Matchup Summary (Win Condition and Game Plan)
Young Link wants to own midrange with arrows, boomerang, bombs, and quick aerial follow-ups, while Kazuya only needs one real close-range opening to turn the match with crouch-dash pressure, armored ground options, and brutal reward.
Because of that, camping from far away is not enough on its own. The projectiles need to function as a stop sign for his ground advance, and then Young Link has to move in behind them with Nair, Fair, Up Smash, or grab before Kazuya gets to start the grounded guess game he actually wants.
Once Kazuya is launched, the matchup swings. His air movement, landing freedom, and recovery are all much weaker than his grounded pressure, and Young Link is excellent at exploiting those phases with Uair, boomerang, bomb traps, and ledge pressure.
What loses the matchup is feeding a predictable projectile rhythm into reflector timing or crouch-dash movement, turtling too hard in Rage range, or accepting a point-blank slugfest where one read can erase the stock.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Young Link OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 (1) | 6 | -11 |
| |
| Jab 1 (2) | 29 | Unblockable | ||
| Jab 2 | 7 | -15 |
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| Jab 3 | 7 | -20 |
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| Jab (1) | 10 | -25 |
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| Jab (2) | 12 | -23 |
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| Jab (3) | 23 | -24 |
| |
| Jab (4) | 15 | -24 |
| |
| Jab (5) | 18 | -25 |
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| Jab (6) | 16 | -26 |
| |
| Forward Tilt | 12 | -17 |
| |
| Up Tilt | 9/24 | -14/-18 |
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| Down Tilt | 16 | -15 |
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| Dash Attack | 15 | -19 |
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| Forward Smash | 25 | -16/-13 |
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| Up Smash | 12 | -22 |
| |
| Down Smash | 17 | -16 |
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| Up B | 5+15 | -22 |
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Win Condition Checklist
- Use arrows, boomerang, and bombs with varied timing, then move forward the moment they freeze Kazuya so the projectiles become entry tools instead of passive camping.
- After blocking the jab strings, the tilts, Dash Attack, the smash attacks, and Up B, take the shortest punish first with Nair, Uair, Up B, Bair, grab, or Up Smash.
- Once Kazuya is airborne, prioritize Uair pressure, projectile-controlled landings, and ledge traps over greedy center-stage extensions.
- In Rage, reduce passive shielding and make Rage Drive whiff with pullbacks or jumps before going back to finish the stock.
Actions to Avoid
- Throwing projectiles in one obvious rhythm and letting reflector timing or crouch-dash movement blow through them.
- Starting a direct close-range brawl in front of Kazuya and agreeing to his highest-reward interaction.
- Abandoning juggle and ledge pressure after a launch and giving up the cleanest way to exploit his weak air and recovery.
- Locking down in shield during Rage and giving Rage Drive or other low-angle kill hits exactly the defensive look Kazuya wants.