomb: Pages 5-6
Upwards Smash: Pages 6-7
Back Air: Pages 7-8
Jab Attack: Page 9
Z-air: Pages 9-10
Boomerang: Pages 10-11
Downward Smash: Page 11
Forward Air: Pages 11-12
Forward Tilt: Page 12
Neutral Air: Pages 12-13
Up Tilt: Page 13
Upwards Air: Pages 13-15
Dash Attack: Page 15
Move #1 Forward Smash!
Thank you sasukebowser!
Thank you sasukebowser!
About Forward Smash:
Has 2 strikes, first one doing around 10-12% (c-sticked) and little knock back, while the second one doing 12-14% (c-sticked) and very large knock back.
Semi-Situational, though it can kill fairly early, it's quite hard to get a good hit with Forward smash, let alone hit with both strikes. Its extremely punishable and difficult to set-up properly, though a boomerang hitting your opponent into your forward smash seems to be effective. It can hit behind you slightly, and is a good punishing move. Floaty characters can get out of the first hit at low percentages, spacing is essential if you wish to land one of these. Faking the second strike could improve your chances of landing another hit.
Move #2 Spin Attack!
About Spin Attack:
Toon Links main recovery move, and exceptionally better than Links Spin attack (in terms of recovery). It does around 12% if all hits land uncharged, and 20% damage fully charged. Exceptional at punishing spot dodgers. You can charge it up on the floor for extra damage (Mind games?). When used on land, if your opponents come in contact with it, they get pulled into the middle of the attack, landing a lot of hits. Punishable if you use it in the air, minor punishment levels on ground, Opponents can DI out of the last few hits.
Move #3 lolDown Tilt!
Thank you sasukebowser!
Thank you sasukebowser!
About Down Tilt:
This move is a poke move, with IASA frames and decent knock back, not very useful in the heat of battle, but is good as a ledge guard because it swoops them low. It has a hitbox in the back and fair damage. It can hit beneath shields and have a good trip rate, very situational.
Move #4 Down Air!
About Down Air:
This is my personal favorite move that Toon Link has.
Comes down fast, real fast, so fast you can't control it or stop it unless there's something to block him. If the first strike hits, you'll bounce and have a chance at a second hit, its Toon Links greatest spike, if it lands, you can almost guarantee a free KO unless they're at 0-10%. It has a shock wave effect which pushes opponents away when the sword hits the ground. This is useful if you miss and are in-range of punishment. Only use this move off stage if your 100% that it'll hit, otherwise...you die. Over-use this move and you're going to become fairly obvious. If you use Dair when you get sent up into the sky, and jump right before you preform it, you'll float for about a second, its really neat and good for faking out your opponent.
Move #5 Bomb!
About Bomb:
These are "Toon Links Bread and Butter" as it was said. The Bombs make the Link, they're useful in almost every battle against everyone in every situation, recovering, damage dealing, combo set-ups, distractions, aerial attacks, ground attacks, everything! Useful if combined with D-air, as it provides a short stun which provides an opening to get 2 hits with dair. Easily spammable, and can set-up into some good combos. You can lay them on the ground (perhaps comparable to snakes down smash?) And SH - > Bomb = Quickdraw. If you pull out a bomb when you're far from the stage, and not sure if you're going to be ledge hogged/fail at making it back up, you have a chance to get back up by using Up- B twice. (Bomb explodes after you do the first one, allowing you to preform another one). Overall this is a high priority projectile.
If you want more Information about bomb/Bomb techs, refer to this thread
http://smashboards.com/showthread.php?t=172216
Move #6 Upwards Smash!
About Up Smash:
This is a great move, can KO at 90~120%, comes out fast, is only punishable in a small amount, and is a great punisher. Hyphen smash is incredibly useful as well (Dash and while dashing preform an up smash) And Hyphen > DACUS In Toon Links case. It can cancel into out of shield for defensive uses, and has great priority. Hyphen smash is often combined with Bomb/Boomerang/Arrows/Zair as to distract them. Its easily one of Toon Links best moves.
Move #7 Back Air!
About Back Air:
Toon Links "Best' move as said by many Toon Link Mainers, and I think so as well. Actually its probably the greatest move in this game, why you ask? It can combo/string well, VERY well. Has great priority, good damage, its fast, short hop -> Bair = 1337, its flashy (xP) and its a killing move (relatively high percents, 100-140%) If you fight backwards most of the match, you have an automatic lead. Bair has a hitbox thats pretty insane, covers almost 180 degrees of his back (maybe a little in front as it tends to hit a little in front of you) and can be used almost 6 times in 2 full jumps.
Move #8 Jab Attack!
About Jab Attack:
Does good damage, hits 3 times (2% 3% 5%). His fastest move, best grounded move to use defensively. Jab cancel can work, but is avoidable if you decide to set-up for anything other than the last hit. This however, sets up for "mindgames". It can be used to get yourself some distance to start projectile spam, and is great for close ranged shield pressure.
Move #9 Z-Air!
Thank you sasukebowser!!!!
Thank you sasukebowser!!!!
About Z-air:
Easily one of Toon Links best moves, its lagless when you land (though little air lag) it has great range, decent damage, can lead into MANY other moves, is a great approach, and has great priority. Has good stun, it's good for keeping distance, can be used to attack out of an airdodge, and leads into many other attacks, Nair, Upsmash/Hyphen Smash, bomb, grabs, best used when Short hopping, and best used right before you hit the ground, otherwise you'll miss. Overall a great move
Move #10 Boomerang!
About Boomerang:
Very good projectile, it comes out quite slow, but has many chances to hit and you can control in which direction it goes out and comes back. It can go through ledges, and deals roughly 9-12% on the first hit forwards, and about 3% on the way back. Boomerang catch lag (stopping to catch it) can be quite annoying, though. It can bounce off the ground, it can open a lot of opportunities to hit (rang -> Fsmash) and theres no catch lag if you have the right timing to dodge or attack for it.
Move #11 Downward Smash!
About Downward Smash:
Not one of Toon Links best moves, but really useful. It hits twice (once in front, then takes them to the back of you and lands another strike). It can kill at higher percentages (150+), and if your opponent is under 30% when you use it, it can send them horizontally back far. (Good for setting up for spikes/gimps). Punishable if missed, and situational at best.
Move #12 Forward Air!
About Forward Air:
Another one of Toon Links kill moves, does very good knockback and damage, but has some starting lag, and a little punishable if missed. Fair to Arrow cancle is extremely useful and a lot of TL's do this. This move is great for offstage game, and usually isnt expected. N-air is better for forward air game when at lower percentages.
Move #13 Forward Tilt!
About Forward Tilt:
Not much to this move, but definitely has its uses and advantages.
This move hits behind you, has good horizontal knock back. It's good for ledge guarding and for setting up projectile spam. As sasuke said "Its Nair on the ground".
It has decent damage, and can kill at higher percentages.
Move #14 Neutral Air!
About Neutral Air:
This is a great move, and highly prioritized.
"Fast, great damage, can be a decent kill move. Hits behind you." It can hit twice, and Zair -> Nair is one of the most common follow ups after zair, it can be canceled into Arrow cancle, and has a small-ish hit box.
Move #15 Up Tilt!
About Up Tilt:
A pretty simple move, can be used for juggling at low percentages, a fast good kill move, comes out fast, little lag and has a big hitbox. Probably best to be used after a jab cancle, and it can lead into a variety of combos. 'Nuff Said.
Move #16 Upwards Air!
About Upwards Air:
One of Toon Links best killing moves, kills at low percentages, sweetspots at tip of sword, stays up for a long time so you can get air dodgers, it counters a lot of characters down airs/king dededes up b. Has little landing lag, but shouldn't really be used near the ground. Use it high for best results.
Move #17 Dash Attack!
About Dash Attack:
Comes out pretty fast, can trip at a high rate, shouldn't be used excessively, nice for edge guarding and getting a bit of damage. Dash Attack - > Hyphen smash = too good. Can be canceled into a DACUS, though his hyphen smash is better.
Discuss :D