Ken vs Young Link

Young Link Matchup (Ken)

Ken vs Young Link

Ken vs Young Link is about building one route into low forward-tilt range before the three-projectile wall settles, then cashing out hard on Young Link's light weight.

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Matchup Summary (Win Condition and Game Plan)

The matchup is decided by whether Ken can force his way into jab and Down Tilt range before Young Link gets to loop bow, boomerang, and bomb often enough to pin him in place.
Young Link controls mid-range and landing traps very well while staying hard to pin down in the air, but his light weight means that once Ken gets one clean entry the damage and kill conversion can snowball immediately into Shoryuken ranges.
As the table shows, Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, uair, Up B (1), and Neutral B’s punishable ranges all lose to Up B (5f), OOS Uair (8f), or Up Smash (9f). By contrast, nair, fair, bair, Z Air, and Side B are mostly not real shield punish spots, so solving the matchup from block alone is much worse than stepping in before the next projectile reset.
The win condition is to use walk shield and carefully mixed jumps to break the first layer of zoning, then keep the combo route tight all the way to ledge and finish early against Young Link’s light body with Shoryuken or ledge pressure.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKen OOS Candidate MovesBarely Missed Moves
Jab 14-10
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (+1)
  • OOS Dair (+1)
  • OOS Fair (+1)
Jab 26-7
  • Up B (5f)
  • OOS Uair (+1)
  • OOS Nair (+2)
  • Up Smash (+2)
  • Grab (+3)
Jab 36-25
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Rapid Jab3/5/7
Rapid Jab Finisher4-37
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Tilt10-12/-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Tilt9-14
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Tilt8-7/-8/-10
  • Up B (5f)
  • OOS Uair (+1)
  • OOS Nair (+2)
  • Up Smash (+2)
  • Grab (+3)
Dash Attack8-16
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Smash (1)15-27
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Smash (2)11-30
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Smash10/25/41-22
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Smash9/21-31/-33/-20/-21
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Neutral Air4-2/-3
  • None
  • Up B (+3)
Forward Air14/24-3/-2
  • None
  • Up B (+3)
Back Air6/18-3/-3
  • None
  • Up B (+2)
Up Air5-9
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (+1)
  • OOS Bair (+2)
  • OOS Dair (+2)
  • OOS Fair (+2)
Down Air13Bounce: ** | Fast Fall: -11/-12
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Z Air9-3
  • None
  • Up B (+2)
Neutral B14—47-16 to -10
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (+1)
  • OOS Dair (+1)
  • OOS Fair (+1)
Side B27-8 to -4
  • None
  • Up B (+1)
Up B (1)9…-17
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up B (2)8/12/16/19/22/26/31/39/47
Down B17
Grab12
Dash Grab14
Pivot Grab15

Win Condition Checklist

  • Ken should not take the full three-projectile wall head-on and should mix walk shield with short jumps until Down Tilt range is finally established.
  • After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, uair, Up B (1), or Neutral B in punishable ranges, Ken should always take the turn with Up B (5f), OOS Uair (8f), Up Smash (9f), or Grab (10f).
  • After blocking nair, fair, bair, Z Air, or Side B, Ken should avoid forcing retaliation and instead keep walking forward to delay Young Link’s next projectile setup or landing reset.
  • Once Ken gets the opening, he should not spread damage thin and should route straight from jab or Down Tilt into special confirms, corner carry, and an early Shoryuken or ledge finish.

Actions to Avoid

  • Staying in front of the projectile wall for too long and letting chip damage plus landing traps pile up before Ken ever gets inside.
  • Swinging after every blocked nair or fair and getting clipped by drift mixups or the next aerial.
  • Rushing into a big read too early after finally getting in and letting Young Link escape before the light-body punish is finished.
  • Chasing too far offstage and giving Young Link’s air drift and projectile angles a chance to turn the edgeguard back around.

Reference Links

Related Pages