Corrin vs Toon Link

Toon Link Matchup (Corrin)

Corrin vs Toon Link

Corrin vs Toon Link is a matchup where you do not chase projectiles head-on, stop Toon Link's body with tippered range and Pin, then convert juggles and edgeguards into stocks.

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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 MoveStartupOn ShieldCorrin OOS Candidate MovesBarely Missed Moves
Jab 15-10
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (+2)
  • Up Smash (+3)
Jab 26-11
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (+1)
  • Up Smash (+2)
Jab 36-25
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Forward Tilt9-11
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (+1)
  • Up Smash (+2)
Up Tilt8-11
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (+1)
  • Up Smash (+2)
Down Tilt9-6
  • None
  • OOS Nair (+3)
Dash Attack7-13
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (+2)
  • OOS Bair (+3)
Forward Smash16-22
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Up Smash11-22
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Down Smash9/17-29/-20
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Neutral Air6/13-3/-4
  • None
Forward Air14-6
  • None
  • OOS Nair (+3)
Back Air6-4
  • None
Up Air11-8/-9
  • None
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Uair (+2)
Down Air17-17/-16
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (+2)
Z Air11-3
  • None
Neutral B18—60-12 to -6
  • None
  • OOS Nair (+3)
Side B27-9 to -6
  • None
  • OOS Nair (+3)
Up B (1)6…-25
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Fair (12f)
  • Up Smash (13f)
  • OOS Dair (15f)
  • OOS Bair (16f)
  • Up B (18f)
Up B (2)8…
Down B
Grab12
Dash Grab14
Pivot Grab15

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.

Reference Links

Related Pages