Training the strongest Toon Link amiibo in Super Smash Bros. Ultimate

There are three Links in Super Smash Bros. Ultimate, and today, we’re covering the coolest of the three. Toon Link was first introduced in Super Smash Bros. Brawl, and in that game, he was pretty similar to Link. But he’s received a few key changes in Ultimate that help differentiate from his young and old counterparts. Toon Link’s a solid Figure Player, so if you’re looking to train a strong one, you’ve come to the right place!


As we know, there are three Links in Ultimate. In the amiibo metagame, Link is by far the strongest of the three. Toon Link ranks second, and Young Link (unfortunately) ranks last. So let’s talk about Toon Link’s strengths, then! He’s a small character with solid range on many of his moves, allowing him to attack from a safe distance. His smash attacks are really strong, as well as instrumental to his game plan, so he doesn’t have too much trouble getting KOs.

Unfortunately, though, Toon Link has all these cool projectiles that he can’t really use properly! Ultimate’s AI is impatient and doesn’t like to play the waiting game, so you might have trouble teaching it to camp. This means Toon Link is relegated to a close-ranged playstyle, but to be fair, he does that a bit better than you’d think. Another issue is his recovery, which isn’t too bad, but sometimes leaves him vulnerable or doesn’t grant enough distance to get back to the stage.

All in all, though, Toon Link’s tournament results and representation have been decent. As mentioned before, Toon Link is kind of outclassed by Link, who is known to be much more consistent (not to mention more popular in competitions). Even so, Toon Link’s got potential, and if you want to read more about his place in our metagame, check out his wiki page!


Let’s start with some Spirit recommendations! The only Spirit effect from the “big five” that makes for Toon Link is Armor Knight. You can pair it with Trade-Off Ability ↑, Move Speed ↑, or even Weapon Attack ↑! You might think Autoheal or Great Autoheal would be a good choice, but they only work with campy Toon Link FPs. And Toon Link’s optimal play style isn’t really campy, unfortunately!

As you’re probably well aware, most of our tournaments ban Armor Knight, Autoheal, and Great Autoheal. If you’d like to enter one, you’ll need to use different bonuses. Here are a few ideas, then! You could use Weapon Attack ↑, Move Speed ↑, Hyper Smash Attacks, Strong Throw, Toss & Meteor, or Air Attack ↑.

Figure Players generally run the same balanced stat spread (2100 / 2100). These mostly come down to personal preference, so if you’d prefer your Toon Link amiibo to have a bit more attack at the cost of less defense (or vice versa), feel free to switch things up a bit!


Raising an amiibo to Level 50 takes a long time. So here’s the plan: play as Toon Link against your Figure Player, and play timed matches (at around 5 minutes) on Ω-form stages. If you’re happy with how your FP behaves when it reaches Level 50, you can turn its Learning off and level it up in the background against CPUs or other FPs. At some point past Level 50, though, you’ll probably need to brush up your amiibo’s skills again. So come right back to this section! Here are all the moves you should focus on during training:

  • Forward smash: This time around, Toon Link’s forward smash is a single powerful sword smack. Like many characters, forward smash is essential to Toon Link’s success! Use it often.
  • Up smash: Unlike the other Links, this attack is a single swipe. So it’s less punishable if it doesn’t land! Use it against your FP when it’s trying to land. You can follow up with an up tilt or up air, too!
  • Neutral aerial: It hits in the front and back, and is Toon Link’s best landing option. Try to stay grounded, for the most part, but if you find yourself trying to land, cover yourself with a neutral air.
  • Up tilt: Not as strong as up smash, but much faster. It’s Toon Link’s ideal anti-air at lower percentages.
  • Forward aerial: Great for edgeguarding and combating aerial opponents. Don’t go overboard with this move, but use it every once in a while!
  • Up aerial: Use this after an up tilt chain to set up a juggle. It can pressure aerial opponents too!
  • Grab & throws: Toon Link’s got a long grab range and a strong back throw, which makes for an excellent combination! Grab your FP frequently and rack up damage or KO with back throw.
  • Neutral attack: Ultimate’s AI isn’t very good at projectile camping, and Toon Link’s kit isn’t designed for close combat, which is the kind of playstyle we’re looking to teach it. Jab is one of Toon Link’s fastest up-close attacks, so use it often. Don’t let the FP use jab more than forward smash, though.

You might have noticed we didn’t mention a single projectile! Toon Link’s FP works best when it only uses a few projectiles. Remember that Ultimate’s AI can’t plan ahead with complicated projectile setups or anything of the sort, so it’s best to use them as damage-rackers. Here are some more moves to use during training — just keep in mind they’re low-priority compared to the ones above.

  • Back aerial: It’s not bad, it’s just kind of slow and weak. Neutral air is overall better, since the AI can land its second hit effectively. If you want to try using back air, that’s fine, it’s just kind of unnecessary.
  • Forward tilt: Jab and forward smash kind of fulfill the same purpose, but it wouldn’t hurt to throw in a few forward tilts anyway. Just go light on them!
  • Down special: Toon Link gets pretty crazy when it comes to pulling out Bombs. The AI sometimes gets caught in the explosion and takes damage, but only sometimes. There’s a definite risk to using Bombs, so if you do decide to use them, do so sparingly.
  • Side special: Toon Link should stick to close-ranged combat, but Boomerang is such a good move that it can still be used from a distance every once in a while. Don’t use Boomerang too often, though, and be sure to prioritize melee attacks.

Quick note here: Toon Link can go off-stage to gimp with forward and back airs, but he shouldn’t go too far. Spin Attack only takes him so high, and it leaves him vulnerable to being gimped. Now then, there’s a few moves that you should never use, those being down air and neutral special. The AI can overuse down air to the point of spamming (and even occasionally KO itself with it), and it tends to fully charge arrows right in front of an enemy, which leaves itself vulnerable to being hit by a smash attack. We can’t have that!


It’s hard for Toon Link and Young Link to hold a candle to Link, who is one of the most popular tournament entries in Super Smash Bros. Ultimate. They can try to hold a candle to him, though, so we hope this guide helps you get on the right track! If you have any questions during training, feel free to join our Discord server and ask. And we’ve also got a general amiibo training guide that offers even more tips and tricks, if you want! Thanks so much for reading — until next time!

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