Toon Link vs Simon

Simon Matchup (Toon Link)

Toon Link vs Simon

Toon Link vs Simon is most stable when you refuse to let the matchup stay only about projectile exchanges and setup wars and instead force body contact while stacking clean punishes.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Toon Link is strongest at speedy movement, whiff punishing, and landing pressure, while Simon is strongest at layered projectile pressure and stage-control traps.
The more this stays only about projectile exchanges and setup wars, the more both sides get to set their preferred pace. The side that steps forward first after forcing hesitation usually takes control.
The table shows reliable shield punishes on Down Tilt (2), Rapid Jab Finisher, Down Smash, Down Tilt (1), and Forward Smash, with Up B, OOS Bair, OOS Nair, and Grab showing up most often as the clean ways to take the turn back.
Do not force shield punishes on the relatively safer choices like Forward Air, Back Air, and Up Air. It is usually better to read the landing or ledge route and punish the next action.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldToon Link OOS Candidate MovesBarely Missed Moves
Jab 15-21
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Jab 23-23
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Rapid Jab9/12/15…
Rapid Jab Finisher3-37
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Forward Tilt12-8/-7
  • Up B (6f)
  • OOS Bair (+2)
  • OOS Nair (+2)
  • Grab (+3)
Up Tilt10-17
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (+3)
Down Tilt (1)7-31
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Down Tilt (2)8-42/-28
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Dash Attack10/13/16/19/22/24-26
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Forward Smash24-28/-26
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Up Smash16-27/-26
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Down Smash14/20-33/-30/-27/-24
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Neutral Air8…-12/-11
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (+3)
Forward Air14-6/-5/-8
  • None
  • Up B (+1)
Back Air14-6/-5/-8
  • None
  • Up B (+1)
Up Air14-6/-5/-8
  • None
  • Up B (+1)
Down Air13-21/-23
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (17f)
  • OOS Dair (20f)
Neutral B30-6
  • Up B (6f)
  • OOS Bair (+3)
  • OOS Nair (+3)
Side B19-15
  • Up B (6f)
  • OOS Bair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up Smash (11f)
  • OOS Uair (14f)
  • OOS Fair (+2)
Up B6/9/…**
Down B18**
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Do not settle for projectile exchanges and setup wars alone; step forward and touch the body as soon as you make the opponent pause.
  • After blocking Down Tilt (2), Rapid Jab Finisher, Down Smash, Down Tilt (1), and Forward Smash, answer immediately with Up B, OOS Bair, OOS Nair, and Grab so the opponent cannot keep the turn.
  • Do not force immediate retaliation on Forward Air, Back Air, and Up Air; take the landing route, escape route, or ledge direction first.
  • Prioritize kills through landing traps and ledge pressure while keeping your positional advantage intact.

Actions to Avoid

  • Drifting back forever around projectile exchanges and setup wars, then giving up the time needed to pressure the body.
  • Swinging after every blocked Forward Air, Back Air, and Up Air and feeding the whiff punish or reset the opponent wants.
  • Chasing too deep for the kill and exposing Toon Link’s own recovery or defensive weakness.
  • Panic-jumping or panic-rolling from the ledge and making the opponent’s ledge trap too simple.

Reference Links

Related Pages