Matchup Summary (Win Condition and Game Plan)
This matchup gets worse for Toon Link when he tries to meet Yoshi head-on in the air, because nair, bair, uair, and double-jump armor drag the fight into exactly the kind of direct brawl Yoshi wants.
The win condition is to use arrow, boomerang, and bomb to shift the jump path first, then punish the landing with Up B, uair, Up Smash, and ledge pressure instead of forcing every air clash immediately.
The table shows that jab, the tilts, Dash Attack, the smash attacks, Fair, Dair, Side B, Up B, and Down B are punishable on shield by Up B, nair, bair, grab, or Up Smash. Nair and uair are mostly safe, and bair is rarely a clean instant punish, so those situations should be turned into landing reads instead.
For kills, do not rely on random center-stage swings. Force the jump with projectiles, catch the descent from above, and finish at the ledge with fair or Up Smash once Yoshi runs out of clean escape angles.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Toon Link OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 3 | -11 |
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| Forward Tilt | 5 | -16 |
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| Up Tilt | 8 | -16 |
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| Down Tilt | 8 | -9/-9/-10 |
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| Dash Attack | 10 | -19 |
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| Forward Smash | 14 | -27 |
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| Up Smash | 11 | -24 |
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| Down Smash | 7/22 | -33/-18 |
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| Neutral Air | 3 | -3/-4/-4 |
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| Forward Air | 16 | -6/-7 |
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| Back Air | 11/14/18 | -9/-8 |
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| Up Air | 5 | -3 |
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| Down Air | 16/18/20/22/24/26/28/30/32/34/36/38/41 | -14 |
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| Neutral B | 19 | — | ||
| Side B | 32 | -29 to -27 |
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| Up B | 16 | -30 |
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| Down B | 7/27, 19 | -32, -32 |
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| Grab | 14 | — | ||
| Dash Grab | 16 | — | ||
| Pivot Grab | 17 | — |
Win Condition Checklist
- Use arrow, boomerang, and bomb to distort Yoshi’s jump route before contesting him in the air.
- When you block jab, the tilts, Dash Attack, the smash attacks, Fair, Dair, Side B, Up B, or Down B, punish with the OOS routes from the table.
- Treat Nair, Uair, and many Bair situations as landing reads instead of automatic shield punishes.
- Respect double-jump armor and take the landing or ledge setup rather than trying to brute-force through it.
- At the ledge, cover jump with fair or Up Smash and catch grounded getups with grab or Up B to send Yoshi back out.
Actions to Avoid
- Meeting Yoshi’s nair and bair head-on in direct aerial trades.
- Swinging after every blocked Nair, Uair, or Bair even when the punish does not really reach.
- Forcing through double-jump armor instead of covering the place Yoshi has to land.
- Throwing a projectile and then freezing long enough for Yoshi to fully reset.
- Chasing too deep offstage and letting Egg Throw plus multiple jumps flip the positioning.