Palutena vs Young Link

Young Link Matchup (Palutena)

Palutena vs Young Link

Palutena vs Young Link is a matchup where Palutena avoids turning the set into a raw projectile speed war, then uses Nair and dash timing on the forced pause points to push Young Link's light weight and thinner recovery toward ledge kills.

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Matchup Summary (Win Condition and Game Plan)

Young Link can advance behind arrow, boomerang, and bomb while mixing in nair, fair, and bair, so if Palutena turns the matchup into a straight Auto Reticle and Explosive Flame exchange from the front, the faster projectile cycle often makes her give up stage first.
But she does not need to fight on those exact terms. Palutena still has the mobility plus the long nair, bair, and uair needed to directly punish the points where Young Link has to stop after a projectile. As the table shows, Jab 1, Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Dash Attack, every smash attack, uair, dair, Neutral B, and Up B (1) all give clear shield punishes centered around OOS Nair (8f) and Grab (10f).
At the same time, Jab 2, down tilt, nair, fair, bair, zair, and Side B are mostly not real in-place punish spots, so forcing a fastest answer every time just feeds back into more projectiles or retreat landings. It is more stable to take the guaranteed punish only when it truly exists and cover the next movement beat otherwise.
The win condition is to use Auto Reticle and Explosive Flame to pin down Young Link’s jump angle or forward stop point, then dash or aerial into that spot and keep carrying him to the ledge. Kills are more repeatable through uair into ledge pressure, then bair or up smash on the return, rather than through impatient center-stage swings.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Use Auto Reticle and Explosive Flame to fix Young Link’s dash, low jump, or post-projectile stop point, not just to trade damage. Once that point is fixed, meet it with Nair, Bair, or dash grab.
  • After blocking Jab 1, Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Dash Attack, any smash attack, uair, dair, Neutral B, or Up B (1), always cash out the punish with OOS Nair (8f) first, then add Grab (10f), OOS Bair (11f), OOS Fair (12f), or OOS Uair (13f) if spacing allows.
  • Do not force in-place punishes on Jab 2, down tilt, nair, fair, bair, zair, or Side B. Track the retreat landing, the next projectile startup, or the horizontal drift instead and place uair, bair, or dash pressure on that second beat.
  • Once Young Link is launched, do not overswing underneath him. Use uair and up smash to narrow the vertical landing lane, and cover horizontal escape with bair so his light weight keeps turning into stage loss.
  • Prefer ledgetraps over long offstage chases. Finish stocks by shrinking jump getup and higher returns with bair or up smash, instead of overcommitting into bomb recovery reversals.

Actions to Avoid

  • Sitting in front of Young Link and turning the matchup into a repeated Auto Reticle and Explosive Flame speed test that gives his arrow, boomerang, and bomb cycle the stage first.
  • Swinging immediately after every blocked Jab 2, down tilt, nair, fair, bair, or zair and handing him free retreat space because the punish never truly existed in place.
  • Rushing for big center-stage kill swings just because Young Link is light, and ending your own advantage before you have pushed him to the ledge.
  • Chasing too far offstage and letting bomb recovery or Up B reverse the position and erase Palutena’s stronger ledgetrap.

Reference Links

Related Pages