Matchup Summary (Win Condition and Game Plan)
This matchup turns on whether Toon Link gets to keep the screen filled with Boomerang and Bomb long enough to claim the approach timing, or whether Young Link uses the faster arrow pace and lighter air movement to launch first and keep advantage going.
Even though both characters carry the same three projectile types, Toon Link is stronger when he gets to place slower projectiles and run behind them, while Young Link is stronger when arrow pressure becomes the signal for him to move in with Nair or Fair. If Young Link mirrors the same passive item pace, he usually ends up playing into Toon Link’s better ground speed and Boomerang structure, so the better plan is to force jump or shield first with Arrow and Boomerang, then let Bomb hold support the next chase rather than the whole neutral by itself.
The table shows that jab, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Up Air, Down Air, and Up B (1) are all punishable through OOS Nair (7f), OOS Uair (8f), Up B (8f), and OOS Bair (9f). By contrast, Down Tilt, Neutral Air, Forward Air, Back Air, Zair, Neutral B, and Side B are mostly safe, so it is more stable to cover the landing and the next projectile reset with Up Tilt, Up Air, or Dash Attack than to force an in-place shield punish that is not there.
For kills, it is more repeatable to carry Toon Link to the ledge with one clean opening, then finish through held Bomb pressure, Up Smash, Up Air, Back Air, and ledgetraps than to fish for center-stage scraps. His Up B and Bomb both create reversal routes offstage, so stage control matters more than deep chases.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Young Link 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
- Do not mirror a slow projectile standoff. Use faster Arrow and Boomerang timing to make Toon Link jump or shield first, then move in behind them yourself.
- After blocking jab, Forward Tilt, Up Tilt, Dash Attack, any smash attack, Up Air, Down Air, or Up B (1), punish immediately with OOS Nair (7f), OOS Uair (8f), Up B (8f), or OOS Bair (9f).
- Do not force shield punishes on Down Tilt, Neutral Air, Forward Air, Back Air, Zair, Neutral B, or Side B; instead place Up Tilt, Up Air, or Dash Attack on the landing and next projectile reset.
- Once Toon Link is launched, do not rush the kill in center. Push him to ledge first, then convert through held Bomb, Up Smash, Back Air, and Up Air.
- Keep edgeguards conservative and prioritize ledgetrap control so Up B and Bomb reversals do not swing the position back.
Actions to Avoid
- Do not match Toon Link’s slower projectile rhythm and hand over the approach timing for free.
- Do not auto-pilot shield punishes on Down Tilt, Neutral Air, Forward Air, Back Air, Zair, Neutral B, or Side B and let him drift out into a fresh reset.
- Do not pull Bomb at the same height and timing every time until Boomerang plus dash-in becomes predictable.
- Do not chase too deep offstage and lose your ledgetrap to Up B or Bomb reversals.