Matchup Summary (Win Condition and Game Plan)
Toon Link wants to shrink Wii Fit Trainer’s setup windows with arrows, boomerang, and bombs, then chase the projectile cover with Dash Attack, Up Smash, and Up Air to keep the landing trap going. Wii Fit Trainer does not get to set up freely here, but if Sun Salutation and Header are used to offset the projectile lanes and Back Air or Up Air touch Toon Link first from above, Toon Link’s light weight and floatier descent become much easier to punish repeatedly.
The frame table also shows that after shielding Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Down Air, and Up B (1), Wii Fit Trainer can answer with Up B (6f), OOS Back Air (8f), OOS Up Air (9f), and Grab (10f). By contrast, Neutral Air, Back Air, and Z Air are basically safe, while Neutral B and Side B often only concede Up B at many ranges, so forcing immediate forward retaliation after every projectile interaction usually runs into the next shot and the next landing trap.
The win condition is to stop Toon Link when he follows his own projectiles, use the brief breathing room for Deep Breathing only when space is actually earned, and then push advantage with powered Header, Back Air, and Up Smash toward the ledge. Toon Link recovers far enough, but the route is still readable because it leans heavily on Up B, so ledge re-traps are more stable than deep offstage commitments.
Kills come most reliably from Deep Breathing Header, Back Air, Up Smash, and Sun Salutation pressure layered at the ledge. The matchup hinges on not getting cornered by the projectile cycle and not forcing a reckless Deep Breathing attempt just because the buff is strong.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Wii Fit Trainer OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -10 |
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| Jab 2 | 6 | -11 |
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| Jab 3 | 6 | -25 |
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| Forward Tilt | 9 | -11 |
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| Up Tilt | 8 | -11 |
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| Down Tilt | 9 | -6 |
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| Dash Attack | 7 | -13 |
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| Forward Smash | 16 | -22 |
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| Up Smash | 11 | -22 |
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| Down Smash | 9/17 | -29/-20 |
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| Neutral Air | 6/13 | -3/-4 |
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| Forward Air | 14 | -6 |
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| Back Air | 6 | -4 |
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| Up Air | 11 | -8/-9 |
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| Down Air | 17 | -17/-16 |
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| Z Air | 11 | -3 |
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| Neutral B | 18—60 | -12 to -6 |
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| Side B | 27 | -9 to -6 |
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| Up B (1) | 6… | -25 |
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| Up B (2) | 8… | — | ||
| Down B | — | — | ||
| Grab | 12 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
Win Condition Checklist
- Use Sun Salutation and Header to interrupt the follow-up behind arrows, boomerang, and bombs, then meet Toon Link’s movement with Back Air and Up Air before he lands the first clean chase.
- After shielding Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Down Air, and Up B (1), punish with Up B (6f), OOS Back Air (8f), OOS Up Air (9f), and Grab (10f) to break his close-range momentum.
- After shielding Neutral Air, Back Air, Z Air, or far-spaced Neutral B and Side B, do not force a button in place; cover the next landing or retreat with Sun Salutation, Header, and Up Air instead.
- Activate Deep Breathing only when real space is created, then use the buff to funnel Toon Link into Header, Back Air, Up Smash, and ledge Sun Salutation kill setups.
Actions to Avoid
- Running straight through the projectile pattern and entering Dash Attack or Up Air range behind Toon Link’s own cover.
- Swinging out of shield after every blocked Neutral Air, Back Air, or Z Air and getting punished by the next projectile or landing trap.
- Forcing Deep Breathing while cornered and handing Toon Link a free ledge sequence with bomb coverage.
- Chasing too deep offstage for a fast kill, failing to cover Up B properly, and giving away the stronger ledge-trap situation.