Going to post and edit after work when I'm not stuck on my phone.
45:55
60:40
60:40
50:50
Alright here goes.
I'll start with Link to get him out of the way, I think most of what needs to be said has been said. First, Link has a few strengths going for him. His Ftilt and jab have good reach and come out at decent speed when spaced correctly, so even after negotiating the projectiles Greninja can't just charge in. Unlike Megaman, Link doesn't have anything like lemons so he will have to commit to an option once we are close. Link's Boomerang travels faster than his Toon counterpart's, so it can catch you in the middle of tossing WS. Uncharged WS will also lose to thrown bombs. Link's Zair is a somewhat decent tool against Greninja's spaced aerial approaches (longer reach than our Fair).
Link is fairly heavy, doesn't have a great jump, and has predictable recovery. While he forces Greninja to approach, he can't really approach us very well with how mobile Greninja is (just don't fall for Bomb > Dash Attack by rolling backwards). Greninja's fall speed can get him out of both Link's F smash and Up Smash (Greninja is essentially immune to Link's Up Smash unless he falls into it). In addition to his projectiles, Link has several attacks which are easier to Substitute than most. If you're a fan of using Hydro Pump on stage, it can splash bombs away.
The key here is patience, don't commit until you're ready. Link almost demands you approach, and Link players are pretty good at getting in other player's heads, but just keep cool.
60:40, Greninja's favor.
This one we recently discussed so I'll just hit it real quick. Doc is slower than Mario and that increases our mobility advantage. He has some of the combo potential of Mario, if not equivalent. However, he still has the critical lack of range that Greninja capitalizes on. Pills are easier to move under but trickier to cancel (say, with jabs or WS) and Substitute. Customs helps Doc slightly, but really only with his Down B. Doc's recovery is abysmal, he is much easier to edgeguard than Mario. Another
60:40, Greninja's favor.
This little guy. There aren't a whole lot of players out there who can get the most of out him. I spent some time checking out the TL board after I thought I might make him my main, though, and I was really surprised at what he's got in his bag of tricks. There's that, and the fact that this tiny elf is a combo
monster.
Obviously he is lighter than Link, but much faster - that's where a lot of the difference lies. While he's strong on FD, his movement options on stages with platforms are exceptional. Bomb confirms are extremely dangerous because they can chain into various KO options like Fair and Uair. Toon Link's Fair is very similar to ours - does slightly less damage and isn't as useful for spacing in neutral, while having similar follow-up potential and being a more useful KO option. His Zair doesn't reach as far but still autocancels and has enough reach to beat Greninja's Fair. One of the meanest back throws in the game. Still has extremely predictable (and exploitable) recovery and his bombs don't help with it as much, but his floatiness and tether at least give him the potential to survive for quite a while (he weighs just slightly less than Greninja). His projectiles are slower than Link's, allowing Greninja to navigate them easier. Uncharged WS still lose out to bombs. Toon bombs also have a longer fuse, meaning they can be thrown and regrabbed several times, and good Toon Link players WILL know how to juggle bombs like a circus event.
Toon Link has 3 major weaknesses IMO. I already mentioned his exploitable recovery. Another is how often he is required to pull bombs. They don't come out awfully fast - if there's an opening in the projectile wall, TL is very vulnerable while pulling bombs (and also while pulling his boomerang, but the mobility options of b reversals, wavebounces, etc. lets him compensate). Toon Link's absolute worst weakness is his air mobility. It's terrible.
Really terrible. Even with bombs to drop, landing and escaping juggles is extremely difficult for the little guy. This Sheik-filled meta is a nightmare.
I'd definitely put Toon Link in the top 3 projectile-based zoning characters in the game. I agree with @
Zan- ,
50:50 matchup.
This MU is a f***ing pain, to say the least. It's doable, but can be awful. Fox has very quick moves, a laser that forces us to approach, a nasty jab lock, a sustaining reflector, and some other tricks.
Generally I respect Fox's FF Nair, though if you know it's coming you can disrespect it with Hydro Pump, which can confuse the other player, stall Fox's fall, and slide you to a safe distance but not too far to follow up - all at once. Nair is just a move you don't want Fox to land on you with, it sets up a lot for hiim, including Utilt strings. You can cancel the hitstun at low % with Shadow Sneak but that's usually a gamble as to whether the Fox can react fast enough, although if you're quick and you get the reverse kick, you can actually punish them for trying to string you.
A great opener for this MU is Up Throw, especially if they open with lasers because it takes Fox forever to holster the blaster. If Fox jumps, you can try to make something by catching his landing and also get a feel for his reactions out of Up Throw. If Fox air dodges, of course you get the Utilt > Up Smash like you get on any heavy or fastfalling character.
Speaking of Up Smash, Fox is light. So light. If you spend the whole match respecting his Nair only to slide under him and Up Smash as he tries to fall into you, that can net you crucial KOs (Up Smash KOs Fox at ~90% or even less). Utilt > Uiar is a fantastic KO set up, especially on stages with platforms, due to the hitstun on Utilt being significantly longer than Up Throw. That being said, I believe there is a certain % window where Up Throw > Uair is a true KOing combo, but it requires Greninja to have rage for the increased knockback + hitstun. I have not been able to test this offline yet so I'm not positive. Either way, while Fox is small he is a light fast faller and is can be juggled to an extent.
Jab is decent for keeping Fox out, just don't use the multihit unless you catch him in the air. For the most part, neither Fox nor Greninja can safely multi-jab each other (except at a ledge) without being punished by the other's F smash. If Fox messes up his jab lock, get ready.
I challenge Fox's recovery whenever I can. His Up B is extremely predictable. His Side B is about reading whether he goes high, low onto the stage, to the ledge, or low and then Up B's to the ledge. Bair works wonders on his Up B recovery. If he doesn't go to the ledge, well timed Up or Down Smashes are pretty effective. The move has very low lag on landing, but takes a bit of time to stall then fall if it ends in the air. Hydro Pump from onstage (just launching the bubble) right into his Side B is also a great option.
Some random notes, beware of regrabbing the ledge because Fox's Down Smash is one of the best moves in the game for punishing this. Don't use FC WS unless you're prepared to deal with it being reflected. Fox can stall his descent slightly with his reflector. Lasers can be Substituted fairly easily. Fox will have to get thirsty for KOs at some point and if you can avoid Up Smash (not too bad) and jab locks (slightly harder to avoid) then you can survive fairly well. Shadow Sneak has decent use to punish aerial approaches in this MU. I think Battlefield or other platform stages are decent stages for this MU. Final Destination scares me because Fox can quickly get from point A to Up Smashing at point B, but it also gives us more room to operate. Fox's dash attack is a pain in the butt.
Uair spikes are just lethal to Fox and easy to achieve because he falls so fast. I think most of my KOs on Fox are probably from Down Smash at this point. Which also reminds me that Fox does not like to be forced to recover low by Down Smash's trajectory. Uair can also be used to set up the aforementioned Utilt > Uair KO.
I'll add more as it comes to me, but one last note: dash grab at the ledge > footstool is a real thing. When you land a dash grab too close to the ledge and both you and the other player go falling off, if you footstool Fox at this point it puts him in a terrible position. He's basically forced to Up B if he even reacts in time, which at least gives you an opportunity for a stage spike.
After playing this MU more than I'd like I'll put it at an optimistic
45:55, Fox's favor. It sucks but it's totally doable, and if you made a case for it being more even I would probably agree for the most part.
@
Gunla
I will get my thoughts together on the Mii Gunner because I do have some experience with that MU. Also I don't know if you have all the weeks planned out or not, but I'd like to request Captain Falcon as one of the MUs for discussion next week. It's really killing me.