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LINK FOR MUGEN - VERSION 0.95 |
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Here's the list of the other Link's moves. These moves
could require a particular object and/or a certain power level. Most command
to realize are more or less complex. Globally, we'll call "Hyper" the moves
using at least one power level on the three Link has. The other moves will
be called "Super".
Link gives a powerful hammer hit upwards, which send the enemy in the air.
It's a very good move to begin an air combo. As long as Link doesn't own the
hammer, crouch
Hold these two buttons to delay the shot.
Hold
Hold
Dangerous as well for Link and the enemy. Hold
Still dangerous as well for Link and the enemy, it can be
resend to the sender (the opponent need to hit the bomb before it lands on
the ground). This version can't be guarded. The bomb turns into orange just
before exploding. Hold
Link stick his hookshot in the opponent, and bring him near. The enemy stay stunned for a short time, allowing to give some hits. If the hookshot misses the opponent, Link will stay defenceless for a while, so use it carefully !
Great reach, can hit up to 3 times. Uses 1/2 power level.
Completely freezes the enemy in an ice bloc, wherever he is. Uses 1/2 power level.
Link put a powder keg on the ground. It explods after 3 seconds. The keg can be pushed by the opponent and by Link (you just need to walk against the keg). The quicker you arrive agains the keg, the farther you'll send it. The explod of the keg can't be guarded, and is dangerous as well for Link and the enemy. It's announced with a sound just before the explod.
Link shoots a poisonned arrow (Link blinks in red to discern the discern the poisonned arrows from the others). Uses 1/3 power level.
If it hits, the enemy is poisonned. The poison can't kill its target. The poison proceeds with a completely random rythm and acts for a variable time. Green steams appears around the poisonned character while the poison is active.
The poison is also catching ; if Link or another player (partner or enemy of the poisonned player) comes too near from the poisonned player, he'll also suffer the poisonned effects until he has moved back. When the poisonned player is healed, this is shown by the "healed !" message which appears on this player.
As for
normal arrows, poisonned arrows can be shot while crouching, by holding
Link shoots a special arrow (Link blinks in white to discern the homing device arrows from the others) ; barely shot, it stops, rotate to find its target, and then, restarts towards the enemy. Uses 1/3 power level.
The opponent can't dodge it : indeed, the arrow follows him, even if he jumps or crouches, or goes on the other side. Until it has reached the target, the arrow doesn't stop following him (or until its target is dead).
As for normal arrows, homing device arrows can be shot
while crouching, by holding
Link releases his sword's power in an energy ball which charges at the opponent. The more powerful the punch used, the quicker the Kokiri Shot.
Hold
You can gather the sword's power by holding the button. A sound is played when the sword has reached its maximum power. Thus, you can delay the move indefinitely (but the power won't change anymore once you've heard the sound). When the sword is at his maximum power (which takes about 1 second and half), the Spin Attack makes double damages. If you release the move before the sword is completely charged, the extra damages will be in rate of the time you've hold the button.
In the
Link completely becomes invisible. Redo the command to
make him visible anew. The power decreases while you're invisible, and you
need at least one power level to perform this move. You become visible again
in 3 cases :
A Mushu falls from the sky on the opponent ! The
Link gives a powerful sword slash to the opponent. The
Link skewers his sword in the ground, which makes spurt an energy geyser out. Performed with a punch button, the geyser will appear near Link, when performed with kick button, it will appeat farther. The more powerful the used punch or kick, the bigger the geyser. Uses 1/2 power level.
Link falls down rotating (it's possible to slighty move
him with
Link rushes at his enemy, skewers his sword in his stomach, then lifts him up, jumps with him, and finally, sends him away against the wall, where he'll bounce.
Link can own up to 4 bottles. These bottles can contain different things : life potion, mana potion, "total" potion or a fairy. the fairy automatically revives you if you lose a round... To know more about this, see the "Bottles" section.
This move allows you to resend a projectile to the foe. If the projectile is a normal or a special move, a Kokiri Shot will be resent. Ditto if the adverse projectile is an hyper and you have less than half of your power bar (there you risk to be hit, so watch your power level !).
Contrariwise, if the projectile is an hyper and have at least half of your power bar, then the hyper will be countered by a Kokiri Wave wich will be practically impossible to avoid for the enemy. However, this mirror will cost you half of your power bar, and will make two times fewer damages than a normal Kokiri Wave.
Hypers :
Link gathers all his power in his sword to release all his potency in a devastating Kokiri's energy wave. Requires 3 power levels (the power bar must be full filled).
Link rushes at his enemy ; if he hits him, he quickly chains several hits to finally strap up his opponent in a net. As Link prepares the final attack, time stops, in order to allow the enemy to use the QTC, which can free him from the net and avoid him a certain death.
"QTC" means "Quick Time Counter", for those who want to know. The QTC command must be done by the opponent, in order to free himself from the net. If he misses, he will definitively be killed by the following hits. Requires 3 power levels. Link's informations and foreground are deactivated during the QTC, in order to the oppenent to correctly read the command to realize. Once done, Link becomes much quicker, and the power bar empties. When all the power has disappeared, Link comes back to a normal speed. Requiert 3 power levels.
Link lifts up his sword, and a lightning wraps him, making a prism appear, which turns around Link. As long as this prism is here, Link is completely unhittable, and his power decreases. The prism's color changes according to the left power level. When less than a half of power level is left, the prism is blinking. Since he has disappeared, Link becames hittable anew. This move requires at least two power levels.
As long as the prism hasn't appeared, Link can be hit (so, Link is vulnerable until the lightning appears, which let about one second for the enemy to beat Link and avoid the use of the Nayru's Love). Training mode's feature : as Link's power doesn't decrease in Training mode, the invincibility would be endless. So, it's possible to stop Nayru's Love by redoing the same command (you can do it on the ground, but also in air). This is only true for the Training mode. In the other modes, it's not possible to stop Nayru's Love ; the move only stops when there's no power left.
Some Link's clones appear and mimic the original's moves. Meanwhile, the power decreases, and when there's no more of it, the clones disappear. They also disappear if Link is hit. The less powerful the used punch for the command, the shorter the delay between Link's moves and his clone's ones. Requires at least a half of the full power bar.
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