Shulk 101

Toon Link

Community Rating:
0 (Even)

Professional Rating:
+0.5 (Slight Advantage)

Neutral

  • Don't expect him to overcommit much in neutral
  • Applying a lot of aerial pressure is key. Don't give Tink the room to zone you out.
  • Using Jump art in neutral can be great for closing the gap

Advantage

 

  • Toon Link struggles with juggles, especially if he has no bomb. Utilt for days!

Disadvantage

  • When you are offstage, most Toon Links will opt to stay on the ledge rather than go offstage for an edge guard.
  • Be sure to sweetspot the ledge with Airslash, as many Toon Links will opt to dair to spike if you don't.
  • Dropzone fair is a common mixup, but should be beaten by a spaced Airslash

Other Notes

  • Remember that Toon Link does have a wall jump that can lead into surprise offstage shenanigans

 

Vanilla Full Hop Buffered Nair hits while Standing? No.

Vanilla Full Hop Buffered Fair hits while Standing? No.

Vanilla Full Hop Buffered Dair hits while Standing? No.

Jump SH/Speed FH Buffered Nair hits while Standing? No.

Jump SH/Speed FH Buffered Fair hits while Standing? Yes.

 

Vanilla Full Hop Buffered Nair hits while Crouching? No.
Vanilla Full Hop Buffered Fair hits while Crouching? No.
Vanilla Full Hop Buffered Dair hits while Crouching? No.
Jump SH/Speed FH Buffered Nair hits while Crouching? No.
Jump SH/Speed FH Buffered Fair hits while Crouching? No.

Toon Link (93)-

  • Up Throw (C)
    • Pretty much only combos into up air, and it isn't true so just DI upwards and jump away and you should never take any damage to this.
  • Down Throw (C)
    • Has no confirmed follow ups unless you air dodge and they bair, f smash, etc. depending on percent however some Toon Link players go for it. This sends you behind Toon Link so you want to DI up and to his back.
  • Forward Throw (C)
    • For this one DI doesn't matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don't get read on that either. DI away is best here.
  • Back Throw (K)
    • Kills at about 110% from the edge of the stage.
    • Kills at about 170% from the middle of the stage.
    • Also, look at this to learn how to DI this move.
  • Up Throw (K)
    • Kills at about 180%, less situational than back throw. (DI back is better than forward)


Information from this guide on Smashboards

Best Stages:

  • Final Destination
  • Duck Hunt
  • Town and City
  • Smashville

Worst Stages:

  • Lylat Cruise
  • Battlefield
  • Dream Land 64
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