![]() ![]() The move goes through walls, and when used, the match will pause as the camera does a slow-motion close-up of each hit character in order. A second later, the Light Arrow is released. During this time, any characters in her line of sight will flinch. Final Smash - Light Arrow: Toon Zelda draws a large bow and sets an arrow.Unlike Zelda's Phantom Slash, Toon Zelda's Phantom dashes forward then slashes. Down special - Phantom Slash: Toon Zelda summons a Phantom that slashes nearby opponents.Unlike Zelda's Farore's Wind, doesn't deal damage. After that, she will reappear in the direction held on the control stick (or above if the control stick is not moved). Up special - Farore's Wind: A yellow ribbon of magic spins around Toon Zelda, causing her to disappear.Unlike Zelda's Din's Fire, gets weaker when it travels farther. Side special - Din's Fire: Toon Zelda fires a small sphere forwards and when the button is released, lets out a explosion.Unlike Zelda's Nayru's Love, cannot reflect projectiles. Neutral special - Nayru's Love: Toon Zelda spins around and a blue crystal surrounds her.Down smash: Toon Zelda kicks along the ground in front of her and then behind her, appearing to sweep forward and back with her dress.Up smash: Toon Zelda waves her hand back and forth over her head once quickly, trailing a stream of light.Side smash: Toon Zelda extends her hands with a thrust, and a burst of sparkles appears.Down throw: Toon Zelda throws opponent on ground while she shocks them repeatedly with magical bursts.Up throw: Toon Zelda telekinetically twirls opponent above her head, then releases them upward.Back throw: Toon Zelda telekinetically twirls opponent behind herself and tosses them.Forward throw: Toon Zelda telekinetically twirls opponent behind herself and tosses them.Pummel: Toon Zelda discharges magic into them.Down aerial: Toon Zelda sticks one foot out beneath her, with a spark at her foot.Up aerial: Toon Zelda holds one hand up, and a small trail of sparkles extends to a point above her where it shortly explodes and launching the enemy upward.Back aerial: Toon Zelda kicks behind her, with a spark at her foot.Forward aerial: Toon Zelda kicks to one side, with a spark at her foot.Neutral aerial: Toon Zelda spins in place, slowly trailing sparkles from her hands. ![]() Any enemy caught in her path is electrocuted and knocked upwards. Dash bash: Toon Zelda extends her arms, palms out.Down tilt: Toon Zelda crouches and stabs one foot forward.Toon Link refers to the character from The Legend of Zelda: The Wind Waker and The Legend of Zelda: Phantom Hourglass. Up tilt: Toon Zelda waves her hand above her head in an arc, starting in front of her to behind her, trailing sparkles. Toon Link, like most of the 'Links', is a different Link to that of Twilight Princess.Forward tilt: Toon Zelda steps forward and slashes one arm in front of her, with a trail of sparkles.A circular magical spark appears at the end of it, hitting up to three times. Players attempting to use their Final Smash while another player's Final Smash is active will use their neutral special move instead. It also depletes slowly while certain Final Smashes are active, serving as a visual indicator of how long they last, and empties completely if the player is KO'd during their Final Smash.Īlthough it is possible for multiple players to have fully charged meters simultaneously, only one Final Smash may be active at a given time. It also depletes if the player is KO'd when fully charged, depleting to 60% of its charge if the player has the highest score or 90% if otherwise, and empties completely if a Smash Ball is obtained and then lost. The meter empties completely after the Final Smash is used. Once a player fills their meter, a colorful aura flame appears on the character and their neutral special move is replaced with their Final Smash, much like when breaking a Smash Ball. It also slowly fills over time, taking about 9 minutes and 13 seconds to fill completely, and fully charges upon breaking a Smash Ball. In particular, it fully charges upon dealing 500% damage or taking 200% damage, though recoil damage does not charge the meter. A player's meter charges when dealing or taking damage, the latter of which charges it faster. It displays a colorful meter below each player's damage meter that allows players to unleash a Final Smash when fully charged. The Final Smash Meter ( チャージ切りふだ) is a feature in Super Smash Flash 2 accessible from the Rules menu. Mario with a fully charged Final Smash Meter in Super Smash Flash 2. ![]()
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