Matchup Summary (Win Condition and Game Plan)
This matchup goes wrong for Steve when mining becomes passive retreat. Toon Link wants arrow, boomerang, and bomb to keep Steve from setting up freely, then turn the first forced jump or shield into Up Air and Up Smash pressure. If Steve gives Toon Link a full projectile cycle every time he backs away for resources, he often loses stage before the better materials matter.
Toon Link still has to respect close-range punishment once he commits into shield, though. The table shows that Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smash attacks, Fair, Uair, Dair, Neutral B, and the first hit of Up B can all be punished by Steve’s OOS Nair, OOS Uair, Up Smash, Grab, or OOS Fair. By contrast, Nair, Bair, Zair, and shallow Side B spacing are the interactions where Steve should usually hold discipline instead of forcing an answer.
That makes the stable plan to use short blocks to bend one arrow or boomerang lane, then either mine once or contest Toon Link’s body immediately with dash and minecart. Steve does not need a permanent wall here; he needs to stop Toon Link from comfortably combining retreat movement with projectile flow. Once Toon Link is the one jumping or shielding first, Steve can threaten Up Smash, Uair, minecart, and corner carry much more reliably.
For stocks, edge pressure is more dependable than a random center-stage swing. If Steve pushes Toon Link to ledge with blocks and minecart, Toon Link’s Spin Attack recovery and jump routes become much easier to cover with Up Smash, Fair, and Uair. In this matchup, mining pays off best after Steve first creates that ledge sequence, not before.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Steve 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 short blocks to bend one arrow, boomerang, or bomb path, then spend that window on one mine cycle or an immediate approach instead of overbuilding.
- Do not let Toon Link comfortably combine retreat movement with all three projectiles; force shield or jump with minecart and stage presence before resuming resource gain.
- Punish Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smash attacks, Fair, Uair, Dair, Neutral B, and Up B (1) on shield with OOS Nair (6f), OOS Uair (7f), Up Smash (8f), Grab (10f), or OOS Fair (11f).
- Stay disciplined after blocked Nair, Bair, Zair, and shallow Side B. Keep stage and read the next landing or retreat instead of forcing a whiff.
- At the ledge, use blocks and minecart to raise Toon Link’s recovery route, then cover jump and Spin Attack landing with Up Smash, Fair, and Uair.
Actions to Avoid
- Retreating only to mine and letting Toon Link run a full arrow, boomerang, and bomb cycle for free.
- Treating Nair, Bair, Zair, or shallow Side B like guaranteed shield punishes and whiffing into the next landing trap.
- Building overly tall or static walls that slow Steve down as much as Toon Link and let bomb plus aerial pressure break the setup on Toon Link’s terms.
- Overchasing offstage and giving up ledge control to Toon Link’s Spin Attack or air drift instead of cashing out on the ledge trap.