Super Smash Bros. Ultimate – Toon Link amiibo Guide

There are three Links in Super Smash Bros. Ultimate Link, Young Link, and Toon Link, and today we’re covering the coolest of the three. Compared to his two counterparts, Toon Link is sort of middle-of-the-road in that he is neither considered part icularly strong nor particularly weak. If you’d like to learn more about Toon Link’s metagame history, feel free to read his corresponding wiki page for additional information. Otherwise, let’s jump right into today’s training!

Special thanks to Dabuffalo for contributing Toon Link’s training information!

Spirits

Let’s start off with some Spirit recommendations! If you’d like to send your FP to participate in Spirits tournaments (or if you just want to raise a powerful Raid Boss), we’ve got a bunch of setups here that work well on Toon Link. If you want to learn more about how Spirits work in this game, be sure to read our full Spirits guide — or just bookmark it for later!

From an objective point of view, Toon Link’s strongest bonus setup is Armor Knight and Trade-Off Ability ↑. With this build, he’ll enjoy a 1.15x attack boost and a 1.8x defense boost. And then Trade-Off Ability ↑ adds even more buffs beyond that! Do note that most tournaments keep Armor Knight banned due to its incredible power, but if you’re training a Raid Boss you won’t have to worry about following any particular ban list.

Here are some other options, then. For competitive FPs, try Weapon Attack ↑, Hyper Smash Attacks, and Toss & Meteor for a power-boosting build. For Raid Bosses, use Weapon Attack ↑, Move Speed ↑, and Landing Lag ↓ instead. For stats, you can either keep them balanced (2100 / 2100) or lean more heavily into attack (2500 / 1700). Make sure the FP’s Spirit-type is Neutral so it doesn’t lose Spirit-type matchups if it fights other FPs at some point!

Competitive Training

The rules of competitive amiibo training apply to Toon Link as well. As you train it, you’ll want to keep running, taunting, and charging smash attacks to a minimum. As we’ll soon discuss, Toon Link can actually afford to go off-stage; his recovery is a bit exploitable, but his forward air is just too good to pass up on. Here’s a full list of attacks you should use during training. At later levels, do your best to get purposefully hit by your FP’s attacks — this will raise its aggression and increase its chances of using the attack it hit you with in the future.

  • Forward smash: One of Toon Link’s best grounded moves. It’s got great kill power and decent speed, and thus should be used often!
  • Forward aerial: Unlike the other two Link characters, Toon Link can (and should) go off-stage! When your FP is launched away, chase it off the ledge and attack it with a forward air.
  • Up smash: A powerful aerial punish that you should use against your FP whenever it’s above you and trying to land.
  • Up aerial: Use this in the same situation as above. You can also juggle it a few times with repeated up air attacks!
  • Neutral attack: A great get-off-me move. By all accounts, forward smash is more important, but jabs should be mixed in sometimes as well.
  • Boomerang: Toon Link’s AI isn’t so great with its projectiles, so Boomerang is the only one it can use kind-of correctly. When you’re far away from your FP, occasionally use a Boomerang to rack up damage. Don’t use it too often, though!
  • Spin Attack: You can use this out of shield or to catch rolls, but even then it shouldn’t see too much use. Only attack your FP with this move while you’re on the ground.
  • Down smash: It’s a good mix-in to catch rolls, so use a few down smashes during training. Once again, though, forward smash is more important here.
  • Up tilt: Quick and links into itself, or into an up air or up smash. Use it infrequently!
  • Back aerial: A bit slow, but it can be used on-stage to land. This has a chance of activating a hard-coded combo where the AI can string a back air into itself and then into a Spin Attack.

Toon Link is a finicky fellow, so there are quite a few moves you should avoid using altogether. These include down tilt, dash attack, grab aerial, down air, Hero’s Bow, and Bomb. The AI often charges Hero’s Bow directly next to an opponent, which leaves it highly vulnerable to incoming attacks. It also tends to blow itself up with its own Bombs. By the way, if you want to learn more about amiibo AI and how it learns, feel free to read our general amiibo training guide!

Raid Boss Training

Raising an amiibo to Level 50 takes a long time. So here’s the plan: play as Toon Link as you fight against your FP, and play on Battlefield- or Ω-form stages in each match. If you’re happy with how your FP is behaving when it reaches Level 30 (give or take a few levels), you can switch its learning off and level it up in the background against CPUs or other FPs. Here are all the moves you should be teaching your Toon Link FP to use:

  • Forward tilt: A good blend of power and speed! Use this at close range.
  • Up tilt: Links into itself a few times. You can then follow up with an up air or up smash!
  • Neutral attack: If your FP gets too close to you, you can use all three hits of neutral attack to keep it at a distance.
  • Neutral aerial: Use this to land and just generally rack on damage.
  • Forward aerial: Best used out of a full hop for maximum power! Going off-stage is always questionable against human opponents, but Toon Link can somewhat afford to take the risk if it means he hits them with a forward air in the process.
  • Up aerial: Has a long-reaching and lingering hitbox that deals respectable damage. When your FP is launched upward – either by an up tilt or up smash – juggle it with a few up air attacks.
  • Up smash: If you’re able to parry any of your FP’s attacks, you can use an up smash immediately afterward. You can also use this move to catch your FP as it lands.
  • Grab & throws: For his grab, Toon Link fires off a Hookshot. It’s got decent range, but it’s also rather slow. When your FP is at high percentages, you can grab and KO it with a back throw. Don’t grab too often, as the Hookshot leaves Toon Link vulnerable if it misses.
  • Forward smash: One of your primary grounded kill moves. Unlike the other Link characters, Toon Link’s forward smash only strikes once. This may be the lowest-priority move on the list (and it is) but it should still be mixed in every so often!

While training Toon Link, you’ll want to avoid using any of his special moves (other than Spin Attack for recovery purposes only). For one, the AI can’t learn to camp with them; furthermore, because FPs do not save matchup experience, Toon Link will still fire a bunch of projectiles at opponents who could easily reflect them. As mentioned before, if you want to go off-stage, you can — just keep in mind that it’s a bit risky against human enemies. If you do decide to edgeguard, do so with a forward or back air.

Wrap-Up

It’s difficult (if not impossible) for Toon Link and Young Link to hold a candle to Link, who is one of the most popular and successful tournament contenders in competitive amiibo training. They can at least try to hold a candle to him, though, so we hope this guide helps get you on the right track! If you have any questions during training, feel free to join our Discord server and ask. If you want to learn how to enter online tournaments, please refer to our Powersaves guide or mobile backup guide. As always, we also appreciate donations if you like what you read today. Until next time — happy training!

If you would like to read more amiibo training guides, please follow this link.


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