Toon Link vs Cloud

Cloud Matchup (Toon Link)

Toon Link vs Cloud

In Toon Link vs Cloud, passively placing projectiles is not enough against Cloud's sword range and Limit pressure, so the stable plan is to move behind your projectiles and keep taking away his landing and ledge routes.

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Matchup Summary (Win Condition and Game Plan)

If Toon Link plays this matchup by standing still and trading directly into Cloud’s long sword and fast Neutral Air and Back Air, his light weight and floaty landing turn into easy juggling for Cloud. Cloud still has no projectile and wants time to recharge Limit safely, so the matchup shifts when Arrow, Boomerang, and Bomb are layered to stop both his grounded advance and his reset timing while Toon Link keeps moving forward to claim the air first.
The full table shows that Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smashes, Neutral B, Side B, and Down B (2) are all clear punish points for Up B (6f), OOS Nair, OOS Bair, Grab, or Up Smash. By contrast, Neutral Air, Back Air, and Up Air are mostly safe on shield, while Forward Air is basically only Up B punishable, so trying to answer every sword swing after shield just drags Toon Link into Cloud’s preferred spacing.
The win condition is to follow your projectiles, keep catching Cloud’s jumps and landings with Dash Attack, Up Smash, and Up Air, and carry him to ledge before he gets a safe window to rebuild Limit in center stage. His recovery without Limit is narrow enough that Bomb and Boomerang at ledge can cover the low Up B route and jump from ledge at the same time.
That does not mean every stock needs a deep offstage chase. Cloud’s Up B and Back Air are still strong denial tools once you leave the stage, so holding the ledge trap, taking the line again, and forcing him to recover twice is the steadier plan.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldToon Link OOS Candidate MovesBarely Missed Moves
Jab 14-21
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Jab 25-24
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Jab 36-27
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Forward Tilt9-16
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (+1)
Up Tilt6-18
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+2)
Down Tilt7-26
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Dash Attack9-26
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Forward Smash19/24/28-29/-30
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Up Smash12-24
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Down Smash8/21-38/-20
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Neutral Air5-5
  • None
  • Up B (+1)
Forward Air18-6/-6/-7
  • Up B (6f)
  • OOS Bair (+3)
  • OOS Nair (+3)
Back Air11-3
  • None
  • Up B (+3)
Up Air8-5/-5
  • None
  • Up B (+1)
Down Air11-11/-12
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+3)
Neutral B18(18)-25(-33)
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Side B10-25
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Up B7/10**
Down B (1)
Down B (2)12 (ground) // 14 (air)-70/-71
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Grab9
Dash Grab12
Pivot Grab13

Win Condition Checklist

  • Do not stop at one Arrow, one Boomerang, or one Bomb. Move forward behind them and shut down both Cloud’s walk-up pressure and his Limit charge timing.
  • When you block Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash, Neutral B, Side B, or Down B (2), punish on time with Up B (6f) first and confirm whether OOS Nair, OOS Bair, Grab, or Up Smash gives more reward.
  • After blocking Neutral Air, Back Air, or Up Air, do not force a shield punish that is not there. Cover the landing or retreat lane with Boomerang, Up Smash, and Up Air instead.
  • Once Cloud is launched, keep chasing with Dash Attack, Up Smash, and Up Air so he does not get to recharge Limit safely in center stage before reaching ledge.
  • At ledge, keep Bomb and Boomerang available so the no-Limit Up B recovery route and jump from ledge are both threatened and the trap can continue.

Actions to Avoid

  • Throwing single projectiles from long range and staying in place while Cloud chooses freely between walking forward and charging Limit.
  • Missing the guaranteed punish on the jab string, grounded buttons, Neutral B, Side B, or Down B (2) and letting Cloud keep swinging in his strongest mid-range.
  • Trying to punish Neutral Air, Back Air, and Up Air on shield every time and starting a close-range scramble in spots where Cloud is still basically safe.
  • Chasing too deep offstage and letting Cloud’s Up B or Back Air reverse the position into a bad recovery for Toon Link.

Reference Links

Related Pages