Using the same spritesheet as Alerkina4's version, Yochi's take on Hyrule's ubiquitous princess doesn't have too much to work with in terms of moves. The character does have a Link striker and two Hypers, one with the capacity to instantly K.O any opponent, regardless of whether the move was blocked or not.
Zelda is a four button character. All buttons, save for (Z) and (C), are used, with (S) activating a power charge.
Gameplay is rather standard and barebones. Zelda technically has no Specials, as none are defined in the .cmd file. Zelda has a striker that can be summoned by pressing (B) while crouching. The striker has an odd issue. When called upon, it unleashes its Attack when right in front of Zelda, meaning that if Zelda hopped backwards, it would Attack.
Zelda has two Hypers. The first, QCF_ab, is akin to many auto-combo-esque Moves. It also gives back a small amount of power. The second, QCF_xy, is based off Zelda's Final Smash in the Super Smash Bros series. The move is unblockable, and delivers a One-hit knockout. Even if the projectile from the move was blocked, it would still K.O, but a clone of Zelda would be produced.
While Zelda seems to contain custom A.I coding, it isn't too different from the default A.I, using various techniques at random intervals.
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the gap displays the hold duration if applicable.
(X) + (Y)
Uses 1000 Power
(A) + (B)
Uses 3000 Power
This character does not have any victory quotes, meaning it uses the screenpack's default.