Super Smash Bros. Obliteration/Toon Link

Toon Link is an Unlockable Character in Super Smash Bros. Obliteration. This Cutesy Cel-Shaped incarnation of our favorite hero made his debut in The Legend Of Zelda The Wind Waker, where he thwarted Ganondorf yet again and saved his sister after she was kidnapped from their homeland on Outset Island using his family's heirloom the Hero's Shield as well as the Hero's and later the Master Sword.  Despite looking like the most cute innocent child one would love to have as their kid, Toon Link is full of skill, prowess, and bravery and is willing to bring light into the competition by using his sword, arrows, bombs, and hacking/slashing attacks to rise to the top among fighters in a true fight for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(3% = slash 1, 2% = slash 2, 3% = thrust, 8% = total).	An inward slash, followed by an outward slash, followed by a thrust. The first two hits can be jab canceled, with allows it to be followed up with tilt attacks, a grab or Spin Attack. It appears to be loosely based on the final blow that the Link from The Legend of Zelda: Ocarina of Time dealt to Ganon
Forward Tilt 	 	(7%) 	An overhead arcing slice. Its sweetspot is located at the center of the Master Sword's blade and deals high knockback growth. While it KOs much earlier than Link's or Young Link's due to its lower damage output and much lower base knockback, its significantly faster speed and much higher knockback growth make it better for spacing compared to
theirs
Up Tilt 	 	(5%) 	An overhead arcing slash. It can hit on either side of Toon Link and is a very reliable combo starter at a variety of percents due to its fast speed, very low base knockback and very high knockback growth. It can combo into itself, a short hopped neutral aerial, an up smash or Spin Attack at low percents, and then into aerial attacks or a short hopped Spin Attack at medium to high percents, with its combo into up aerial being a reliable KO combo,
Down Tilt 	 	(6%) 	A kneeling inward slice. It can reliably trip opponents at low percents, making it an ideal set-up option. It can also be used for edge-guarding due to the Master Sword's blade being capable of reaching below edges,
Forward Smash	 	(11% = clean, 8% = late). 	A lunging downward slash. If the attack button is pressed again, he performs a lunging outward slash, making it a natural combo. Unlike Link's forward smash, the first hit of Toon Link's version lacks KO potential due to having very low knockback growth, which makes it better at following into the second hit. The second hit deals less base knockback than the first, but deals slightly more damage and drastically higher knockback growth, which allows it to KO middleweights at 105% while near the edge,
Up Smash 	 	(10% = clean, 7% = late). 	An overhead arcing slash. It has the lowest amount of ending lag out of his smash attacks. Although its late hitbox deals less damage than its clean and late hitboxes, they all have the same knockback values. Its early and clean hitboxes KO middleweights at 135%, while its late hitbox KOs middleweights at 170%,
Down Smash 	 	(6% = hit 1, 4% = hit 2, 10% = total). 	Kneels and performs an inward slash in the direction he is facing, followed by an outward slash behind himself. Its first hit combos very well into its second hit, though it is not a natural combo, while its second hit launches the opponent behind Toon Link. Its second hit deals slightly more damage and very high knockback growth, which allows it to KO middleweights at 125% while near the edge.
== Aerial Attacks  ==
Type 	Name	Damage 	Description
Neutral	 	(8% = front, 6% = back) 	An inward slash in front of himself, followed by an outward slash behind himself. Due to having the lowest amount of start-up out of his aerials, as well as the ability to be auto-canceled with a short hop, it is a viable approach option and follow-up option. However, it has moderate ending lag
Forward	 	(12%) 	A spinning outward slash. Its respectable damage output and high knockback growth allow it to KO middleweights at 123% while near the edge, making it one of Toon Link's most viable KOing options. It also has combo potential, either as a follow-up from a Bomb, or as a set-up into either Spin Attack at low percents or into a grab aerial at slightly higher percents. However, it has moderate start-up and ending lag
Back 	 	(10%) 	Twists around to perform an upward slice behind himself. It deals respectable damage and very high knockback growth, which allow it to KO middleweights at 127% while near the upper blast line. However, its extremely low base knockback and launching angle make it best used while near the upper blast line when attempting to score a KO. Otherwise, it KOs middleweights at 151% while near the edge. It is also a reliable surprise attack due to being Toon Link's second fastest aerial and, like neutral aerial, having the ability to auto-cancel with a short hop. However, it also has moderate ending 
Up 	 	(12% = clean, 8% = late) 	An upward thrust used by the Link from Zelda II: The Adventure of Link. Its clean hitbox's respectable damage output and high knockback growth allow it to KO at 108% while near the upper blast line. Although its late hitbox deals less damage, it has the same knockback values as its clean hit and is a lingering hitbox, which make it a great juggling option,
Down 	 	13% = clean, 9% = late, 4% = landing)	A downward thrust used by the Links in Zelda II: The Adventure of Link, The Legend of Zelda: Four Swords, The Legend of Zelda: Four Swords Adventures and The Legend of Zelda: The Minish Cap. Unlike Link's version, Toon Link's version is a stall-then-fall and unlike in Brawl, it now pierces opponents. As such, it can be a useful edge-guarding option when performed on edges, due to its meteor smashing hitbox. However, it has very high ending and landing lag, since Toon Link has to remove the Master Sword from being plunged into the ground upon landing. In the air, Toon Link descends for a long time if there is no platform or solid ground to land on, but it does eventually conclude. As such, it is potentially possible for him to recover, especially when using a Bomb, but is extremely risky regardless
== Other Attacks  ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(6%) 	Slashes in Both Forward/Back Directions while getting up
Floor Attack (Back) 	 	(5%) 	Same as Front Attack, just with less power.
Floor Attack (Trip 	 	(6%) 	Slashes his Sword in Both Forward/Back Directions, near the ground.
Ledge Attack 	 	(7%) 	Performs a Thrust while Climbing Up
Dash Attack 	 	(8% = clean, 6% = late)	Based off of Toon Link's famous jump attack from the Legend of Zelda Games, Its tip deals slightly more damage than its base, but it has considerable ending lag, less powerful variation of Link's and Toon Link's dash attacks,
== Grabs/Throws  ==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Grabs an Opponent.
Aerial Grab	Hookshot 	(3%) 	Fires his Hookshot forward like a Tether. The Hookshot, has great range, very minimal landing lag and deals knockback. All of these traits make it a good spacing option and capable of either starting combos or functioning as a tether recovery. However, while Toon Link can cancel his air dodge at any point via his tether, it will not cancel the landing lag dealt from the dodge. Additionally, it has the highest amount of ending lag out of his aerials,
Pummel 	 	(1%) 	Hits the Opponent with His Sword's Hilt.
Forward 	 	(3% = hit 1, 2% = throw, 5% = throw). 	A shoulder tackle. It deals high knockback growth and launches the opponent at 45°, which makes it suitable for launching the opponent off-stage for an edge-guard attempt, or into the trajectory of a returning Boomerang or a descending Bomb. It can also combo into a dash attack at low percents, but this combo is only effective if the opponent misses their tech and does not DI away
Back 	Tomoe Nage	(6% = hit 1, 3% = Throw, 9% = total) 	The tomoe nage, a Judo throw. Its very high knockback growth allows it to KO middleweights at 131% while near the edge, making it one of Toon Link's most viable KO'ing options and his strongest throw.
Up 	 	(6% = hit 1, 4% = throw, 10% = total).	Slightly lifts the opponent up and performs an upward slash. It has extremely low base knockback, extremely high knockback growth and launches at 92°, which can allow him to combo into up aerial at mid percent, however at most percents the opponent can jump out of this combo. Despite having the highest knockback growth out of his throws, it does not KO middleweights until 194%.
Down 	 	(5% = hit 1, 3% = throw, 8% = total) 	Pins the opponent to the ground and then performs an elbow drop. It has high knockback growth and launches the opponent at 110°. This angle largely prevents Toon Link from comboing from this throw,
== Taunts  ==
Up = Sheathes the Hero's Sword and places the Hero's Shield on his back as he conducts with the Wind Waker, then strikes a pose and smiles while facing towards/away from the screen.
Side = Sheathes the Hero's Sword and places the Hero's Shield on his back as he watches a fairy fly around him. Like Toon Link, the fairy's design is from The Legend of Zelda: The Wind Waker.
Down = Wildly swings the Hero's Sword in front of himself while yelling in a panicked tone, then runs out of breath while sporting a comically exhausted expression and while facing towards/away from the screen.
== Special Moves  ==
Type 	Name 	Damage 	Description
Neutral Special	Hero's Bow 	(3% = uncharged, 8% = fully charged). 	Equips his Hero's Bow and fires an arrow forward. If the button is held down, Toon Link charges the arrow by drawing farther back on the Hero's Bow, increasing the damage output and range. Unlike Toon Link's and Link's Hero's Bow, Toon Link's version fires arrows that are less floatier; while this makes them very useful even while uncharged, this makes them noticeably faster nut weaker in power.
Side Special 	Hero's Boomerang 	(7% = near, 5% = middle, 2% = return).	Throws a Boomerang that flies forward and returns to him. Like Link's Gale Boomerang, and Young Link's Child Boomerang, if Toon Link fails to catch his Boomerang, he must wait very briefly before he can use it again. Unlike Link's Gale Boomerang, however, it damages opponents it comes into contact with upon returning, rather than pushing them toward Toon Link. It can be thrown at a variety of angles with the analog/circle pad, and three main directions with the directional pad. At close range, it can be used as a set-up into another attack,
Up Special 	Hero's Spin Attack	(1% = uncharged hits 1-9, 2% = uncharged hit 10, 1% = charged hits 1-9, 4% = charged hit 10), 3% = aerial hit 1),
1% = aerial hits 2-4), 3% = aerial hit 5).	The Spin Attack concludes with an ascending upward slash, which has KO potential. The aerial version grants super armor while ascending and the first few hits make him ascend slowly, with the last hit quickly boosting him up. However, its overall vertical recovery is less than the default version, It is a weaker spin attack than either Link's or Young Link's variations,
Down Special 	Bomb Throw 	(3% = grounded and aerial throws/smash throws at body, 6% = grounded throw/smash throw at feet,
7% = aerial throw/smash throw at feet).	Pulls out a Bomb. The Bomb's fuse has a set time limit before exploding, but it will explode immediately upon contact after being thrown. Unlike Link's and Young Link's Bomb, Toon Link's version deals less damage itself, but its explosion is much larger and deals more damage than Link's when smash thrown at the opponent's feet. However, Bombs will bounce off of shields, making them able to be picked up by anyone. As a result, this makes the user unaffected by the Bomb's explosion. Arguably Toon Link's best combo option due to its knockback, Bombs are unaffected by rage and staleness, which further compliments their combo potential.
== Final Smash  ==
Type 	Name 	Damage 	Description
Final Smash	Four Sword's Smite (KO)	(15% = Link Hits 1-3), 100% = final hit, 115% = Total).	Toon Link Wields The Legendary Four Sword, Thus Triggering An Animation Of Three Replicas In Red, Blue And Purple Colors That Deliver Powerful Parry Attack's thus rendering the Opponent Helpless, Toon Link Then Leaps High In The Air Before Plummeting With a Final Stab, which Skewers the Opponent as they are blasted Sky High and Automatically KO'd In the Process.
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