Matchup Summary (Win Condition and Game Plan)
Dr. Mario should not sprint through Toon Link’s arrows, boomerang, and bomb patterns on impatience alone; use capsule pressure and shield to wait out the projectile sequence, then turn one clean entry into close-range damage.
In Dr. Mario vs Toon Link, Toon Link is strongest when midrange stays intact and the match keeps resetting into projectile-led landing traps, but the close-range damage gap and Toon Link’s vulnerable recovery are both clear, so Dr. Mario wins by converting fewer entries into much bigger rewards.
The table shows that Toon Link’s Jab string, Forward Tilt, Up Tilt, Dash Attack, Forward Air, Up Air, Neutral B, and grounded Up B can be answered by Dr. Mario’s Up B (3f), OOS Nair (6f), OOS Uair (7f), OOS Bair (9f), Up Smash (9f), and Grab (10f), so those openings need to be cashed out immediately.
At the same time, Neutral Air, Back Air, Z Air, and many Side B spacings are harder to punish cleanly after shield, and rushing the juggle too early often sends the match back to projectile range, so prioritize the landing route and ledge control over forcing a fast air chase.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Dr. Mario 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
- Dr. Mario should stay patient through arrow, boomerang, and bomb pressure, using capsule and shield to wait for the moment Toon Link finishes the setup before stepping in.
- After Dr. Mario blocks Toon Link’s Jab string, Forward Tilt, Up Tilt, Dash Attack, Forward Air, Up Air, Neutral B, or grounded Up B, answer immediately with the reachable option from Up B (3f), OOS Nair (6f), OOS Uair (7f), OOS Bair (9f), Up Smash (9f), and Grab (10f).
- Once Dr. Mario gets the hit, keep the juggle and turn Toon Link’s recovery into a ledge or edgeguard sequence with Fair, Dair, and capsule coverage.
- Dr. Mario should preserve center stage and keep ledge control instead of overextending so far that his own recovery weakness becomes the real problem.
Actions to Avoid
- Forcing ground dashes through projectile walls and running directly into Toon Link’s spacing and Dash Attack.
- Letting punishable Jab, tilts, Dash Attack, Forward Air, Up Air, Neutral B, or grounded Up B go by without taking the close-range reward.
- Jumping too early after every launcher and giving Toon Link the reset back to projectile distance.
- Overchasing offstage for a quick kill and exposing Dr. Mario’s own recovery weakness first.