Toon Link vs Dr. Mario

Dr. Mario Matchup (Toon Link)

Toon Link vs Dr. Mario

Toon Link vs Dr. Mario is won by layering projectiles into ledge and landing pressure, keeping Dr. Mario from ever turning one close-range opening into his usual explosive damage.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

This matchup is dangerous because Dr. Mario converts one close-range touch into heavy damage or an early stock, but his approach speed and recovery are much weaker than Toon Link’s ability to hold mid-range and keep advantage rolling. Toon Link wins by filling the lane with arrows, boomerang, and bombs while also moving forward behind them, then using dash attack, fair, and uair to keep Dr. Mario trapped in landing and ledge disadvantage. As the table shows, jab, tilts, dash attack, smashes, Capsule, Cape, and Dr. Tornado are all punishable on shield, while nair, bair, and uair should usually be answered by tracking the landing or retreat instead of forcing a scramble. Once Dr. Mario is offstage, his horizontal recovery becomes much more fragile, so prioritize bomb coverage, fair walls, and ledge control over deep commitments that can throw away your stage position.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldToon Link OOS Candidate MovesBarely Missed Moves
Jab 12-13
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+1)
Jab 22-16
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (+1)
Jab 33-25
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Forward Tilt5-12
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+2)
Up Tilt5-17
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+3)
Down Tilt5-14/-16
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (+3)
Dash Attack6-12
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+2)
Forward Smash15-18/-20
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+2)
Up Smash9-19
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+1)
Down Smash5/14-30/-19
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+1)
Neutral Air3-4/-3
  • None
  • Up B (+3)
Forward Air16-11/-12
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+3)
Back Air6-5/-6
  • None
  • Up B (+1)
Up Air4-4
  • None
  • Up B (+2)
Down Air14-8
  • Up B (6f)
  • OOS Bair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • Up Smash (+3)
Neutral B17-23
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Side B12-15
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (+2)
Up B3
Down B10/14/18/22/26/30/40-30
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not stop at throwing projectiles; walk or dash in behind arrows, boomerang, and bombs so Dr. Mario loses both space and time.
  • After shielding jab, tilts, dash attack, smashes, Neutral B, Side B, or Down B, take the shortest guaranteed punish first and send him back toward the ledge.
  • After blocking nair, bair, or uair, do not overforce a punish; keep the positional lead and chase the next landing or defensive drift.
  • Once Dr. Mario is offstage, cover his Up B route and ledge re-entry before chasing too deep for a single hit.

Actions to Avoid

  • Running straight into Dr. Mario’s close-range threat and giving him the exact grab, tilt, and tornado range he wants.
  • Swinging back after every blocked nair, bair, or uair and turning a winning spacing matchup into a point-blank guess.
  • Overcommitting offstage for an early KO and losing ledge control to Up B or air dodge movement.
  • Repeating high panic landings or obvious defensive choices that feed directly into up tilt or up smash.

Reference Links

Related Pages