Matchup Summary (Win Condition and Game Plan)
Toon Link is strongest when he layers bow, boomerang, and bomb, then chases behind them with his run speed into dash attack, up smash, and up air. If Corrin keeps trying to close space with the same forward jump after seeing a projectile, she gets fed directly into Toon Link’s juggle game.
On the other hand, Toon Link’s sword range is actually short, his fall speed is slow, and his recovery is fragile, so Corrin can take midrange back by preempting jumps and landings with tippered fair, up air, and Pin.
The frame table also shows that when Corrin blocks Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, any smash attack, Down Air, or Up B (1), she can reliably answer with OOS Nair (9f), Grab (10f), OOS Uair (10f), and OOS Fair (12f), so Toon Link does not get to bully point-blank pressure for free.
That makes the win condition clear: do not chase the projectile itself, spear the body moving behind boomerang and bow, then keep the juggle and ledge sequence going until Toon Link’s weak recovery breaks onstage or offstage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Corrin OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -10 |
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| Jab 2 | 6 | -11 |
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| Jab 3 | 6 | -25 |
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| Forward Tilt | 9 | -11 |
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| Up Tilt | 8 | -11 |
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| Down Tilt | 9 | -6 |
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| Dash Attack | 7 | -13 |
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| Forward Smash | 16 | -22 |
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| Up Smash | 11 | -22 |
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| Down Smash | 9/17 | -29/-20 |
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| Neutral Air | 6/13 | -3/-4 |
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| Forward Air | 14 | -6 |
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| Back Air | 6 | -4 |
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| Up Air | 11 | -8/-9 |
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| Down Air | 17 | -17/-16 |
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| Z Air | 11 | -3 |
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| Neutral B | 18—60 | -12 to -6 |
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| Side B | 27 | -9 to -6 |
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| Up B (1) | 6… | -25 |
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| Up B (2) | 8… | — | ||
| Down B | — | — | ||
| Grab | 12 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
Win Condition Checklist
- Do not jump immediately over bow and boomerang. Use walk shield and small retreats to confirm Toon Link’s dash timing, then stop the body with tippered fair, Pin, and up air.
- When you block Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, any smash attack, Down Air, or Up B (1), take the punish with OOS Nair (9f), Grab (10f), OOS Uair (10f), or OOS Fair (12f) so his close-range turn ends there.
- Once Toon Link is above you, narrow the landing with up air and forward space control, keep him from swinging back with up smash or up air, and carry him to the ledge.
- At the ledge, do not cover only neutral get-up. Watch the Up B path and whether bomb recovery is available, then alternate between ledgetraps and shallow edgeguards to close the stock.
Actions to Avoid
- Trying to hop over bow, boomerang, and bomb every time, then volunteering for up-air and up-smash juggles.
- Repeatedly hitting shield at point-blank with neutral air, back air, or Pin and giving Toon Link free Up B out of shield.
- Shielding boomerang or bomb and then dashing forward without checking Toon Link’s body, which lets retreating forward tilt or dash attack whiff-punish you.
- Chasing too deep offstage with back air or counter and clipping bomb or the multi-hit airborne Up B, which exposes Corrin’s own recovery.