Matchup Summary (Win Condition and Game Plan)
Toon Link is strongest when arrows, boomerang, and bomb slow the game down long enough for him to start juggling. But his projectile speed is relatively slow, and his direct close-range defense is less stable once someone gets through the wall. Pit should not try to win by staying at full screen forever. The better plan is to use arrows to interrupt setup timing, use Guardian Orbitars against obvious projectile patterns, and then push inside with Fair and Nair when the gap appears.
The win condition is to break the projectile rhythm just enough to enter, then keep forcing Toon Link to land and recover from bad spots. Toon Link’s floatier landing and more vulnerable Up B recovery give Pit enough repeated advantage states that he does not need a huge opening every time. The main caution is Up B out of shield. If Pit autopilots close pressure after getting in, Toon Link can reset the position. If Pit traps ledge patiently with multi-hit aerials and Up Smash instead, the matchup becomes much cleaner.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Pit 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
- Use arrows to interrupt bow and bomb setup, and advance only after checking the boomerang return path
- Once Fair or Nair gets you inside, keep the turn with Uair and landing pressure instead of backing out too early
- Take the real punishes on d-tilt, dash attack, and the first hit of Up B whenever shield gives you the chance
- At ledge, prefer covering getup and jump with Fair, Nair, and Up Smash over reckless deep chases
- Keep corner pressure going even from low-damage hits, because repeated advantage matters more here than one hard read
Actions to Avoid
- Letting the matchup stay at full-screen zoning pace with no attempt to create an entry point
- Repeating the same close-pressure timing and feeding Toon Link free Up B out of shield reversals
- Overchasing offstage for early kills and getting clipped by recovery hitboxes or bomb scrambles
- Trying to outvalue Toon Link with arrows alone and missing the moments where Pit should actually enter with aerials