Toon Link vs Joker

Joker Matchup (Toon Link)

Toon Link vs Joker

Toon Link vs. Joker is most stable when you do not stop at firing projectiles, but keep moving behind them and convert to ledge pressure before Arsene comes online.

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Matchup Summary (Win Condition and Game Plan)

Joker’s neutral air and back air are safe, and Gun plus his mobility let him punish gaps in projectile pressure, but his unsafe moves like jab, up tilt, down tilt, and forward smash are easier to punish, so if Toon Link gets position first, he can keep pushing Joker back.
Rather than treating boomerang, arrow, and bomb as single actions, move forward the moment Joker chooses shield or jump and link into up smash, up air, or grab to blunt his mobility advantage.
For kills, it is more stable to send him to the ledge before Arsene appears and cut off his escape routes with up B, up air, and returning bomb pressure than to fight him head-on in center stage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldToon Link OOS Candidate MovesBarely Missed Moves
Jab 14-16
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (+1)
Jab 23-17
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+3)
Jab 33-26
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Forward Tilt8/13/-15(/-11)
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+3)
Up Tilt8/11/14/17/20-27
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Down Tilt8-22(-19)
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+1)
Dash Attack6/15**/-23
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Forward Smash16-21
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Up Smash10-32(-30)
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Down Smash12/16-24/-20(—/-18)
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+2)
Neutral Air12-5
  • None
  • Up B (+1)
Forward Air7/12-10/-9
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (+1)
  • Up Smash (+2)
Back Air7-5
  • None
  • Up B (+1)
Up Air5…-12
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+2)
Down Air13-7
  • Up B (6f)
  • OOS Bair (+2)
  • OOS Nair (+2)
  • Grab (+3)
Neutral B (1)12/37/65**
Neutral B (2)12/18/24**
Side B (1)16-27
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Side B (2)16 (1/6/11/16)**
Up B (1)20**
Up B (2)**
Down B (1)3 (Start of Block)
Down B (2)4 (Start of Counter)
Grab6
Dash Grab8
Pivot Grab9

Win Condition Checklist

  • After throwing a projectile, always take at least one step forward and watch both Joker’s retreat and his jump escape.
  • After blocking jab, up tilt, down tilt, or forward smash, answer with up B or grab and reduce the time he has to build Arsene gauge.
  • When Rebel’s Guard appears, do not layer more projectiles blindly; aim for the landing and movement after landing instead.

Actions to Avoid

  • Showing the same-height bow and boomerang repeatedly and becoming an easy target for Gun and dash-in punishes.
  • Turning the match into a center-stage smash contest while Arsene is active and getting killed off a small number of hits.
  • Overchasing the edgeguard and missing the punish, which hands back ledge control.

Reference Links

Related Pages