If you do not level properly in this game, it gets harder, and harder, and the game quickly gets out of hand. Zelda II: The Adventure of Link/All Keys Leveling Plans, http://redcandle.us/w/index.php?title=Zelda_II:_The_Adventure_of_Link/All_Keys_Leveling_Plans&oldid=1734. … It’s faster than the standing attack, but it also kills your momentum. You can help the.
There are two types of overworld encounter spawns that can happen. Here is a more advanced leveling plan, used by some other record-setting runners.
IMO this is pretty close for melee Zelda. The most important thing is to make sure you get your attack levels correct after the first 5 palaces. The Jackhammer is possibly most notable against Iron Knuckles in three tile high corridors (often seen it front of items).
However Darunia is far enough in the game that it’s suboptimal for speed run use of Glitch Town. Enter the Healer Glitch. The first door in Glitch Town is a door to nowhere… back to Glitch town. If you are on a path, it stays at 0 until you step on terrain that can spawn enemies. The only tricky part is making sure to get enough P-bags (or do Trophy Cave before Palace 1) in order to get Attack 4 from the Palace 1 gem. Unwary has compiled a lot of interesting Zelda 2 data, showing experience, leveling, and attack and magic power, as well as some leveling plans.
It could be 1 through 21. The disadvantage of course is that you only have Life 5 at the end. It shows the pixels you need to press the talk button on, in order to trigger the glitch. The existence of glitch town and out of bounds warping was known in the old days of Nintendo Power, where it was documented that a player could jump with the Jump spell off of a high building in Darunia, cast fairy when in the HUD, and get into Glitch Town. (yeah i play melee zelda what of it. Then you talk to her at the last frame before she opens the door. It’s slow because of the backswing, and you stop to make the attack. Slow moving, strong and very resilient the undead Gibdo are one of the more dangerous enemies in the game. This will always be the first type of spawn you see. Here's a variant of the 8/8/7 leveling, which addresses the possibility of not getting 4/1/1 out of Palace 1. Credit to Duxcub, Solairflaire, and Pro_JN in helping me get it nailed down: And here is a variant at 8/8/6, used by Error72 when he set the All Keys record: Pro_JN beat Error's 8/8/6 with this. The only things I would personally change is move Luigi to +0 or +1, and move samus to -1.
Sometimes you will want to jump, crouch, and then thrust on your way down from your jump.
Related to the jackhammer is the whirlwind. Entering it five times creates a condition known as ‘Scroll Lock,’ which lets some crazy wrong warps and other effects happen. ), --- fox sheik-- falco falcon marth peach ganon, pikachu puff luigi mario doc link ylink kirby gnw= samus yoshi ness, i literally just came up with this now but it's probably pretty accurate. The Second Quest, Hero Mode or Master Mode, is a recurring aspect in the Legend of Zelda series.
It’s critical to learn how to manipulate your experience, to ensure the biggest possible payoffs at the end of each palace. I was wondering if there was a MU chart that the Zelda community universally agreed upon?
The downstab is a powerful attack.
The image here is an annotated version of an image by Inzult posted to the SDA Forums. I think if Zelda had a slight to medium advantage over that many characters, she'd be much higher tier. I feel good about quite a few of the placements, but there's a lot I was kind of guessing on. Nice list! By jumping into the iron knuckle and doing a downstab, it's possible to get *inside* the enemy doing a downstab. When your author was learning this game, the difference between finishing 1CC and not, was getting the leveling right. Primarily used in TASes, the whirlwind does aerial crouch stabs, while alternating pressing left and right.
Also, judging from personal experience, I think Fox, Shulk, and Greninja should be near the top. Likewise, killing 4 Iron Knuckles, then killing some Bots, then killing two Stalfos will cause a large drop on the second Stalfos. Jumping is the key to combat in Zelda 2. Link moves at about 1 tile every 16 frames, so this works out to be between 10 and 11 steps (~2.8 seconds) before you can expect an encounter when coming out of a side scrolling area. The timer resets to 8 ticks upon exiting a side scrolling area.
This means if you kill the same enemies, in the same order, every time you play the game, you will get drops at the same times. Sometimes, you'll just get lucky by mashing around like a panicked dolphin. First you talk to her while she is walking away from you, as her nose is hitting the window (You can look at any pixel you want, but that’s what I look at). When it reaches 0, enemies spawn. Admittedly these were incredibly good players with the characters, and against more standard level players I seem to do fine, but when they know what to do in the MU it just felt like I had no way of hitting them. Puff probably has one losing MU, which is … Whenever Link presents a Fishman with All-Purpose Bait, he will add the map of the current area to the chart. There's a lot of MUs I don't have experience with though, so was hoping for input.
This is a subreddit for people who main Zelda in any Smash Bros game! Some versions of Ocarina of Time have a similar mode, called Master Quest. This will part 1 of the video and part 2 will be out soon.
Press J to jump to the feed.
When a tick counts down is based on a global timer, usually every tick takes 21 frames. It is very important to understand why the leveling works how it does in Zelda 2. Often a jumping crouch thrust is best. So, if you kill 5 Bots, then an Iron Knuckle, killing another bot after will cause a small drop. Kills in one group to not affect kills in the other group. And it turns out, if you take too many magic and life levels early on, you cannot get enough experience by the palace ends, in order to get those attack levels. In northwest Hyrule, the area around north palace and palace 1, the step counter isn't active and as such you can never get a step encounter there. Other useful jackhammer opportunities: Dragon heads, Bubbles (in a casual run or a no-reset run where 50xp is needed), Barba, (in theory) Boss Gooma, Horsehead, Helmethead (after the helmets are removed), and the final red Lizalfos before the Great Palace. Jump at them, do not crouch, and then thrust on the way down to hit them in the visor.
I have a hard time pressuring Greninja because of his movements, and Shulk because of his spacing.
There's a lot of MUs I don't have experience with though, so was hoping for input. That is the vital thing.
It can be done on any healer, medicine, or spell lady, but due to convenience and routing optimization, it’s usually done on the Healer lady in Rauru, hence the name. Terrain does not affect steps-- the path also counts as a step, so if the 16th step is on a path, no encounter will spawn for that cycle. Small drops will usually be a blue jar, but have a 1/8 chance of being a 50-point P Bag.
In learning the glitch, I would watch her hand as it moves on the brick background. here's my thoughts for melee. There’s a good chance, though. Know the experience chart, and know what monsters are left to kill in each palace (See the Maps for more). It is very important to understand why the leveling works how it does in Zelda 2. Largest archive of Zelda videos for SSB. More images, videos, and information are available at Red Candle. It's rare that this is doable and practical in a live run, but there is one enemy whom it is useful to attack in this way, or at least try: Thunderbird. ... Unwary's Charts can be useful for beginners for the leveling and experience details. When the game gets confused about where Link is supposed to go, it will sometimes send the player to a fall back map. Moving to a new terrain has no effect once the timer is already counting. If your attack levels fall behind you're dead.
I was playing against both a Duck Hunt and Lucas yesterday, both of whom repeatedly destroyed me. Often a jumping crouch thrust is best. However certain enemies are bad to crouch stab, such as the ever-annoying Tin Suits, who have top-heavy hit boxes.
This means that generally, the worst possible attack to make is the standing sword attack. The most important thing is to make sure you get your attack levels correct after the first 5 palaces. Press question mark to learn the rest of the keyboard shortcuts.
If not, I made an attempt at one. The Lucas was very similar in that regard, consistently just outspeeding most of what I could do. It allows the player to start the designated game again with several differences once they have completed it once. I know there was the one Ven made, that was pretty controversial. The overworld random encounter timer always counts down, even in a side scrolling area. By mashing down, one can hit the enemy over and over, killing the Iron Knuckle (or getting through it with a lot of damage done at least) without doing any damage at all to Link.
This is a list of Enemies in The Legend of Zelda (NES. 7/8/8. The number of ticks is based on what terrain you are standing on when the time encounter is spawned. Similarly to how mashing down will create multiple hits, so too will constantly changing directions.
This is an important fact in routing the game, as well as in recovering from bad luck or mistakes. Instead, when facing an orange or red Iron Knuckle in this situation, press A then B right after, very quickly, to get attacks in. If not, I made an attempt at one. Better is the crouching sword attack.
Level Attack early, and make sure your “Next” level is Attack every time you put a gem into a statue at the end of a palace. Jumping is the key to combat in Zelda 2. This was the leveling made known by John 'Pro_JN' Nurminen. This means every 16 steps there will be an encounter spawn. This page was last modified on 5 September 2013, at 02:07. The advantage of this is you don't have to kill anything to get Magic 8.
Know the experience chart, and know what monsters are left to kill in each palace. This is important to know, because when the enemies drop items is not random. Know the experience chart, and know what monsters are left to kill in each palace. Drops and 6 Counts. This means that getting on top of an enemy and mashing down will get in many hits quickly. Enemies like Iron Knuckles need special techniques. That is the vital thing. Instead do jumping crouch stabs (most notable at the last key in palace 5).
To start off, an explanation of this and other glitches in the game is provided by Inzult, who as of this writing holds records in Zelda II TAS categories, as well as the New Game+ glitched live speedrun category.
Resets to 1 upon exiting a side scrolling area.
New comments cannot be posted and votes cannot be cast. Sometimes you will want to jump, crouch, and then thrust on your way down from your jump.