MEDLI
MEDLI, THE RITO FROM DRAGON ROOST ISLAND, THE SAGE OF EARTH, HAS JOINED THE BRAWL!
In The Legend of Zelda: The Wind Waker, Link's journey brought himself to Dragon Roost Island. There he found the Rito bird-girl Medli. Medli was a slight little girl with a bit of an inferiority complex.
The Ritos had a problem- their deity, the dragon Valoo, had to anoint each young Rito for them to come of age and evolve wings. However, Valoo had become increasingly destructive and dangerous- young Ritos could not earn their wings, including the son of their chief, Prince Komali.
Medli was the attendant to Valoo, and knew that she was the only one who could approach Valoo to find the problem. With the help of Link, she flied up to the top of Dragon Roost Island, through the dangerous lava-filled Dragon Roost Cavern.
Link had to help the Rito's problem before Prince Komali would give Link the Pearl of Din he needed. Link then travelled through Dragon Roost Cavern, eventually reaching the summit. There he discovered that Medli had been captured by the monsters of Dragon Roost Cavern. Link fought off the monsters and freed Medli from her cage. Medli gave Link a Grappling Hook, a useful tool in Dragon Roost Cavern. Medli had also discovered that a monster was angering Valoo. Link found the monster Gohma and destroyed it.
Later in his journey, Link discovered that Medli was the Sage of Earth from the spirit of a Zora. Medli had the power to restore the Master Sword's power to repel evil, as that had been lost. Link and Medli travelled through the Earth Temple to defeat the Protector of the Seal, the giant ghost Jalhalla, and reawaken the Master Sword. After defeating the monster, Medli remained in the temple praying and meditating.
~^STATISTICS^~
Attacking~ 4/10
While quite a few attacks are well-powered, they are hard to land, and Medli is more of a gimper than a powerhouse.
Defending~ 8/10
Medli's dodges are well above average, in both speed, length and duration.
KOing~ 5/10
While Medli's KO moves are quick, they really aren't the best KOers; Medli wil obtain KOs through gimps instead of classic KOs.
Movement Speed~ 6/10
Wings are advantageous for crossing terrain.
Traction~ 3/10
The aerodynamics of Medli's wings makes her slide after movement.
Attack Speed~ 8/10
This is Medli's main strength. Many of her attacks come out in an instant and end just as quickly, although some are punishable.
Prority~ 8/10
Medli, equipped with a harp, beak and claws, slices through many attacks effortlessly.
Range~ 7/10
Medli's range is quite strong, and she can be at a moderate distance from enemies and still fight.
Fall Speed~ 4/10
The wings lower Medli's fall speed, allowing her easier use of her powerful aerials.
Size~ 3/10
Medli is simply a small bird-girl, and she can easily avoid attacks.
Weight~ 2/10
Even for her size, Medli is exceptionally light.
Crawl~ Yes
Wall Jump~ Yes
Wall Cling~ Yes
Glide~ Yes
Hover~ No
Midair Jumps~ 4
~^ANIMATIONS^~
Symbol
The Legend of Zelda series Triforce.
Wiimote Noise
The first five seconds of
The Earth God's Lyric.
Entrance
The dragon Valoo, patron deity of the Rito, flies by, as Medli jumps off of his back.
Crowd Cheer
A small group of young female voices chants, "Med-li! Med-li! Med-li!".
Basic Stance
Medli stands at an angle to the screen, her wings folded to her side.
Idle Stance
Medli grasps her harp, and mimes playing a tune.
Walk
Medli steadily strides forward at a quick pace, leaning over slightly as her wings open slightly.
Dash
Medli fully opens her wings, and glides over the ground. Comprable to Meta Knight in animation and speed.
Crouch
Like in the scene of The Legend of Zelda: The Wind Waker where Link throws Medli up to Dragon Roost Cavern, Medli crouches down in a sitting position.
Shield
Medli crouches sightly and puts a hand over her beak.
Rolldodge
Medli lifts up from the ground and does a twirling flight for a distance of half a Battlefield platform.
Spotdodge
Medli covers herself with her wings and leans back, obscuring her face and body.
Airdodge
Medli faces the screen and twirls around.
Dizzy
Medli places a wing to her head and leans forward slightly, bobbing back and forth.
Asleep
Medli, still standing, nods off as her head falls forward.
~^SPECIAL ATTACKS^~
Standard Special~ Grappling Hook
Medli uses the Grappling Hook from the Legend of Zelda: The Wind Waker as a bludgeoning tool. With an imput of B, the Grappling Hook will fly forward over a range of a Battlefield platform. Medli can hold down B to charge up the hook so it can go over a range of slightly over half of Final Destination. She can also use the Control Stick to direct it in any direction. It takes two seconds to fully charge it. On contact, the hook does
6% to
14% depending on charge, and knocks back the foe slightly with high hitstun. The hook comes out quickly, but if it does not make contact with anything, there can be some painful ending lag. The grappling hook has a disjointed hitbox and priority.
Sounds useless, eh? Actually, the Grappling Hook has some interesting properties. First off, it can be used as a tether recovery, which can be useful, since Medli's recovery does not put her into a helpless state. Also, it can be used to grab items that can be grabbed from a distance. It can even steal items from foes! You can also tap B once the Grappling Hook makes contact with the foe to pull them towards you to set up an attack. The higher the foe's damage percent, the longer the pull; if there is enough damage to pull them all the way, the foe is grabbed! It can also be used as a suicidal KO in the air, as Medli pulls the foe to their doom, but Medli will die first. Overall, a useful and versatile move.
Sideways Special~ Harp Mirror
Medli takes out her harp and pushes it in front of her. On contact, the harp does
4% and mild knockback but good hitstun. It's very quick, so it can be used to stop Medli from being comboed. But this move is not just for that- it also has a unique effect.
When any energy-based projectile touches the harp, it reflects off the harp to form a beam of light! The beam covers a distance of half of Final Destination, but is fairly thin. Medli can direct it in any direction with the Control Stick. The beam does multiple hits at a rate of
12% per second, and is rather easy to DI out of. The beam cannot be absorbed or reflected.
Depending on what projectile is absorbed, the beam of light lasts for differing amounts of time. More powerful projectiles will make light for longer. Here are the lengths:
Code:
Fireball(Mario): 1/2 seconds
Fireball(Luigi): 1/2 seconds
Fire Breath(Bowser): 1/4 seconds per hit
Ground Pound Landing Stars(Yoshi): 1/2 seconds
Din's Fire: 2 seconds
Charge Shot(Samus): 1/2 to 2 seconds, depending on charge
Paulenta's Arrow(Pit): 1/2 to 1 1/2 seconds, depending on charge
Ice Shot(Ice Climbers): 1 second
Blizzard(Ice Climbers): 1/4 seconds per hit
Robo Laser(ROB): 1/2 to 2 seconds, depending on charge
Final Cutter Wave(Kirby): 1 second
Super Dedede Jump Landing Stars(King Dedede): 1/2 seconds
Blaster(Fox): 1/2 seconds
Blaster(Falco): 1 second
Blaster(Wolf): 1 1/2 seconds
Thunder Jolt(Pikachu): 1 second
Thunder(Pikachu): 2 seconds
Flamethrower(Charizard): 1/4 seconds per hit
Aura Sphere(Lucario): 1/2 to 4 seconds, depending on charge and Lucario's damage percentage
Ranged Force Palm(Lucario): 1 second
PK Flash(Ness): 2 to 3 seconds, depending on charge
PK Fire(Ness) 1/4 seconds for each hit
PK Thunder(Ness): 1 1/2 seconds
PK Freeze(Lucas): 1 to 2 seconds, depending on charge
PK Fire(Lucas): 1 second
PK Thunder(Lucas): 1 second
Chef Sausages(Mr. Game and Watch): 1/2 seconds
Chef Chicken Legs and Fish: 1 second
[B]Brawl Items[/B]
Fire Flower: 1/4 seconds per hit
Ray Gun: 1/2 seconds per shot
Star Rod: 1/2 to 2 seconds per star, depending on charge
Super Scope: 1/4 to 3 seconds per shot, depending on charge
[B]Brawl Pokeballs[/B]
Ho-oh Sacred Fire: 1/4 second per hit
Staryu Swift: 1/4 second per hit
[B]Brawl Assist Trophies[/B]
Ray Lasers: 1/2 seconds
Saki Amamiya Shots: 1 second
Tanks and Infantry Shots: 1 second
[B]Brawl Bosses[/B]
Master Hand Finger Bullet: 3 seconds
Duon Shots: 3 seconds
[B]Brawl Stages[/B]
Lylat Cruise Lasers: 2 seconds
Halberd Beam: 1/4 seconds per hit
Spear Pillar Beam: 1/4 seconds per hit
Great Fox Laser Cannon: 2 seconds
In addition, this blocks all attacks to Medli's front; attacks striking the harp hit only push Medli back slightly. This is a wonderful defensive move, and should really be used liberally to stop dangerous attacks that could easily finish off the featherweight
u c wut i did thar? Medli.
Upwards Special~ Wind's Requiem
The Wind's Requiem from Wind Waker plays, as a gust of wind is summoned, blowing outwards from Medli's body. Tilting the Control Stick can direct the gust in any direction, and the gust can be directed slightly even after it starts. It goes for a distance of almost a third of Final Destination. The gust of wind does no damage or knockback, instead blowing all characters and items to a different position directed by the gust. On the ground, Medli will not be blown by the gust, but other characters and items will. This does not induce helplessness.
The main purpose of this move is obviously recovery, but it is a great edgeguarder as well. While grounded, you could use it as an edgeguarder, though this could be difficult since it is easily shielded and has a bit of startup lag. Medli has a good recovery from her multiple jumps and glide after it, so you could also edgeguard with it in midair. It can also be useful to sweep opponents off the ground for aerial combos.Maybe it could be used as a surprise item-throwing move, or even to help out allies in team matches... the bottom line is that this is more than a recovery move.
Downwards Special~ Earth God's Lyric
The Earth God's Lyric is played on Medli's harp. The animation takes about fifteen seconds to fully play, but Medli can tilt the Control Stick to the left or right to do a quick dodgeroll away. The next time she plays, Medli will continue playing where she left off. At any time within the lyric, you can press B to end the animation. Once Medli stops the song, she begins to glow for the amount of time she played her harp for. While she glows, Medli does
5% additional damage on attacks and more knockback. Medli can only power herself up once per stock. This move is best used before KOing an opponent.
~^BASIC ATTACKS^~
Standard A~ Prayer to Laruto
Medli faces the screen, as a pedestal with a wind symbol on it appears beneath her feet. A gust of wind blows up from the pedestal, pushing Medli's hair up slowly until it is almost vertical. The gust then stops, as Medli's hair falls. During the opening frames of this move, Medli has super armor- she only takes damage from attacks. The entire animation lasts one second. After using this move, Medli starts glowing slightly.
After another imput of the A button, Medli looks up and stands up straight, pushing her head together in prayer. After a moment of lag, Medli's ancestor Laruto is summoned.
Laruto appears superimposed over Medli's body, then leaves just as quickly as she entered. During the moment where Laruto stands there, any foe who makes contact with her will take
12% and very good knockback straight upwards. The hitbox is Laruto's entire body, so it reaches up a good distance upwards but only moderately sideways. Be aware that it takes a half-second to summon Laruto. Laruto has a disjointed hitbox and priority.
The charge time is very quick for a storable charge, and it can be painlessly charged, but it cannot be stopped to finish charging a another moment like other storable charge moves; it's easiest to use when you have downtime from recent KOs or foes recovering. Overall, this is a good KO move, but Medli should be chaining opponents off the stage for KOs.
Dash Attack~ Twister
Medli, from her dashing statewhere she flies over the ground, begins twirling while gliding over the ground. Unlike most Dash Attacks, this does not end Medli's dash. In fact, she continues to move forward while using this, as it is continuous; by holding down A, Medi will continue to twirl and move forward. Medli can travel indefinitely with this. Also, if Medli uses this over a ledge, she will continue gliding for the length of a Battlefield platform before stopping.
This does multiple hits within the hitbox of Medli's body, doing about
8% per second, but it is easy to DI out of. It does minimal knockback each hit, so it is easier to escape at high percentages. The hitbox is Medli's full body, but Medli being small as she is, this has a rather narrow hitbox. This move comes out very quickly, and it can be cancelled almost immediately, but it could be punished if you use it for too long. It has good priority, and it can be used to easily approach projectile spammers. All in all, this is a very versatile move, and it should be treated as such.
~^TILT ATTACKS^~
Forwards Tilt~ Seed Shooter
Medli grabs a Seed Shooter from The Legend of Zelda: Oracle of Ages out of a pocket, and quickly shoots a seed out of it. The seed forms a small projectile that is nearly invisible. If it hits an opponent, it does only
5% and no knockback, but an elevated level of hitstun. The projectile has good range, going over a distance of a Battlefield platform before disappearing. It is very speedy on both ends. The seed has disjointed priority, but it is so small that it will not make contact with most attacks.
While this move is fairly weak, doing low damage and no knockback, it has good hitstun and range. This means it is a good move for setting up approaches. While approaching an opponent, you'll want to liberally shoot seeds as to not be punished.
Upwards Tilt~ Beak Hop
Medli hops up slightly from the ground, and flips her beak towards the screen. If Medli makes contact during the hop, the opponent is nicely popped upwards for
6% and good knockback for comboing. However, this move also has a sweetspot. If Medli manages to connect with the tip of her beak at the apex of her jump, she can sweetspot the move! A sweetspot will do
14% and high knockback which can KO. In both cases, this move is fairly quick, but it could be punishable if missed. It also has a small hitbox of Medli's beak. This also has good priority above Medli. Overall, whether sweetspotted or not, this is a useful move for comboing and KOing.
Downwards Tilt~ Water
Medli pulls a small glass bottle out of her clothing that is full of water. She then pours the water out directly in front of herself, harming foes that contact the water. The water does multiple hits for a maximum total of
15%, but no knockback. Often, less then the tota will be dealt, however, since the small hitbox is easy to DI out of. The hitbox is only the small stream of water, and so it has small range in front of Medli. This move comes out very quickly and leaves just as quick; it is fast, even for Medli. Unfortunately, it has bad priority, and it is too small to stop any attack either. Due to the small range of this move, it can only be used to build damage at a close range. Medli shouldn't be too close to opponents on the ground anyway, so you probably should avoid this move.
~^SMASH ATTACKS^~
Forwards Smash~ Lantern
Medli takes out a lantern glowing with fire, and shakes it in front of herself. The lantern itself does neither damage nor knockback, but once used, a flame the size of a Party Ball appears in front of Medli. The flame stays on the ground for one to five seconds. In this period, any foe that touches the flames is hit with
12% to
22% and very good knockback. This move has a quick startup and no ending lag, and the move executes quickly enough to prevent being punished. The flame has pseudo-projectile priority and could cancel most projectiles. This is beginning to sound broken, right? Well, there are two important catches. First, you can only have one flame out at a time. Second, you can only use this move after a thirty-second special charge (like Robo Laser or Wario Waft).This means that this move should be dispensed carefully. However powerful, it coud easily be missed and punished.
Upwards Smash~ Sunbeam
Medli pulls out her harp and points it upwards. A beam of light the width of Squirtle is reflected out of nowhere from the mirror, which travels the height of Bowser before fading out. The beam of light will do multiple hits to foes caught in it, doing
8% to
21%. It does slight knockback on the final hit, but a good level of hitstun. This move is speedy, but has a duration of half a second within which Medli could be punished. It has good priority, and you could use it uncharged as a good anti-air move.
This move, despite being a smash attack, should mainly be used at low percentages. When the opponent has too low of a damage percentage to be KOed or chained of the screen, you should use this instead of aerials.
Downwards Smash~ Blue Smoke
Medli holds her finger to the sky for the charging animation. When she releases the charge, Medli drops her finger to the ground as mysterious blue smoke trails from the tip. She swirls her finger in an area around her the width of a Party Ball. The smoke remains there for a second to five seconds fully charged. This move does no damage or knockback. However, it has a unique effect- after coming into contact with the smoke, opponents will be enveloped in blue smoke for one second to five seconds fully charged. During this period, the character cannnot use any attacks! They can still use dodges, however. The smoke leaves once the opponent is attacked, so then the opponent can attack.
During this period, Medli is free to use smash attacks or use her Down Special without fear, but there is a better use for this move. This move is best to use for chaining off the stage. Using this move, Medli could easily scoop up foes into the air and attack them repeatedly with her powerful aerials. This move is truly a keystone of Medli's playstyle.
~^AERIAL ATTACKS^~
Neutral Aerial~ Fairy
Medli pulls out a crystal bottle like in her Downwards Tilt, but this time, she releases a fairy! The fairy, once released, will whirl around Medli in the space of a second, like fairies do in the Legend of Zelda series when Link dies. Any opponent caught within the range of this attack will take multiple hits, taking seven hits of
2% for a total of
14%. The final hit does slight knockback and good hitstun. The range is about a Mario around Medli, and it has a suction effect- the hits draw foes inwards. It is very speedy on both ends. It has decent priority and can form a shield around Medli. What makes this move unique is that Medli can still attack during the seconnd where the fairy spins around Medli. This is good for adding some extra damage to an aerial- suck them in and knock them away!
Forwards Aerial~ Glide
Medli does not attack with her forward aerial. Instead, she instantly enters her gliding state. However, this glide is different then the one Medli uses from her jumps. She can use any of her aerials out of her glide, and cancel out of the glide with another Forwards Air imput and not go into a helpless state! These attributes make Medli's special glide very effective for chaining her opponents off the stage. This is very useful and essential to Medli's playstyle.
Backwards Aerial~ Wing Flick
Medli flicks one of her wings behind her. The wing does only
5% and slight knockback with only average priority. However, the wing does come out very quickly and has decent range. Once Medli flicks her wing, three small, almost invisible feathers will shoot out behind her, with one feather going straight back and the others going at slight upwards and downwards angles. The feathers each do a modest
6%, but they are projectiles that travel all of the way across the screen. However, the small size of the feathers makes them hard to hit from further away. This can be a good, safe edgeguarder while still on the stage, but Medli has nothing to fear from leaving the stage for edgeguarding due to her amazing recovery. This move is best used for approaches.
Upwards Aerial~ Harp Toss
Medli tosses her harp upwards over a distance of a vertical Battlefield platform. If any opponnent is hit by the projectile harp, they take
8%[/BN] and average knockback. The harp has good priority. After the harp travels its full length, it begins to travel back on a curved trajectory back towards Medli. As it travels to Medli, it is not as powerful as before, doing only 5% and small knockback. This is similar to Link and Toon Link's boomerangs, but unlike the boomerangs, the harp will not disappear after traveling a certain distance. During the period where Medli is flying around, Medli cannot use her Sideways Special or Downwards Special, since they both use her harp.
Since the harp follows Medli, Medli can use her supreme aerial mobility to direct the harp wherever she wants. It can be tricky to send it in the right direction, but a good Medli player can direct her harp into a flurry of damaging harps. The bottom line: this is tricky to use, but it's worth it.
Downwards Aerial~ Tornado Spin
Medli spins around once in midair, and suddenly levitates in midair. A tornado emerges from Medli's body. Medli can move the tornado with the control stick, but like with PK Flash, Medli only really directs it instead of moving it. The tornado moves at the speed of Mario's dash, and it will spin out of control after traveling a distance of a Battlefield platform. Medli can make it spin out of control early by pressing the control stick. At the point where the tornado spins out of control, it expands to the size of ROB before disappearing. In this space, opponents will take only 5% but be hurled diagonally to the side with powerful knockback. This move can be hard to land, but it is a wonderful way to finish off aerial combos and secure KOs. Keep this one fresh for KOing.
~^GRAB ATTACKS^~
Grab~ Divine Wind
Medli sticks her arm out, as a bit of wind blows towards her to catch opponents in her grab. Good range, and fairly quick. This cannnot be used as a tether recovery, however.
Grab Attack~ Divine Breath
A bit of wind swirls around the opponent. Does only 1%, but very quick and spammable.
Forwards Throw~ Tornado Slam
A tornado like in Medli's Downwards Aerial captures the foe and slams them forwards a distance of a Battlefield platform. Does 5% ordinarily, but if the tornado makes contact with a wall or another opponent, the opponent (and the other, if you slammed the opponent against another opponent) takes 14% and powerful knockback. Situational, but has the potential to be very powerful.
Backwards Throw~ Razor Feathers
Medli deposits the foe behind her and hits them with six projectile feathers that each do 2% for a total of 12%. No knockback- this is a damage-dealing throw.
Upwards Throw~ Flight
This is similar to Donkey Kong's Forwards Throw. Medli grasps the opponent in her talons and flies them around with her. Medli can travel in any direction with thi. Medli can drop them with the A button to make them take 7%, but if the opponent manages to escape by mashing the buttons they take no damage at all. Medli can carry higher-percentage opponents for longer amounts of time. This is a decent suicidal KO.
Downwards Throw~ Tornado Swirl
A tornado swirls around the opponent, doing 8% and depositing the foe in front of Medli. Quick, smash them away!
~^SITUATIONAL ATTACKS^~
Ledge Attack (Under 100%)~Mote of Wind
Medli does a quick climb up the ledge, and swings her wings forwards to create a gust of wind that blows the opponent away the distance of half aBattlefield platform. No damage, but very safe.
Ledge Attack (Over 100%)~ Peck
Medli climbs up slowly and sluggishly, and does a hammering peck when she comes up. The peck does 6% and decent knockback.
Rising Attack (Back)~ Flip
Medli does a flip that covers herself on all sides. It does 7% and decent knockback.
Rising Attack (Belly) Dual Winds
Medli rises up from her belly, as she spreads her wings to create two gusts on each side of her. Like in the Ledge Attack (Under 100%) the wind does no damage but pushes opponents away.
~^FINAL SMASH~ AWAKENING^~
In The Legend of Zelda: The Wind Waker, Medli was awakened to her duty as the Sage of Earth when Link played for her The Earth God's Lyric. She played the melody with her ancestor Laruto to restor power to the Master Sword.
For her Final Smash, a short cinematic plays where Medli, Laruto, and (Toon) Link play the Earth God's Lyric. After the cinematic completes, Medli begins to glow a golden color for the rest of her current stock. During the stock, Medli deals 50% more damage and knockback, and has more weight.
This Final Smash could be hard to implemen, but it cann be very powerful when used correctly. With the increase in knockback, Medli can easily smash foes away and build ridiculous amounts of damage. Just remember to be cautious- once Medli is KOd, the effect ends!
~^PLAYSTYLE^~
Medli is a character who plays most like Jigglypuff. While she lacks the necessary powern to be a heavy-hitter and the special moves to become a projectile spammer, Medli has the requisite aerials, jumps, recovery and aerial mobility to spend most of her time in the air.
Medli works best when chaining her opponents off the stage in Walls of Pain. All of her moves are structured mainly around them. Medli has the approaches, the set-ups, the chainers and the moves to finally KO an opponent offstage. While Medli can playn a few other games decently- for example, Medli works decently at a close range to pressure opponents- the Wall of Pain is what you need to use.
A good way to set up these is Wing Flick. The projectiles have great range and can easily pressure an opponent. Once reaching the opponent, it could make it easier to use Blue Smoke to stop the opponent from hitting you and stopping the approach. This is optional, but it greatly helps. Medli should then use a sourspot Beak Hop to get the opponent into the air.
Once in the air, Medli should probably stay in her gliding state from her Forwards Aerial. The fact that Medli can use aerials out of it makes it a great way to sweep opponents off the stage. Medli should use Fairy and Wing Flick to keep opponents with her, Harp Toss to build up some damage and destablize the foe and Tornado to finally finish them off if they have a recovery to match Medli's.
So are Walls of Pain Medli's main tool? No, but she isn't as much without it. Opponents with both power and good aerial games could prove hard to handle; King Dedede is a difficult matchup for Medli. What should Medli do in these situations? Well, she could maybe build up damage with Water, and KO with Harp Toss or a sweetspotted Beak Hop, but this isn't to effective. So use Walls of Pain with both grace and fury! Chain your opponents off the screen with the power of the Sage of Earth!
~^TAUNTS^~
Sideways Taunt~ Angelic Pose
Medli looks upwards and spreads her wings as she slightly glows in an angelic pose. LOL that rhymes
Upwards Taunt~ Elixer Soup
Medli takes a swig of steaming hot elixer soup and wipes her mouth with her sleeve, looking refreshed.
Downwards Taunt~ Pearl of Din
Medli takes Din's Pear out of her clothes and stares at it, as the glow illuminates her face.
~^RESULTS SCREEN^~
Victory Theme~ The Earth God's Lyric
The opening of The Earth God's Lyric.
Victory Pose #1~ Air Show
Medli, for a moment, is not visible on the screen. Then she does a fancy, turning whirl onto the stage that makes the losers stumble.
Victory Pose #2~ Winged Diva
Medli sticks out one arm, then the next and finally stops in a model pose.
Victory Pose #3~ Pig
Medli bows to the screen, before a large pig runs in and rams her off the screen. Ouch.
Loss Pose Polite Recognition
Medli claps enthusiastically for the winner, occasionally doing a curtsy.
~^KIRBY HAT^~
Kirby gains brown hair, a beak and cute little wings in the place of his stubby arms. Kirby can use Grappling Hook for the same effect of the original.
~^SOLID SNAKE CODEC CONVERSATION^~
SNAKE|Otacon, I told you not to do this?
OTACON|Hmm?
SNAKE|Why do have to mess around with that genetic splicer? Don't you have any regard for other humans?
OTACON|No, Snake, this is Medli. She's from the tribe of Rito bird-people.
SNAKE|You seem like a mad scientist at times, Otacon. Someday your creations will rebel and destroy something...
OTACON|Snake, I didn't... ahh, it's pointless. Just be careful, okay?
SNAKE|I will. You really know how to mess with science...
OTACON|...sigh...
"Just now, a sage spoke to me. She spoke so gently... There's something... something that I must do. Link... Thanks to you, I've been awakened to the knowledge that I'm a sage of the Earth Temple. There's actually something that I can do to help this world. It's incredible... I bet my teacher knew all about this... Link, please... You must take me to the Earth Temple. We must hurry and wake the power to repel evil that sleeps within the Master Sword. Let's go now, quickly and quietly. Oh, Komali... I just want him to remember me as a simple attendant..."