LINK FOR MUGEN - VERSION 0.95

 













 


~ MOVELIST ~

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".
 
Hammer Bow and normal Arrows Boomerang Bombs Time Bombs Hookshot Fire Staff
Ice Staff Powder Keg Poisonned Arrows Homing Device Arrows Kokiri Shot Spin Attack "Energy Sword" Mode
Teleport Invisibility Mushu Jumped Sword Slash Geyser Divine Roll Impaling
Bottles Mirror Shield Kokiri Wave The Biggoron Scombo Time Song Nayru's Love Illusions Dance

  • Legend :

,,,,,,, : the 8 basic directions. This directions are given, supposing Link looks towards the right.
: Quarter circle forward ("QCF")
: Quarter circle backward ("QCB")
: Half circle forward ("HCF")
: Half circle backward ("HCB")
: Dragon punch movement ("DP")
: Reversed dragon punch movement  ("DPI" or "DPR")
: Hold down, then, up.
: Hold backward, then, forward.
: Hold the following key (direction or button)
: Start button
: Low punch button (X)
: Medium punch button (Y)
: High punch button (Z)
:  One punch button (any)
: Two simultaneous punch buttons (any)
: Three simultaneous punch buttons (any)
: Low kick button (A)
: Medium kick button (B)
: High kick button (C)
: One kick button (any)
: Two simultaneous kick buttons (any)
: Three simultaneous kick buttons (any)
: Keys simultaneousness. Example : means low punch and low kick at the same time (X and A at the same time).

 

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 will be the same as crouch .

Hold these two buttons to delay the shot.

Hold to crouch while Link prepares his shot.

Hold or before throwing it to choose the direction. If you hold , the boomerang will bounce on the ground. If you're hit after having thrown the boomerang and before having get it back, it'll fall on the ground, and you'll need to walk on it to get it back. You can use the boomerang with to pick items or rupees that are far from Link.

Dangerous as well for Link and the enemy. Hold or before throwing to choose the reach. This bomb explods since it touch an enemy or the ground.

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 or before throwing to choose the reach.

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 , and you can delay the shot by not immediately realeasing .

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 , and you can delay the shot by not immediately realeasing .

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 or at the beginning of the version ( for the version) to move. and version let Link on the ground, while the version allows hom to go in the air.

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 version, Link goes backward ; int the version, Link goes just in front of his enemy, and in the version, he goes on the other side. Hold in the the version to make Link go to the screen bound.

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 :
   - when you redo the command,
   - when you're hit by an enemy
   - when you don't have power anymore (in fact, when you're on the ground and Link isn't doing any particular movement).

A Mushu falls from the sky on the opponent ! The version targets the opponent just in front of him, the version, just behind him, and the version aims the opponent where he is when the command is performed.

Link gives a powerful sword slash to the opponent. The version allows Link to make a somersault with his sword !

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 or during the fall). In the version, Link lands without bouncing, either he hits the opponent or not. In the  version, Link lands on the ground without bouncing if he doesn't hit the enemy, else, he bounces on him (either the move hits or is guarded). Finally, in the version, Link can hit the opponent several times in succession, and he bounces backwards when he reaches the ground. Each hit is less powerful than in the previous version, but the combination makes this version more devastating. Link can't hit the enemy when he's bouncing, nor being moved. The Divine Roll can hit a lying down opponent.

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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