Young Link vs Zelda

Zelda Matchup (Young Link)

Young Link vs Zelda

Young Link vs Zelda is won by breaking her setup timing before Phantom and magic can settle, then turning that disruption into repeated landing and ledge pressure.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

This matchup favors Young Link when he refuses to let Zelda finish her preferred setup pace, because his three-projectile layer and mobility interrupt Phantom, magic timing, and the room she wants for hard anti-airs. Young Link wins by throwing arrows, boomerang, and bombs while also advancing behind them, then converting the first opening into nair, fair, bair, or up smash pressure so Zelda has to defend landing and ledge instead of charging the next wall. The table shows that jab, tilts, dash attack, smashes, Neutral B, Side B, Up B, and Down B are all punishable on shield, while uair and dair are usually better answered by tracking the next landing or escape instead of forcing an immediate punish. Because Nayru’s Love and Farore’s Wind can both steal the turn if you autopilot forward, the key is to make Zelda spend those escape tools first and punish the second beat instead of the first feint.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldYoung Link OOS Candidate MovesBarely Missed Moves
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Jab4/7-13
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (+3)
Forward Tilt12-13/-10
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
Up Tilt7-15
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (+1)
  • OOS Fair (+2)
Down Tilt5-10
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
Dash Attack6-18
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Forward Smash16/18/20/22/24-16
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (+1)
Up Smash9/13/17/21/25/29/34-25
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Down Smash5/13-24/-17
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Neutral Air6/10/14/18/22-10/-9
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (+1)
  • Up Smash (+1)
Forward Air6-8/-12
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (+1)
  • Grab (+2)
  • Up Smash (+2)
Back Air6-8/-12
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (+1)
  • Grab (+2)
  • Up Smash (+2)
Up Air14-6/-8
  • None
  • OOS Nair (+1)
  • OOS Uair (+2)
  • Up B (+2)
  • OOS Bair (+3)
Down Air14-6/-9
  • None
  • OOS Nair (+1)
  • OOS Uair (+2)
  • Up B (+2)
  • OOS Bair (+3)
Neutral B11…-25
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Side B44—70-18 to -10
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
Up B6/35-29 (ground) // -19 (air)
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (16f)
  • OOS Fair (17f)
Down B26/32/38/46/59-127-19 to -15
  • OOS Nair (7f)
  • OOS Uair (8f)
  • Up B (8f)
  • OOS Bair (9f)
  • Grab (10f)
  • Up Smash (10f)
  • OOS Dair (+1)
  • OOS Fair (+2)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Do not throw projectiles passively; move in behind arrows, boomerang, and bombs so Zelda loses both setup time and stage.
  • After shielding jab, tilts, dash attack, smashes, Neutral B, Side B, Up B, or Down B, take nair, uair, Up B, or another fast punish immediately and continue the landing trap.
  • After blocking uair or dair, do not overforce the first punish; read the next warp, Nayru’s Love, or drift option instead.
  • At the ledge, use bomb and boomerang to cover re-entry paths and keep Farore’s Wind landing options contained.

Actions to Avoid

  • Giving Zelda enough time to build Phantom and magic pressure for free, then challenging the finished wall head-on.
  • Dashing in on the same rhythm after every projectile hit and feeding directly into Nayru’s Love or Farore’s Wind.
  • Treating blocked uair or dair as an automatic punish instead of a setup for the next landing read.
  • Chasing too high or too far for the KO and letting Zelda reverse the position with teleport movement.

Reference Links

Related Pages