Toon Link (SSBB)/Moveset

Toon Link's Moveset	Toon Link's Moveset	Toon Link's Moveset 	Toon Link's Moveset 	Toon Link's Moveset 	Toon Link's Moveset	Toon Link's Moveset	Toon Link's Moveset 	Toon Link's Moveset 	Toon Link's Moveset	Toon Link's Moveset	Toon Link's Moveset	Toon Link's Moveset	Toon Link's Moveset
  	Move 	Description 	Segment 	Segment 	Damage 	 	Hit Frames 	Hit Frames 	 	 	 	 	
Neutral attack 	  	Toon Link slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. 	Hit 1 	Tip 	3% 	80 	6 	7 	0 	100 	23 	 	
Neutral attack 	  	Toon Link slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. 	Hit 1 	Blade 	3% 	80 	6 	7 	16 	37 	0 	 	
Neutral attack 	  	Toon Link slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. 	Hit 1 	Body 	3% 	* 	6 	7 	30 	37 	0 	 	
Neutral attack 	  	Toon Link slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. 	Hit 2 	Tip 	2% 	100 	14 	15 	22 	20 	0 	 	
Neutral attack 	  	Toon Link slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. 	Hit 2 	Blade 	2% 	82 	14 	15 	22 	20 	0 	 	
Neutral attack 	  	Toon Link slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. 	Hit 2 	Arm 	2% 	60 	14 	15 	22 	20 	0 	 	
Neutral attack 	  	Toon Link slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. 	Hit 2 	Body 	2% 	50 	14 	15 	22 	20 	0 	 	
Neutral attack 	  	Toon Link slashes twice then thrusts his sword forward. Fairly quick. The first and second hits have very little knockback. The third hit, though it has actual "knockback", has little KO potential. Primarily used as a way to create space against close-up opponents. 	Hit 3 	Hit 3 	5% 	40 	34 	38 	30 	100 	0 	 	
Forward tilt 	  	Toon Link slashes from behind to in front of him. The beginning of the attack hits behind him. Decent horizontal knockback makes it tolerable for edge-guarding if the blast line is nearby. Has no natural trip chance, but its very low angle can cause tripping anyway. 	Tip 	Tip 	9% 	* 	10 	13 	20 	96 	0 	 	
Forward tilt 	  	Toon Link slashes from behind to in front of him. The beginning of the attack hits behind him. Decent horizontal knockback makes it tolerable for edge-guarding if the blast line is nearby. Has no natural trip chance, but its very low angle can cause tripping anyway. 	Blade 	Blade 	9% 	20 	10 	13 	20 	96 	0 	 	
Forward tilt 	  	Toon Link slashes from behind to in front of him. The beginning of the attack hits behind him. Decent horizontal knockback makes it tolerable for edge-guarding if the blast line is nearby. Has no natural trip chance, but its very low angle can cause tripping anyway. 	Body 	Body 	9% 	20 	10 	13 	20 	90 	0 	 	
Up tilt 	  	Quick overhead swipe. Similar to his up smash, except faster and less powerful. Covers a fairly large arc. Knockback is almost entirely vertical, and it is usually possible to chain multiple up tilts in succession on a low-damage enemy. Excellent for combining with aerial attacks. Exactly identical to Link's up tilt, but lasts two frames longer. 	Tip 	Tip 	9% 	95 	8 	14 	30 	122 	0 	 	
Up tilt 	  	Quick overhead swipe. Similar to his up smash, except faster and less powerful. Covers a fairly large arc. Knockback is almost entirely vertical, and it is usually possible to chain multiple up tilts in succession on a low-damage enemy. Excellent for combining with aerial attacks. Exactly identical to Link's up tilt, but lasts two frames longer. 	Blade 	Blade 	9% 	85 	8 	14 	30 	130 	0 	 	
Up tilt 	  	Quick overhead swipe. Similar to his up smash, except faster and less powerful. Covers a fairly large arc. Knockback is almost entirely vertical, and it is usually possible to chain multiple up tilts in succession on a low-damage enemy. Excellent for combining with aerial attacks. Exactly identical to Link's up tilt, but lasts two frames longer. 	Arm 	Arm 	9% 	85 	8 	14 	30 	124 	0 	 	
Up tilt 	  	Quick overhead swipe. Similar to his up smash, except faster and less powerful. Covers a fairly large arc. Knockback is almost entirely vertical, and it is usually possible to chain multiple up tilts in succession on a low-damage enemy. Excellent for combining with aerial attacks. Exactly identical to Link's up tilt, but lasts two frames longer. 	Body 	Body 	9% 	85 	8 	14 	30 	123 	0 	 	
Down tilt 	  	Swipes his sword along the ground. Ideal for edge-guarding if an off-stage opponent is trying to grab a ledge. Has a 40% chance of tripping opponents. 	Swipes his sword along the ground. Ideal for edge-guarding if an off-stage opponent is trying to grab a ledge. Has a 40% chance of tripping opponents. 	Swipes his sword along the ground. Ideal for edge-guarding if an off-stage opponent is trying to grab a ledge. Has a 40% chance of tripping opponents. 	9% 	* 	9 	10 	20 	88 	0 	 	
Dash attack 	  	A horizontal slash. It knocks the enemy directly forward with little knockback. Conversely, it can also cause the enemy to trip (30% chance). Has considerable ending lag. 	Blade 	Blade 	10% 	0 	9 	11 	35 	32 	0 	 	
Dash attack 	  	A horizontal slash. It knocks the enemy directly forward with little knockback. Conversely, it can also cause the enemy to trip (30% chance). Has considerable ending lag. 	Tip 	Tip 	8% 	0 	9 	11 	35 	32 	0 	 	
Forward smash 	  	A strong sideways slash. If the player hits the attack button again, he follows up with another finishing slash. A good finisher. The first hit has little set knockback. The second hit has powerful knockback and cannot be SDI'd, but lightweights can easily escape it. When fully charged and both hits connect, the move can KO at 72%. 	Hit 1 	Tip 	rowspan="4" 	80 	15 	17 	0 	110 	40 	 	
Forward smash 	  	A strong sideways slash. If the player hits the attack button again, he follows up with another finishing slash. A good finisher. The first hit has little set knockback. The second hit has powerful knockback and cannot be SDI'd, but lightweights can easily escape it. When fully charged and both hits connect, the move can KO at 72%. 	Hit 1 	Blade 	76 	 	15 	17 	0 	110 	40 	 	
Forward smash 	  	A strong sideways slash. If the player hits the attack button again, he follows up with another finishing slash. A good finisher. The first hit has little set knockback. The second hit has powerful knockback and cannot be SDI'd, but lightweights can easily escape it. When fully charged and both hits connect, the move can KO at 72%. 	Hit 1 	Arm 	45 	 	15 	17 	0 	110 	40 	 	
Forward smash 	  	A strong sideways slash. If the player hits the attack button again, he follows up with another finishing slash. A good finisher. The first hit has little set knockback. The second hit has powerful knockback and cannot be SDI'd, but lightweights can easily escape it. When fully charged and both hits connect, the move can KO at 72%. 	Hit 1 	Body 	10 	30 	15 	17 	0 	110 	 	 	
Forward smash 	  	A strong sideways slash. If the player hits the attack button again, he follows up with another finishing slash. A good finisher. The first hit has little set knockback. The second hit has powerful knockback and cannot be SDI'd, but lightweights can easily escape it. When fully charged and both hits connect, the move can KO at 72%. 	Hit 2 	Sword 	rowspan="2" 	 	 	 	 	 	 	 	
Forward smash 	  	A strong sideways slash. If the player hits the attack button again, he follows up with another finishing slash. A good finisher. The first hit has little set knockback. The second hit has powerful knockback and cannot be SDI'd, but lightweights can easily escape it. When fully charged and both hits connect, the move can KO at 72%. 	Hit 2 	Body 	25 	 	 	 	 	 	 	 	
Forward smash 	  	A strong sideways slash. If the player hits the attack button again, he follows up with another finishing slash. A good finisher. The first hit has little set knockback. The second hit has powerful knockback and cannot be SDI'd, but lightweights can easily escape it. When fully charged and both hits connect, the move can KO at 72%. 	Hit 2 	Rear 	 	20 	 	 	 	 	 	 	
Up smash 	  	Single overhead strike. Slower, longer-ranged, and more powerful than his uptilt. It has good Star KO potential, and its decent speed and range make it a good choice to execute during a dash. 	Clean 	Area 	rowspan="2" 	100 	11 	11 	30 	93 	0 	 	
Up smash 	  	Single overhead strike. Slower, longer-ranged, and more powerful than his uptilt. It has good Star KO potential, and its decent speed and range make it a good choice to execute during a dash. 	Clean 	Sword 	96 	11 	13 	 	30 	93 	0 	 	
Up smash 	  	Single overhead strike. Slower, longer-ranged, and more powerful than his uptilt. It has good Star KO potential, and its decent speed and range make it a good choice to execute during a dash. 	Late 	Late 	96 	 	14 	17 	30 	93 	0 	 	
Down smash 	  	Sweeps his sword in front of and then behind him along the ground. The first hit leads into the second hit on grounded opponents and cannot be SDI'd; on aerial opponents it hits upwards with decent knockback. With proper timing it can be used to counter players who roll a lot. The attack also has a 30% chance of tripping opponents. 	Hit 1 (aerial targets) 	Hit 1 (aerial targets) 	 	70 	9 	10 	40 	100 	0 	 	
Down smash 	  	Sweeps his sword in front of and then behind him along the ground. The first hit leads into the second hit on grounded opponents and cannot be SDI'd; on aerial opponents it hits upwards with decent knockback. With proper timing it can be used to counter players who roll a lot. The attack also has a 30% chance of tripping opponents. 	Hit 1 (grounded targets) 	Tip 	rowspan="3" 	 	9 	10 	 	100 	 	 	
Down smash 	  	Sweeps his sword in front of and then behind him along the ground. The first hit leads into the second hit on grounded opponents and cannot be SDI'd; on aerial opponents it hits upwards with decent knockback. With proper timing it can be used to counter players who roll a lot. The attack also has a 30% chance of tripping opponents. 	Hit 1 (grounded targets) 	Middle 	120 	 	9 	10 	 	100 	 	 	
Down smash 	  	Sweeps his sword in front of and then behind him along the ground. The first hit leads into the second hit on grounded opponents and cannot be SDI'd; on aerial opponents it hits upwards with decent knockback. With proper timing it can be used to counter players who roll a lot. The attack also has a 30% chance of tripping opponents. 	Hit 1 (grounded targets) 	Base 	180 	80 	9 	10 	 	100 	 	 	
Down smash 	  	Sweeps his sword in front of and then behind him along the ground. The first hit leads into the second hit on grounded opponents and cannot be SDI'd; on aerial opponents it hits upwards with decent knockback. With proper timing it can be used to counter players who roll a lot. The attack also has a 30% chance of tripping opponents. 	Hit 2 	Hit 2 	 	72 	17 	19 	30 	107 	0 	 	
Neutral air 	  	Double swipe of the sword, first in front then behind, similar to Marth's neutral aerial. The first hit can bring the target into the second hit, provided the enemy is positioned properly. Minimal starting lag makes this a useful move out of a short hop. 	Hit 1 	Hit 1 	10% 	* 	6 	7 	20 	100 	0 	 	
Neutral air 	  	Double swipe of the sword, first in front then behind, similar to Marth's neutral aerial. The first hit can bring the target into the second hit, provided the enemy is positioned properly. Minimal starting lag makes this a useful move out of a short hop. 	Hit 2 	Hit 2 	10% 	* 	13 	14 	20 	100 	0 	 	
Forward air 	  	Forward slash, high knockback. Good for edge-guarding in terms of leaving the stage to intercept the recovering enemy. Can be short hopped, but is not as effective in that capacity as his neutral aerial or back aerial. Is auto-cancelled after a short hop and doing it right away. 	Forward slash, high knockback. Good for edge-guarding in terms of leaving the stage to intercept the recovering enemy. Can be short hopped, but is not as effective in that capacity as his neutral aerial or back aerial. Is auto-cancelled after a short hop and doing it right away. 	Forward slash, high knockback. Good for edge-guarding in terms of leaving the stage to intercept the recovering enemy. Can be short hopped, but is not as effective in that capacity as his neutral aerial or back aerial. Is auto-cancelled after a short hop and doing it right away. 	13% 	* 	14 	15 	22 	100 	0 	 	
Back air 	  	Quick backward arc, raising from his feet to about his head. High damage, but low knockback, enabling multiple hits to be strung together consecutively. Excellent for combining with other aerial attacks, and a tolerable edge-guarding move if one stages an aerial-interception defence directly from the ledge itself. Excellent to use out of a short hop using a reverse aerial rush. One of the best back aerials in the game as it has excellent edgeguarding ability, KOing power, and can combo at low percentages. Has diagonal knockback that is better for Star KOs at later percentages. 	Quick backward arc, raising from his feet to about his head. High damage, but low knockback, enabling multiple hits to be strung together consecutively. Excellent for combining with other aerial attacks, and a tolerable edge-guarding move if one stages an aerial-interception defence directly from the ledge itself. Excellent to use out of a short hop using a reverse aerial rush. One of the best back aerials in the game as it has excellent edgeguarding ability, KOing power, and can combo at low percentages. Has diagonal knockback that is better for Star KOs at later percentages. 	Quick backward arc, raising from his feet to about his head. High damage, but low knockback, enabling multiple hits to be strung together consecutively. Excellent for combining with other aerial attacks, and a tolerable edge-guarding move if one stages an aerial-interception defence directly from the ledge itself. Excellent to use out of a short hop using a reverse aerial rush. One of the best back aerials in the game as it has excellent edgeguarding ability, KOing power, and can combo at low percentages. Has diagonal knockback that is better for Star KOs at later percentages. 	10% 	60 	6 	10 	18 	117 	0 	 	
Up air 	  	Sticks his sword above him, like Link's up aerial, though it has more knockback. Long duration, very high knockback. One of his best Star KO moves and problably one of the best up aerials in the game. The range and disjointed hitbox of this move make it a good choice for juggling. Similar to a sex kick in that it will do more damage on the opening frames but is held out for a while. 	Clean 	Clean 	14% 	80 	11 	13 	25 	95 	0 	 	
Up air 	  	Sticks his sword above him, like Link's up aerial, though it has more knockback. Long duration, very high knockback. One of his best Star KO moves and problably one of the best up aerials in the game. The range and disjointed hitbox of this move make it a good choice for juggling. Similar to a sex kick in that it will do more damage on the opening frames but is held out for a while. 	Late 	Late 	12% 	80 	14 	40 	25 	95 	0 	 	
Down air 	  	Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.	Clean 	Sword 	16% 	270 	12 	18 	40 	80 	0 	 	
Down air 	  	Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.	Clean 	Body 	16% 	270 	12 	18 	30 	80 	0 	 	
Down air 	  	Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.	Late 	Sword 	13% 	70 	19 	64 	40 	80 	0 	 	
Down air 	  	Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.	Late 	Body 	13% 	70 	19 	64 	50 	80 	0 	 	
Down air 	  	Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.	After Bounce 	Sword 	8% 	70 	19 	64 	40 	80 	0 	 	
Down air 	  	Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.	After Bounce 	Body 	8% 	70 	19 	64 	50 	80 	0 	 	
Down air 	  	Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.	Landing 	Close wind 	0% 	0 	1 	1 	0 	100 	58 	 	
Down air 	  	Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.	Landing 	Far wind 	0% 	0 	1 	1 	0 	100 	35 	 	
Down air 	  	Sticks his sword straight down, as per Link's down aerial. However, this has a twist: it acts as a stall-then-fall, stalling momentarily in midair before launching Toon Link downwards very quickly with no horizontal control. The beginning of the downwards descent can meteor smash the opponent powerfully, but it's very risky because if he misses, he will most likely self-destruct. In addition, when Toon Link slams into the ground, any opponents near the impact point but not struck by the attack are pushed away with a fair amount of force. Like Link's, this down aerial can pogo-hop off an enemy, allowing it to hit twice. This is easily followed up with one of his other aerials like his neutral or up aerials for a quick three-hit string of attacks. The pogo effect allows one to meteor smash an offstage opponent and pogo back to the stage. Can KO grounded opponents at high percentage.	Landing 	Sword 	5% 	30 	1 	4 	20 	100 	0 	 	
Grab air (zair) 	Hookshot 	Fires his Hookshot straight in front of him, just like Link's tether recovery but with shorter range. The only part of the attack which hits is the tip of the Hookshot. There is very little knockback to this attack, which is commonly used to follow up with a grab, which can lead to aerial combos. Typically done in a short hop and used at the peak of Toon Link's jump, or just as he begins to fall. This attack is unique in the sense it can be used instantly out of an air dodge (a typical combo is a short hop, air dodge, tether recovery), and is practically lagless when Toon Link hits the ground. 	Fires his Hookshot straight in front of him, just like Link's tether recovery but with shorter range. The only part of the attack which hits is the tip of the Hookshot. There is very little knockback to this attack, which is commonly used to follow up with a grab, which can lead to aerial combos. Typically done in a short hop and used at the peak of Toon Link's jump, or just as he begins to fall. This attack is unique in the sense it can be used instantly out of an air dodge (a typical combo is a short hop, air dodge, tether recovery), and is practically lagless when Toon Link hits the ground.	Fires his Hookshot straight in front of him, just like Link's tether recovery but with shorter range. The only part of the attack which hits is the tip of the Hookshot. There is very little knockback to this attack, which is commonly used to follow up with a grab, which can lead to aerial combos. Typically done in a short hop and used at the peak of Toon Link's jump, or just as he begins to fall. This attack is unique in the sense it can be used instantly out of an air dodge (a typical combo is a short hop, air dodge, tether recovery), and is practically lagless when Toon Link hits the ground.	 	 	 	 	 	 	 	 	
Pummel 	  	Beats opponent with the hilt of his sword. Very fast and almost no afterlag. 	Beats opponent with the hilt of his sword. Very fast and almost no afterlag. 	Beats opponent with the hilt of his sword. Very fast and almost no afterlag. 	2% 	* 	9 	9 	0 	100 	0 	 	
Forward throw 	  	Drops opponent quickly and shoulder tackles them forward. 	Hit 1 	Hit 1 	3% 	* 	12 	12 	0 	0 	120 	 	
Forward throw 	  	Drops opponent quickly and shoulder tackles them forward. 	Throw 	Throw 	4% 	45 	13 	13 	40 	120 	0 	 	
Back throw 	  	Rolls onto his back, pulling his opponent with him, then kicks them backwards. Is a semi-spike. 	Hit 1 	Hit 1 	3% 	* 	10 	12 	0 	0 	120 	 	
Back throw 	  	Rolls onto his back, pulling his opponent with him, then kicks them backwards. Is a semi-spike. 	Throw 	Throw 	4% 	 	13 	13 	30 	110 	0 	 	
Up throw 	  	Throws opponent upward and slashes them. Any bystanders near Toon Link will be semi-spiked. Strongest throw. Can be comboed with Spin Attack. 	Hit 1 	Tip 	5% 	20 	26 	30 	50 	100 	0 	 	
Up throw 	  	Throws opponent upward and slashes them. Any bystanders near Toon Link will be semi-spiked. Strongest throw. Can be comboed with Spin Attack. 	Hit 1 	Blade 	4% 	20 	26 	30 	50 	100 	0 	 	
Up throw 	  	Throws opponent upward and slashes them. Any bystanders near Toon Link will be semi-spiked. Strongest throw. Can be comboed with Spin Attack. 	Throw 	Throw 	2% 	90 	28 	28 	24 	200 	0 	 	
Down throw 	  	Throws opponent on the ground and slams on top of them. The first hit cannot hit . It is believed that this is because Jigglypuff's low weight causes the animation to occur too quickly, the hitbox appearing and vanishing before it is checked for. 	Hit 1 	Hit 1 	3% 	* 	22 	22 	0 	0 	120 	 	
Down throw 	  	Throws opponent on the ground and slams on top of them. The first hit cannot hit . It is believed that this is because Jigglypuff's low weight causes the animation to occur too quickly, the hitbox appearing and vanishing before it is checked for. 	Throw 	Throw 	4% 	100 	23 	23 	60 	60 	0 	 	
Floor (back) 	  	Two quick swipes to either side. 	Hit 1 	Hit 1 	6% 	* 	21 	22 	80 	50 	0 	 	
Floor (back) 	  	Two quick swipes to either side. 	Hit 2 	Hit 2 	6% 	* 	28 	29 	80 	50 	0 	 	
Floor (front) 	  	Two quick swipes to either side; faster-hitting than the other floor attack. 	Hit 1 	Hit 1 	6% 	* 	15 	16 	80 	50 	0 	 	
Floor (front) 	  	Two quick swipes to either side; faster-hitting than the other floor attack. 	Hit 2 	Hit 2 	6% 	* 	25 	27 	80 	50 	0 	 	
Floor (trip) 	  	Slashes in front of him and then behind him just like his floor attacks. 	Hit 1 	Hit 1 	5% 	* 	19 	20 	60 	50 	0 	 	
Floor (trip) 	  	Slashes in front of him and then behind him just like his floor attacks. 	Hit 2 	Hit 2 	5% 	* 	28 	29 	60 	50 	0 	 	
Edge (<100%) 	  	Gets on the stage and slashes from head to toe. 	Gets on the stage and slashes from head to toe. 	Gets on the stage and slashes from head to toe. 	8% 	* 	27 	29 	0 	100 	110 	 	
Edge (100%+) 	  	Slowly gets up and stabs forward. 	Slowly gets up and stabs forward. 	Slowly gets up and stabs forward. 	10% 	* 	51 	54 	0 	100 	110 	 	
Neutral special 	Hero's Bow 	Fires an arrow that can be charged. 	Fires an arrow that can be charged. 	Fires an arrow that can be charged. 	4% 	* 	  	  	8 	50 	0 	 	
Side special 	Boomerang 	Throws a boomerang that deals damage and returns to Toon Link. 	Release 	Release 	8% 	70 	1 	10 	50 	50 	0 	 	
Side special 	Boomerang 	Throws a boomerang that deals damage and returns to Toon Link. 	Flight 	Flight 	5% 	65 	  	  	50 	50 	0 	 	
Side special 	Boomerang 	Throws a boomerang that deals damage and returns to Toon Link. 	Return 	Return 	3% 	60 	  	  	0 	100 	70 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 1 (ground) 	Arm 	1% 	180 	4 	12 	0 	40 	5 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 1 (ground) 	Blade 	1% 	180 	4 	12 	0 	70 	5 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 1 (ground) 	Tip 	1% 	180 	4 	12 	0 	100 	5 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 1 (ground) 	Body 	1% 	80 	4 	12 	0 	100 	10 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 2 (ground) 	Arm 	1% 	180 	13 	44 	0 	30 	50 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 2 (ground) 	Blade 	1% 	180 	13 	44 	0 	70 	50 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 2 (ground) 	Tip 	1% 	180 	13 	44 	0 	100 	30 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 2 (ground) 	Body 	1% 	80 	13 	44 	0 	100 	10 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 3 (ground) 	Hit 3 (ground) 	3% 	55 	46 	46 	25 	160 	0 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 1 (air) 	Part A 	4% 	92 	8 	10 	0 	100 	90 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 1 (air) 	Part B 	4% 	75 	8 	10 	0 	100 	100 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 1 (air) 	Part C 	4% 	38 	8 	10 	0 	100 	50 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 1 (air) 	Part D 	4% 	70 	8 	10 	0 	100 	78 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 2 (air) 	Part A 	2% 	92 	16 	18 	0 	100 	88 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 2 (air) 	Part B 	2% 	75 	16 	18 	0 	100 	100 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 2 (air) 	Part C 	2% 	38 	16 	18 	0 	100 	50 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 2 (air) 	Part D 	2% 	70 	16 	18 	0 	100 	78 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 3 (air) 	Part A 	2% 	92 	22 	24 	0 	100 	77 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 3 (air) 	Part B 	2% 	75 	22 	24 	0 	100 	90 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 3 (air) 	Part C 	2% 	40 	22 	24 	0 	100 	40 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 3 (air) 	Part D 	2% 	70 	22 	24 	0 	100 	55 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 4 (air) 	Part A 	2% 	92 	30 	32 	0 	100 	60 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 4 (air) 	Part B 	2% 	75 	30 	32 	0 	100 	70 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 4 (air) 	Part C 	2% 	40 	30 	32 	0 	100 	40 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 4 (air) 	Part D 	2% 	70 	30 	32 	0 	100 	43 	 	
Up special 	Spin Attack 	Attacks on both sides with a spinning slash that can be charged and hits multiple times. 	Hit 5 (air) 	Hit 5 (air) 	4% 	* 	47 	51 	40 	163 	0 	 	
Down special 	Bomb 	Produces a bomb to throw. Can cause self-damage. 	Produces a bomb to throw. Can cause self-damage. 	Produces a bomb to throw. Can cause self-damage. 	3% 	70 	  	  	40 	70 	0 	 	
Final Smash 	Triforce Slash 	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Snag 	Snag 	5% 	22 	13 	14 	0 	100 	30 	 	
Final Smash 	Triforce Slash 	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part A 	4% 	90 	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100 	50 	 	
Final Smash 	Triforce Slash 	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part B 	4% 	70 	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100 	50 	 	
Final Smash 	Triforce Slash 	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part C 	4% 	110 	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100 	50 	 	
Final Smash 	Triforce Slash 	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part D 	4% 	0 	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100 	50 	 	
Final Smash 	Triforce Slash 	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hits 1-14 	Part E 	4% 	180 	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	5-6, 16-17, 28-29, 38-39, 49-50, 60-61, 71-72, 82-83, 93-94, 104-105, 115-116, 126-127, 137-138, 148-149	0 	100 	50 	 	
Final Smash 	Triforce Slash 	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hit 15 	Hit 15 	4% 	* 	159 	159 	60 	200 	0 	 	
Final Smash 	Triforce Slash 	Traps the opponent and lays down a series of quick sword strikes before an impressive final blow. 	Hit 16 	Hit 16 	18% 	* 	256 	257 	30 	105 	0 	 	
Category:Toon Link (SSBB)