Toon Link vs Ryu

Ryu Matchup (Toon Link)

Toon Link vs Ryu

Matchup notes and the full move frame quick reference for Toon Link vs Ryu.

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Matchup Summary (Win Condition and Game Plan)

Ryu’s close-range reward is so high that Toon Link can lose control of the game off a single bad shield touch or scramble. If Toon Link throws projectiles carelessly and stays planted, Ryu can use Hadoken pressure and Focus Attack to force his way into the range where down tilt, nair, and Shoryuken become lethal.

Still, Ryu is not especially fast on the ground or in the air, so Toon Link can control the pace if boomerang, bomb, and arrow are layered well enough to force the first reaction. Once that happens, dash attack, uair, and up smash give Toon Link a reliable way to turn zoning hits into juggling and ledge pressure instead of resetting to neutral.

The win condition is to avoid using projectiles as isolated pokes and instead move forward behind them into landing traps and corner pressure. Ryu is not helpless at the ledge, but his aerial drift is direct enough that bomb coverage, up smash threat, and uair pursuit can squeeze his jump and reversal timings. Repeatedly landing on Ryu’s shield with the same aerials, on the other hand, invites up-B and Shoryuken punishes.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldToon Link OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (+1)
Jab 23-21
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Jab 38-21
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Jab (1)7-19
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+1)
Jab (2)9-13
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+1)
Forward Tilt (1)3-20
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Forward Tilt (2)8-8
  • Up B (6f)
  • OOS Bair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • Up Smash (+3)
Forward Tilt (3)15/17-13
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+1)
Up Tilt (1)3-8
  • Up B (6f)
  • OOS Bair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • Up Smash (+3)
Up Tilt (2)7-19
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+1)
Down Tilt (1)2-9
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (+1)
  • Up Smash (+2)
Down Tilt (2)6-15
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (+2)
Dash Attack7-22
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Forward Smash15-19/-18
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+2)
Up Smash9-24
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Down Smash5-25
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Neutral Air4-1/-2
  • None
Forward Air8-7/-6, -7/-6
  • Up B (6f)
  • OOS Bair (+3)
  • OOS Nair (+3)
Back Air8-4/-5
  • None
  • Up B (+2)
Up Air6/9-8/-8
  • Up B (6f)
  • OOS Bair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • Up Smash (+3)
Down Air8-10
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (+1)
Neutral B12-27/-28/-28, -26/-25/-25
  • 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 (1)8-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
  • 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)8-62 to -61, -61 to -60
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Up B6**
Down B11 (+21), 11(+31), 11(+59)-33, -34, unblockable
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Layer boomerang, bomb, and arrow to stop Ryu’s walking and jumping, then move forward behind the projectile coverage
  • When a projectile connects, convert into dash attack, uair, or up-smash juggling instead of letting the game reset into close-range scrambles
  • At ledge, use bomb placement and up-smash threat to narrow jump and neutral getup, then chase vertical escapes with uair
  • Use up-B as the main shield punish at close range, but vary landing positions so Ryu cannot farm the same anti-air answer every time

Actions to Avoid

  • Throwing a projectile and freezing in place, which gives Ryu a clean path in with Focus Attack or Hadoken cover
  • Repeatedly landing fair or nair onto shield and feeding up-B or Shoryuken punishes
  • Chasing too deep offstage and getting reversed by Ryu’s up-B recovery or back-air timing

Reference Links

Related Pages