Matchup Summary (Win Condition and Game Plan)
This matchup turns on whether Young Link keeps Charizard from reaching point-blank range with arrows, boomerang, and bomb, or whether Charizard gets one clean entry and cashes out his weight and raw power.
Charizard’s run speed, dash grab, back air, and Flare Blitz can erase stocks very quickly, but his large hurtbox means he gets tagged by projectiles often, and once he is launched upward, his combo escape and landing are far from stable. Young Link should not play this as a straight brawl. Use projectiles as the cue to move in, connect with nair or fair first, and then keep the juggle going with uair, up smash, and repeated projectile coverage on the way down.
The frame table also shows that Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Fair, Bair, Uair, Dair, Neutral B, and Side B are all punishable by OOS Nair (7f), OOS Uair (8f), Up B (8f), or Up Smash (10f). Side B in particular should be treated as a shield punish opportunity rather than a scramble challenge.
On the other hand, Neutral Air is mostly safe, and trying to jump recklessly through Flamethrower can hand the turn right back to Charizard. When there is no clear punish, it is better to reset with bomb placement or retreating movement and cover the next run-in lane instead.
Kills are more reliable at the ledge than in center. Push Charizard out, then use arrow, boomerang, and bomb to narrow his jump and Up B routes before closing with fair, bair, or up smash. Deep edgeguards are possible, but overchasing gives Charizard chances to swat you away with back air or flame, so default to ledge control first.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Young Link OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -14 |
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| Jab 2 | 5 | -16 |
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| Jab 3 | 7 | -20 |
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| Forward Tilt | 12 | -18/-15 |
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| Up Tilt | 9 | -16 |
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| Down Tilt | 9 | -11 |
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| Dash Attack | 10 | -12 |
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| Forward Smash | 22 | -36/-37 |
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| Up Smash | 6/14 | -24 |
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| Down Smash | 14 | -35 |
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| Neutral Air | 8 | -6/-5 |
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| Forward Air | 8 | -14/-14 |
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| Back Air | 14 | -16/-15/-14 |
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| Up Air | 12 | -8 |
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| Down Air | 18 | -16/-17 |
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| Neutral B | 19/26/33/40 | -24 |
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| Side B | 23 | -52/-66 |
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| Up B | 9… | — | ||
| Down B | — | — | ||
| Grab | 8 | — | ||
| Dash Grab | 11 | — | ||
| Pivot Grab | 12 | — |
Win Condition Checklist
- Use arrow, boomerang, and bomb as movement cover, not just chip damage, and move in behind them with nair, fair, or grab when Charizard commits to a run-in.
- Punish Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Fair, Bair, Uair, Dair, Neutral B, and Side B with OOS Nair (7f), OOS Uair (8f), Up B (8f), or Up Smash (10f) whenever they touch shield.
- Once Charizard is airborne, keep farming his large body and weak landing with uair, up smash, and repeated projectile coverage instead of resetting to neutral too early.
- Do not force your way through Flamethrower or safe Neutral Air; step back, place bomb, and cover the next dash lane instead.
- At the ledge, use arrow, boomerang, and bomb to split Charizard’s jump and Up B recovery routes, then finish with fair, bair, or up smash.
Actions to Avoid
- Do not stay in a long point-blank brawl against Charizard’s heavier hits.
- Do not jump straight into Neutral Air or Flamethrower and hand him free anti-airs or damage.
- Do not ignore Side B shield punish windows and let accidental kill setups happen for free.
- Do not stop juggling after the first launcher and allow Charizard to land cleanly when that is one of his weaker phases.
- Do not chase so deep offstage that Charizard’s back air or flame reverses the whole position.