Matchup Summary (Win Condition and Game Plan)
Donkey Kong vs Toon Link gets rough whenever DK rushes the air too early, because DK’s huge hurtbox and lack of projectiles fit directly into Hero’s Bow, Boomerang, Bomb, and the landing traps that follow them. The more DK forces jumps or panic dashes, the easier it is for Toon Link to keep the lane closed.
Toon Link is also very good at running behind his projectiles and restarting the juggle with Fair, Uair, and Up Smash, so DK should avoid being the first one forced into the air.
Still, Toon Link is not unbeatable once DK gets in. The table shows Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Down Air, and Up B (1) can all be punished by OOS Uair (9f), Grab (10f), or OOS Bair (10f) first, so any grounded burst or panic spin that hits shield should become real damage and ledge carry.
By contrast, Nair, Fair, Bair, Uair, Zair, Neutral B, and Side B are poor instant punish spots, so DK is steadier when he keeps walking and shielding forward, then catches the next landing or Bomb pickup with Bair, Up Tilt, or dash grab. The win condition is not a single big center-stage callout, but turning one touch into ledge pressure and repeatedly covering Toon Link’s short recovery and cramped ledge space.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Donkey Kong 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 try to jump over every projectile. Walk and shield through Hero’s Bow, Boomerang, and Bomb first, and make close range happen on your terms.
- After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, any smash attack, Down Air, or Up B (1), punish with OOS Uair (9f), Grab (10f), or OOS Bair (10f) and convert immediately into damage or ledge carry.
- After stopping Nair, Fair, Bair, Uair, Zair, Neutral B, or Side B, do not mash. Cover the landing and Bomb pickup route with Bair, Up Tilt, or dash grab and take the next touch instead.
- Once DK gets in, do not reset to center-stage guessing games. Keep pushing with Bair, grab, Up Tilt, and Uair so Toon Link’s floaty fall keeps drifting toward the ledge.
- Offstage, do not chase too deep. Layer Bair and ledge hold against the short Up B recovery so jump and neutral getup stay covered together.
Actions to Avoid
- Panicking at projectiles and jumping high into Fair, Uair, and Up Smash juggles.
- Swinging after every blocked Nair, Fair, Bair, Uair, Zair, Neutral B, or Side B and getting whiff punished back into another projectile cycle.
- Pressuring Toon Link’s shield with sloppy aerials or big swings and losing the close-range turn to fast Up B out of shield.
- Chasing too far offstage into Bomb, Fair, or the return path of Up B and throwing away a ledgetrap that was already winning.