Sora vs Young Link

Young Link Matchup (Sora)

Sora vs Young Link

Sora vs Young Link is about refusing to get pinned by projectile rhythm and spin attack checks, then using magic and floaty drift to force a stop and convert into aerial loops plus ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

The matchup gets awkward when Young Link uses bow, boomerang, and bomb to freeze Sora’s approach, then checks the stop with nair, fair, or spin attack. Sora’s floaty air time can linger in the projectile lanes too long, and once he gets pushed offstage, Young Link has enough active tools to make the recovery route much more readable.
Even so, Young Link does not dominate a true close-range exchange. The frame table shows that Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Up Air, Down Air, Neutral B, and Up B (1) all give Sora meaningful punishes with OOS Nair (9f), OOS Fair (9f), Up B (9f), Grab (10f), or Up Smash (11f). Jab 2, Down Tilt, Neutral Air, Forward Air, Back Air, Z Air, and boomerang pressure are much thinner, so forcing retaliation there is not the stable answer.
The better plan is to use Firaga, Thundaga, and Blizzaga to break the projectile rhythm, then let Sora’s drift plus lingering nair and fair cover the space where Young Link wants to jump or land next. Once Sora gets the first touch, he should keep juggling with uair, Up B, and Up Smash so Young Link never gets a clean reset into another full midrange setup.
Kills are more reliable through ledge bair, Up Smash, Up B, and freeze-based hesitation near the ledge than through a deep offstage chase. Young Link is light and not especially durable offstage, so Sora gets more value by keeping the ledge trap intact than by gambling his own long drift outside the stage every time.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Use magic to disrupt the timing of bow, boomerang, and bomb so Young Link has to stop or jump first, then enter with nair, fair, or uair.
  • After blocking Jab 3, Rapid Jab Finisher, Forward Tilt, Up Tilt, Dash Attack, any smash attack, Up Air, Down Air, fire arrow, or Up B (1), always cash out with the fastest reachable punish.
  • Treat Jab 2, Down Tilt, Neutral Air, Forward Air, Back Air, Z Air, and boomerang pressure as reset points, and cover the next landing or jump instead of forcing a button.
  • Once Young Link is airborne, keep the juggle going with uair, Up B, and Up Smash so he cannot rebuild full projectile spacing.
  • Close stocks with ledge bair, Up Smash, Up B, and Blizzaga stalls near the ledge while avoiding overextended edgeguards that let Young Link reverse the recovery route read.

Actions to Avoid

  • Jumping at the same height over bow or boomerang and getting checked by nair or spin attack in the same lane.
  • Swinging after every blocked Jab 2, Down Tilt, or Neutral Air and whiffing away the positional advantage.
  • Letting projectile pressure force a straight-line approach into bomb setups and retreating aerials.
  • Giving up space immediately after landing the first hit and allowing Young Link to rebuild bow and boomerang structure for free.
  • Chasing too far offstage and letting spin attack or projectile coverage turn Sora’s own recovery route into the problem.

Reference Links

Related Pages