Toon Link's Z-Air
By AlphaZealot | Published: January 21, 2009 11:22pm EST
![]() Using Toon Link’s hook shot while in the air by pressing the Z-button is known as the Z-Air. The Z-Air is one of the very few attacks that will not suffer from stale moves—it will always dish out 4% damage to the opponent, without exception. It is mostly a short range attack that is canceled on landing. The biggest strength is that these properties combine to make it, like other Z-Air’s a great tool for poking at the opponents defenses. The key to using Toon Link’s Z-Air effectively is spacing. You need to be just outside the range of most melee attacks to effectively space the Z-Air properly. To get into this range it is usually best to mix up shuffled F-Airs, B-Air’s, and Toon Link’s projectiles. These projectiles should be used to close the gap between Toon Link and the opponent, after which shuffled air attacks can be used to punch them into the ideal range for using the Z-Air. There are two ways to use the Z-Air, the most obvious is simply pressing the Z-button on the way down from a short hop. However, you can also air dodge by pressing the L or R-trigger and then activate the Z-Air from the air dodge animation with the Z-button. This method is usually safer and better for spacing and timing your attacks against the opponent. If the Z-Air hits the opponent then Toon Link has several worthwhile follow ups that are tough to guard against. The best follow up at high percents is usually dashing into a U-Smash. However there are other follow ups that can help wrack up damage if you are not looking to KO the opponent. If Toon Link has a bomb in hand then you can throw the bomb after the Z-Air connects and rush in for B-Air’s, F-Air’s, or some other move. Short hopped double B-Air’s are likely the best option for racking up damage as a follow up from the Z-Air at low percentages without bombs for assistance. Sometimes, if a Z-Air lands, your best option is simply to reset and attempt to land the Z-Air again |






