Matchup Summary (Win Condition and Game Plan)
Mewtwo is explosive once Shadow Ball and his air drift start forcing bad commitments, because fair, bair, and his throw routes can turn one miss into an early stock very quickly if Toon Link lets the neutral stay too loose.
The tradeoff is that Mewtwo is large, light, and still carries a vulnerable tail hurtbox, so Toon Link can get real mileage from arrows, boomerang, and bomb that pin him in place long enough to convert into uair, up smash, and dash attack landings.
The frame table also shows clear shield punishes on Rapid Jab Finisher, Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, and Down B with Up B (6f), OOS Nair (9f), OOS Bair (9f), Grab (10f), and Up Smash (11f), which means Mewtwo’s close-range pressure is not free once you block the unsafe follow-through.
The win condition is to avoid playing Shadow Ball head-on for too long, use lingering projectile paths to narrow his landing space, and cash out on his light weight through juggle pressure and ledge traps before his mobility can reset the pace.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Toon Link OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Rapid Jab | 5/8/11… | — | ||
| Rapid Jab Finisher | 6 | -30 |
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| Jab | 5 | -12 |
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| Forward Tilt | 10 | -15/-15/-16 |
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| Up Tilt | 8 | -14/-15/-15 |
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| Down Tilt | 6 | -11/-12/-12 |
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| Dash Attack | 10 | -14 |
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| Forward Smash | 19 | -20/-18 |
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| Up Smash | 9/14/18/22 | -39 |
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| Down Smash | 21 | -8 |
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| Neutral Air | 7/11/15/19/23/27 | -8/-7 |
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| Forward Air | 7 | -3 |
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| Back Air | 13 | -5/-6/-6 |
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| Up Air | 10 | -3/-4/-4 |
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| Down Air | 15 | -6 |
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| Neutral B | 9(+12) | -16 to -2 |
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| Side B | 10 (21/23/25/27/29/31/33/39) | — | ||
| Up B | ** | — | ||
| Down B | 16 | -30 |
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| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not throw arrow, boomerang, and bomb as isolated checks; advance behind the returning boomerang or delayed bomb so Mewtwo’s pre-teleport landing lanes and air drift exits are already covered.
- When you block Rapid Jab Finisher, Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Forward Smash, Up Smash, or Down B, punish with Up B (6f), OOS Nair (9f), OOS Bair (9f), Grab (10f), or Up Smash (11f) and end the close-range exchange immediately.
- Once Mewtwo is airborne, stay underneath with uair, up smash, and dash attack to catch the end of tail-based aerials and the landing from his high double jump instead of backing off too early.
- At the ledge, prioritize bomb stalling space and grounded coverage over deep chases, then react to teleport end position with fair, uair, or up smash to cash out his light weight.
Actions to Avoid
- Sitting in place shielding and retreating against Shadow Ball until Mewtwo gets free lateral movement and better whiff-punish angles.
- Letting projectile hits end neutral by themselves instead of converting the lingering boomerang or bomb time into direct landing pressure.
- Forcing a punish after shielded fair, bair, or uair with options that do not truly reach, then getting anti-aired or thrown back into disadvantage.
- Chasing too deep offstage into teleport invulnerability or defensive bair placements and thinning out Toon Link’s own recovery path and ledge control.