Matchup Summary (Win Condition and Game Plan)
If Toon Link just throws one projectile and waits, Chrom’s run speed and even sword damage will still force the game into scrambles that favor Chrom’s stronger close-range conversions. The matchup turns when Arrow, Boomerang, and Bomb are layered so Chrom has to jump, shield, or detour without a projectile of his own. The important part is following the projectile forward instead of camping behind it forever.
The full table shows that Jab, Forward Tilt, Up Tilt, Dash Attack, all smashes, Neutral B, Side B, and Up B are all clear punish points for Up B (6f), with OOS Nair and OOS Bair helping as well. Neutral Air and Back Air are also interruptible by Up B. By contrast, Down Tilt, Forward Air, and Up Air are mostly not punishable on shield, so trying to answer every blocked sword swing only drags Toon Link into the close-range fight Chrom wants.
The win condition is forcing a jump or block with layered projectiles, then using Dash Attack, Up Smash, and Up Air to keep the juggle going until Chrom is carried to ledge. Once he is offstage, his horizontal recovery is so weak that Bomb, Fair, Bair, or Boomerang all threaten the route immediately.
Toon Link still should not deep-chase every stock. Holding Bomb at ledge, checking the low Up B path, and sending Chrom back offstage again is more stable than gambling your own recovery every time.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Toon Link OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 5 | -10 |
|
|
| Forward Tilt | 8 | -15 |
|
|
| Up Tilt | 6 | -22 |
| |
| Down Tilt | 7 | -5 |
|
|
| Dash Attack | 13 | -21 |
| |
| Forward Smash | 13 | -28 |
| |
| Up Smash | 12/13/15/17/19/22 | -29 |
| |
| Down Smash | 6/21 | -47/-31 |
| |
| Neutral Air | 6/15 | -6/-6 |
|
|
| Forward Air | 10 | -4 |
|
|
| Back Air | 8 | -6 |
|
|
| Up Air | 5 | -4 |
|
|
| Down Air | 16 | -9/-9 |
|
|
| Neutral B | 21-260 | -15—Shieldbreak |
|
|
| Side B | 9 | -26/-16(air) |
|
|
| Up B | 10/39/53/** | -29 |
| |
| Down B | 8 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not end your neutral at one Arrow or one Boomerang. Layer Arrow, Boomerang, and Bomb, then move behind them so Chrom has to jump or shield on your timing.
- When you block Jab, Forward Tilt, Up Tilt, Dash Attack, any smash, Neutral B, Side B, or Up B, punish with Up B (6f) first and confirm whether OOS Nair, OOS Bair, Grab, or Up Smash is stronger.
- After blocking Down Tilt, Forward Air, or Up Air, do not force a punish that is not there. Cover the landing or the next dash lane with Boomerang and Up Air instead.
- Once Chrom is launched, keep the pressure with Dash Attack, Up Smash, and Up Air so he does not get to restart grounded burst pressure in center stage.
- At ledge, use Bomb, Fair, Bair, and Boomerang to hit the low recovery and the start of Up B, even if you are not committing to a full offstage chase.
Actions to Avoid
- Throwing a single slow projectile from far away and staying planted while Chrom simply runs through the gap you left.
- Missing the punish on Forward Tilt, Dash Attack, Side B, Up B, or the smash attacks and letting Chrom swing heavy grounded buttons without consequence.
- Forcing shield punishes on mostly safe moves like Down Tilt, Forward Air, or Up Air and voluntarily extending Chrom’s preferred close-range exchange.
- Chasing too deep offstage and turning Toon Link’s own Up B recovery into the next risk instead of keeping the stronger ledge position.