Super Smash Bros. Ultimate (SSBU)

Toon Link Guide: Matchup Chart and Combos

July 2022 Major Tier List Update!
13.0 Best Character Tier List

Patch Notes and Updates
All Update and Patch Note History
Ver. 13.0.1 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Toon Link Guide

This is a guide to using Toon Link in Super Smash Bros. Ultimate. Toon Link's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Toon Link's matchups, counters, and tier list placement can all be found here.

Toon Link Tier and Overview

Stats and General Info

Toon Link
Toon Link Image
Game Series The Legend of Zelda
Smash Bros. Debut Super Smash Bros. Brawl
Fighter Number 43
Unlock Order 44
Number of Jumps 2
Weight 91 Units (59/87)
Dash Speed 1.906 (27/87)
Air Speed 1.05 (43/87)
Fast Fall Speed 2.208 (68/87)
Special Attributes Wall Jump, Tether

Tier List Placement

SSBU Toon Link Icon B Tier Tier

A fast moving floaty zoner

Smash Ultimate Toon Link is very fast, and like the other Links, has a wide variety of projectiles in his kit. Even moreso than the other Links perhaps, he is best played defensively, using his many projectiles to keep enemies away and force them to approach. Toon Link can combo into Fair or Bair from his projectiles for consistent kill setups, and he also has powerful smashes and a kill throw (back throw) to help him clean house.

He is very floaty compared to the other Links, and this low air speed means he has a rather poor disadvantage state, and gets juggled rather easily. Also, similar to Young Link, he is rather light, so he is prone to dying a bit earlier (though he is heavier than Young Link).

See Our Tier List Here!

Toon Link's Strengths and Weaknesses

Strengths ・Excellent at zoning (→+B, ↓+B, B)
・Lots of power on his attacks
・Several attacks for consistent KOs (Smashes / Fair, and Bair)
・Very high mobility
Weaknesses ・Struggles against swordies and characters who can outrange him
・Mediocre grab game (slow start-up and limited follow-ups)
・Easily edgeguarded
・Poor disadvantage due to low falling speed

Toon Link Matchup Chart

Matchup Chart

Toon Link Image
ChromCloudFalcoGreninjaHeroJokerLucinaMarioMarthMega ManMewtwoMin MinPac-ManPalutenaPikachuRoySephirothSheikShulkSimon/RichterSonicWolfZero Suit Samus
Banjo & KazooieBayonettaBylethCaptain FalconCorrinDr. MarioDuck HuntIkeInklingKenLucarioLucasMeta KnightMr. Game & WatchNessOlimarPeach/DaisyPichuPit/Dark PitPokemon TrainerRobinRosalina & LumaRyuSamus/Dark SamusSnakeTerryVillagerWarioWii Fit TrainerYoshiYoung LinkZelda
BowserBowser Jr.Diddy KongDonkey KongGanondorfIce ClimbersIncineroarIsabelleJigglypuffKing DededeKing K. RoolKirbyLuigiMii BrawlerMii GunnerMii SwordfighterPiranha PlantR.O.B.RidleySteve
Little Mac

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Toon Link.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Toon Link Combos

Ground Combos
Up Tilt→Up Special
(Below 20% only)
Continuous Up Tilts
(Ony at low %)
Down Special→Fair
Aerial Combos
Zair→Grab→Down Throw→Bair
(10% or lower only)
Zair→Jab x2→Forward Smash
(80% to 110% range with no tech only)
Side Special→Fair
(70% or lower)

Ground Combos Explanation

Combo 1
Combo 2
Combo 3
Up Tilt→Up Special
This combo can be used on opponents with 20% or lower. If you can land an up tilt from close range, you can connect this combo.
Continuous Up Tilts
This combo can be used on opponents at low percents. If you are unsure what move to make after landing an up tilt, try using them consecutively.
Down Special→Fair
This combo can be used on opponents with middle percents.

Aerial Combos Explanation

Combo 4
Combo 5
Combo 6
Zair→Grab→Down Throw→Bair
This combo can be used on opponents with 10% or lower. If you can successfully land the zair hook shot, immediately grab them again to pull of this combo.
Zair→Jab x2→Forward Smash
A killing combo to be used on a downed opponent. If your opponent fails to tech your zair, you can land two jabs as well as a forward smash to deal strong horizontal knockback.
Side Special→Fair
A combo that can be used on opponents with various percents. There is a danger of being attacked due to side special's slow frames, so we recommend using it while falling.

Toon Link Frame Data and Moveset

Best Out of Shield Options

Move Frames
Up B 6 Frames
Bomb Throw (Forward) 8 Frames
Neutral Air 9 Frames
Back Air 9 Frames
Up Smash 11 Frames
Shield Grab 16 Frames

Toon Link's go-to out of shield option is up special, since it comes out in just 6 frames, attacks on both sides of Toon Link, and has good KO potential (especially if done while facing ledge). It is somewhat committal though, and will likely get you punish if whiffed, so be careful not to get baited into using it. If you have a bomb in hand when shielding, you can throw it out out shield in just 8 frames (10 if throw backward), which is another good option that can lead to a follow up. Lastly, if you are attacked from above, you should instead use up smash, which takes 11 frames.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
2.4 5
Jab 2 2.4 6
Jab 3 4.8 6


Toon Link's jab has decent startup and moderate range, so it's a good move to use for covering your landing. It doesn't have a rapid jab, but landing the third hit can set up a jab lock. If you hit an opponent's shield with it, only hit once or twice before running away and then coming back in for a mixup, such as a grab, etc.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
9.6/7.2 7
Forward Tilt
(← or → + A)
10.8 9
Up Tilt
(↑ + A)
6.0 8
Down Tilt
(↓ + A)
8.4 9

Dash Attack

Toon Link's dash attack is very quick and has little endlag. It is mostly used for catching landings, or as a quick burst option for whiff punishes. It is -13 on shield, so depending on the opponent, it is somewhat safe, but it lacks KO power.

Forward Tilt

Toon Link's forward tilt is pretty quick, and has good range which actually covers the area slightly above and behind Toon Link to his front side. It can also be used to 2-frame opponents trying to recover.

Up Tilt

Up tilt is a quick attack with very little endlag, and is a great combo starter. At low percents, it can combo into itself, as well as neutral air, and sometimes, up air.

Down Tilt

Toon Link's down tilt comes out quickly, and can trip opponents, or allow for a jab lock. It doesn't combo into aerials like the other Links' down tilt does, but it is still very safe on shield when spaced properly (-6).

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
16.8 16
Up Smash Hit 1
(Smash ↑ + A)
15.6 11
Up Smash Hit 2 15.6 12
Up Smash - Lingering 12.0 14
Down Smash
(Smash ↓ + A)
14.4 9
Down Smash Hit 2 15.6 17

Forward Smash

Toon Link's forward smash has been changed from the other Links, and only delivers a single powerful strike. Using it causes Toon Link to move slightly forward, making it have a slightly bigger hitbox than it appears to. It is a good mixup to use out of a dash when turned around on an opponent.

Up Smash

Toon Link's forward smash is pretty quick, and strikes the 180 degree area behind and in front of him. It is a good anti aerial or out of shield punish for opponents who attack your shield from above, and can sometimes be comboed into from bombs.

Down Smash

Down smash is Toon Link's quickest smash attack, but the weakest of all three. It is mostly used when reading an opponent's roll from ledge, or behind your shield.


1v1 Damage (%) Startup Frames
Neutral Air Hit 1
(A + no direction while airborne)
10.2 6
Neutral Air Hit 2 8.4 13
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
15.6 14
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
9.6 6
Up Air
(↑ + A While Airborne)
16.8 11
Up Air - Lingering 13.2 14
Down Air
(↓ + A While Airborne)
19.2 17
Down Air - Lingering 14.4 26
Down Air - Landing 0 1
Z Air (Grab While Midair) 4.8 11

Neutral Air

Neutral air is tied with back air for Toon Link's quickest aerial. It is a good move for quickly striking an opponent in the air, can be comboed into from a variety of moves, and can nullify weak projectiles. It also works as a combo starter. It is -3/-4 on shield, making it very safe if spaced correctly.

Forward Air

Forward air is Toon Link's go-to KO tool, thanks to its excellent horizontal knockback and power. It is a combo finisher, and can be comboed into from both bombs or boomerangs. Rack up an opponents damage with Toon Link's specials and put them in the air to finish them off with a forward air. If spaced properly, it is -6 on shield.

Back Air

Toon Link's back air is quick, with little endlag, making it great for comboing into another back air, or an up air, which is also a KO confirm. It is not strong enough to KO, but it is safe on shield (-4), making it a great tool for pressuring shield and comboing.

Up Air

Toon Link's up air is another good tool for both racking up damage and KOing opponents. Its long lasting hitbox is very good for juggling opponents, but note that the initial 3 frames it is active are much more powerful than the late hitbox. It can sometimes be comboed into from an up tilt, up throw, etc.

Down Air

Toon Link's down air will come straight down to the ground, and is very powerful if it connects. During the startup, it has a meteor hitbox and can spike opponents, but using it offstage is unsafe unless done with a bomb in hand (via Z-dropping and regrapping with down air), since Toon Link cannot cancel. If used right at the ledge of the stage, it is possible to spike an opponent, but be careful not to jump too far forward and SD.

The move is good as an occasional mixup, but since it is predictable and easily punished, you should not use it very often.


1v1 Damage (%) Startup Frames
Neutral Special
(B) - No Charge
4.8 18
Neutral Special - Full Charge 14.4 60
Side Special - Going
(← or → + B)
9.6 27
Side Special - Going, Lingering 6.0 37
Side Special - Returning 3.6 78
Up Special - Ground Hit 1
(↑ + B)
1.2 6
Up Special - Ground Hit 2 1.2 15
Up Special - Ground Hit 3 3.6 48
Up Special - Aerial Hit 1 4.8 8
Up Special - Aerial Hit 2-8 2.4 12/16/19/22/27/31/35
Up Special - Aerial Hit 9 4.8 44
Down Special - Take Out
(↓ + B)
- 17
Down Special - Bomb ? 1

Neutral Special (Hero's Bow)

Toon Link's neutral B lets him fire arrows, and holding the special button longer before releasing it will cause the arrow to go further and deal more damage. The arrows are much slower than the other Links', and unlike Young Link, they do not combo, but the move has little endlag, and combined with Toon Link's speed, they help him to zone more effectively. They can be combined with a B-reverse in the air or after leaving a platform as an approach tool.

Side Special (Boomerang)

Toon Link's side special throws out a boomerang which will go forward and come back to Toon Link. You can use up or down on the control stick to angle the weapon, which is great for hitting opponents in different positions. Doing a smash input with the move will cause it to travel further and deal more damage, so being able to throw at different angles and ranges is essential to the character.

Since arrows only go straight forward, the boomerang is good for covering the areas diagonal from Toon Link, and is mostly used to keep opponents from getting in, since Toon Link can struggle up close. When you hit an opponent up close with the move, it will send an opponent upward, which can then combo into a short hopped or full hopped forward air, which is one of Toon Link's main kill confirms.

When Toon Link catches the boomerang, he will briefly pause, but this animation can be cancelled if you are doing another move when it reaches him, or if you jump over it.

Up Special (Spin Attack)

Toon Link's up special comes out very fast, making it a great out of shield option. It will hit on both sides of Toon Link, and send the opponent in the direction Toon Link was facing. It can KO from about 120~ if used on the ground and near the ledge. It can also be charged on the ground before releasing to deal more damage, although there are not usually any good situations to do so.

It is also very powerful when used in the air, and can be comboed into from boomerang, back air, etc. Lastly, it is one of Toon Link's recovery options, along with hs tether recovery (Z-Air).

Down Special (Bomb)

Toon Link's down special pulls out a bomb which will detonate when it hits something, or after enough time passes. It is very good for comboing, and can be followed up with forward air as a KO confirm. The detonator is much longer than the one on Young Link's bombs, making it harder to do a bomb recovery, unless the bomb was pulled before getting hit off stage. Bombs can be thrown out of shield, so hold onto one and use it along with Toon Link's other projectiles to zone out opponents.

Grab and Throws

1v1 Damage (%) Startup Frames
Pummel 1.2 1
Grab (Normal) - 12
Dash Grab - 14
Pivot Grab - 15
Forward Throw (Hitbox)
(← or → While Grabbing)
3.6 12
Forward Throw (Throw) 4.8 14
Back Throw (Throw)
(← or → While Grabbing)
8.4 18
Up Throw (Hitbox)
(↑ While Grabbing)
6.0/4.8 27
Up Throw (Throw) 2.4 28
Down Throw (Hitbox)
(↓ While Grabbing)
3.6 22
Down Throw (Throw) 4.8 24


Toon Link's grab uses the hookshot, making it a tether grab with slow startup but good range, so it is normally used on the ground as a hard read as opposed to an out of shield option.

When used in the air, Toon Link's hookshot functions as an attack and recovery option. If close enough to the ledge, it will lock on to the ledge and pull Toon Link in after pressing A, so if you play the character, it's a good idea to go into training mode and test the range.

On the stage, zair can be used as a poking tool, as it has good range and is very safe on shield (-3). If it hits the opponent, it can be comboed into a grab, as well as a few other moves depending on percent. At later percents it can be used to set up a jab lock.

Forward Throw

Toon Link's forward throw is used for stage control, or putting an opponent off stage. It does not KO or combo into anything.

Back Throw

Toon Link's back throw doesn't combo, but it is powerful enough to KO when used near the ledge on opponents at around 140%.

Up Throw

At most percents, up throw is the go-to throw for Toon Link, since it can be chained into an up air (not a true combo, but very often works, depending on DI). It doesn't KO until very high percents, so once an opponent has reached ~130%, go for back throw instread.

Down Throw

Toon Link's down throw sends an opponent behind him. Due to it sending opponents slightly too far, it doesn't combo reliably in most cases, but depending on the character, it may combo into back air at very low percents. In most cases, it is better to use up throw instead.

Final Smash

Attack How to Use Effect
Triforce Slash Press B after obtaining the Smash Ball Catches an opponent directly in front of him in a Triforce and unleashes a barrage of attacks, with the final hit dealing heavy knockback (nearby opponents may also get sucked in and take damage as well.
Will have no effect if no one is in front of him, so be sure to face an opponent before activating.

Toon Link Balance Changes

Version 10.1.0 Balance Patch

Up Special Made it easier to hit multiple times when using the move in the air.

Version 7.0.0 Balance Patch

Dash Attack Reduced vulnerability.
Down Smash Attack Extended launch distance.
Back Air Attack Increased attack speed.
Down Air Attack Increased the power of the attack in the low-damage range.
Extended launch distance when hit in the low-damage range.
Other Increased the amount of time hit detection lasts for midair grab.

Version 4.0.0 Balance Patch

Down Air Attack Immediately descend when using the attack after being launched.

Version 3.1.0 Balance Patch

Neutral Attack 1 Made it easier to hit multiple times when continuing with Neutral Attack 2.

Version 3.0.0 Balance Patch

Side Special Reduced the power against shields.

Version 2.0.0 Balance Patch

Forward Air Attack Shortened the landing time after using the move.
Back Air Attack Shortened the amount of time you cannot grab edges after using the move.

Major Changes From Smash 4

Forward Smash
(← or → + A)
Sword now only slashes one time.

How to Unlock Toon Link

Unlocking Via Smash Mode
44th Fighter Unlocked
After unlocking Bayonetta, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 8 times using Link.
Unlocking via World of Light
Forest Hill Zone

There are three ways to unlock Toon Link. Completing any of these, then defeating Toon Link when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Toon Link Alt Costumes and Skins

Toon Link Reveal Trailer

Smash Ultimate Character Guides

List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters


    Walkthrough Menu

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