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Enemy Of The Federation - Sylux For SSB4 DLC! Discussion moved to social group.

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So I found a new interview with Tanabe:

http://www.usgamer.net/articles/kensuke-tanabe-on-metroid-prime-federation-force/

Sadly, it doesn't sound like Sylux will be in Federation Force. He could be, but the way Tanabe's responses are worded makes it sound like he has a future Sylux story in mind, but hasn't done anything with it at the moment. Or it could just be because of garbled translation (lol "Silux"). Maybe we should err on the side of caution so we don't get disappointed though.
 

LIQUID12A

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So I found a new interview with Tanabe:

http://www.usgamer.net/articles/kensuke-tanabe-on-metroid-prime-federation-force/

Sadly, it doesn't sound like Sylux will be in Federation Force. He could be, but the way Tanabe's responses are worded makes it sound like he has a future Sylux story in mind, but hasn't done anything with it at the moment. Or it could just be because of garbled translation (lol "Silux"). Maybe we should err on the side of caution so we don't get disappointed though.
Eh, anything's possible at this point. Supposedly the major story elements of Prime(Ridey, Dark Samus, Phazon, Aether) are done for in this game, so that's still plenty of time to flesh out this story and insert a cameo from our blue-clad Hunter.
 

The One Who Wrote This

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Working on Sylux's (and Dark Matter's) moveset(s) still. Should be able to post it within the next day.

I voted No, No, Yes, and Indifferent in that order for the record. Sorry I haven't been responding to the poll page for a while. I did vote for a good majority of 'em though.
 
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Guybrush20X6

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If Sylux is the foe of the game we must not name than I hope he/she/schle survives it. Metroid, being a homage to alien had very little in the way or reoccurring characters.
 

LIQUID12A

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If Sylux is the foe of the game we must not name than I hope he/she/schle survives it. Metroid, being a homage to alien had very little in the way or reoccurring characters.
The way I see it, Sylux is way too good an opportunity to waste by offing it in Federation Force since the Prime subseries needs another reoccurring main threat since Dark Samus is deader than dead. Either way, should it appear in Federation Force at all, it's survival is guaranteed as FF is indisputably taking place prior to the theoretical Prime 4 where Sylux is planned to appear; most likely in a time period between Prime and Hunters. Tanabe compared FF to the Avengers; it's survival is only logical with this in consideration, as a side story before the bigger event.
 
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Guybrush20X6

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The way I see it, Sylux is way too good an opportunity to waste by offing it in Federation Force since the Prime subseries needs another reoccurring main threat since Dark Samus is deader than dead. Either way, should it appear in Federation Force at all, it's survival is guaranteed as FF is indisputably taking place prior to the theoretical Prime 4 where Sylux is planned to appear; most likely in a time period between Prime and Hunters. Tanabe compared FF to the Avengers; it's survival is only logical with this in consideration, as a side story before the bigger event.
The Japanese seem to be terrible at understanding that Avengers is canon.
 

The One Who Wrote This

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Well, took me a while, but I got it done! My interpretation of Sylux's moveset (with some slight influences from current movesets):

SSB4 DLC Movesets: Sylux
A Hunter with Vengeance


Name: Sylux

Game: Metroid Prime Hunters (March 2006)

Series: Metroid (1986-Present)

Company: Nintendo (Metroid is 1st Party)

Moveset Focus: Hunting with Guerrilla Warfare and a hint of Brutality.

Strengths:
  • Great mid-ranged game.
    • Close-ranged game is not bad either, but mid-range is where Sylux specializes.
  • Great at spacing thanks to traps.
  • Fast and mobile.
  • Very offensive.
  • Shock Coil is great in 1v1 matches thanks to healing.
    • Can also drain energy from stuff like trees, oddly enough. In doubles, Sylux can actually drain health away from allies if need be.
  • Offers great support in doubles thanks to tripwire bombs.
Weaknesses:
  • Frail due to mid to light weight (heavier than ZSS, but not by much).
  • Shock Coil isn’t that good in FFAs.
  • Doesn’t excel that well in camp battles due to the lack of great long range tools.
    • Basically, Sylux has range, but it has to apply pressure to use it well.
Moves:

Note: There will be a LOT of Electricity and Circuit related puns with the names of the moves. ECE majors like myself will get them, but others might not. Also, this video will be referenced a LOT:
  • Jab:
    • Assault and Battery:
      • Swings Shock Coil inwards then outwards. Mimics animation during CGI intro (around 0:09 in the video). 3% with little knockback for linking, then 5% with decent knockback for a jab.
  • Dash Attack:
    • Shock Thrust:
      • Sylux thrusts the Shock Coil forward while dashing forward. 8% with good knockback if the arm cannon hits while jolting, 7% with a bit less knockback if late or the body hits.
  • Forward Strong/Forward Tilt:
    • Battlehammer:
      • Sylux launches a Battlehammer out in front of it. Able to be angled to allow for different trajectories (downwards blasts in front while upwards launches it at a 45 degree angle). 4% damage with decent knockback. As it’s powered by a nuclear reactor, the shots are energy based, so Ness, Lucas, and Mii Gunner are able to absorb it. However, it is a HEAVY-DUTY weapon, so the shield damage is decent (doesn’t pop in one go, but 3 of ‘em should be able to).
      • Rate of fire is SLIGHTLY slower than in the source game (more in line with the rate of fire that Weavel has when using it [maybe slightly lower than that]), but it’s decently quick. Also has a splash effect when it lands, so the AOE is good. Overall, a great spacing tool that deals decent damage for a quick projectile.
  • Up Strong/Up Tilt:
    • Anti-Air Slice:
      • Sylux slices upwards with its Shock Coil. Covers the area around it. Coil deals 8% damage with Lucina’s Up Tilt’s knockback while Sylux’s arm deals 6.5% with slightly less knockback. The area that the attack covers is similar to SSB4 Roy’s Up Tilt, but Sylux brings it front to back, not back to front.
  • Down Strong/Down Tilt:
    • Coil Sweep:
      • Sylux swings the Shock Coil around at its feet from its left side to its right. 8% with good knockback. The only hitbox is Sylux’s Shock Coil, so damage is ALWAYS the same.
  • Side Smash:
    • Discharge Burst:
      • Based on the CGI cut scene before fighting Gorea (pay attention to the "lightning bolts" around 5:35 in the top video). Sylux fires a burst of energized neutrinos from the Shock Coil. Kinda acts like a shotgun, but it’s with neutrinos. 18% if hit clean with neutrinos (sweetspot), 12% if the Shock Coil weapon hits the foe (sourspot). Great knockback and range overall, making it a great move if used well. Active frames are where this move suffers a bit, with it only being active for 3 frames.
  • Up Smash:
    • Shell Shock:
      • Sylux thrusts upwards twice while activating the shotgun-like feature of the Shock Coil. 1st hit leads into the 2nd, which deals good knockback for an up smash. Both deal 8.5% damage. 1st hit is 70 degrees above the horizontal while the 2nd is 110 degrees above the horizontal. Once again, based on the cut scene before fighting Gorea (pay attention to the "lightning bolts" around 5:35 in the top video).
  • Down Smash:
    • Alternating Current:
      • Sylux does a downward stab and then slices behind it like Marth/Lucina/Roy/Ike/Link/Toon Link/Meta Knight/most sword people. Has electrical properties thanks to Sylux activating the Shock Coil during key elements. 1st hit deals 14% while 2nd sweep deals 16% clean (during neutrino jolt), 8% sour (whenever the neutrino is not activated). Knockback is stronger with the stab, but the slice also has good knockback.
  • Neutral Air/NAIR:
    • Complete Circuit:
      • Sylux swings its Shock Coil around in a circle to cover the area around it with high-density neutrinos. 7%. Overall, a great spacing tool.
  • Forward Air/FAIR:
    • Dieode:
      • Sylux thrusts its Shock Coil forward. 16% if hit while neutrinos are activated, 8% if not (basically, if late). Good KO move during neutrino activation.
      • Name pun is intentional.
  • Back Air/BAIR:
    • Flying Back Kick:
      • Sylux kicks behind it. Deals 14% at foot, 10% if it hits the leg. If these damage values are familiar for a back air, it’s because this move is the same move as Melee Samus’ BAIR. As Sylux is more offense oriented than SSB4 Samus, it has the stronger BAIR.
  • Up Air/UAIR:
    • Futile Resistance:
      • Sylux thrusts its Shock Coil up and activates it 3 times. 1st two hits deal no knockback like most multi-hitting moves while the last hit deals decent knockback (KO’s Ganondorf at 135% from the ground of Battlefield). Damage is 3%, 3%, 7% respectively.
  • Down Air/DAIR:
    • Voltage Drop:
      • Sylux mimics its actions from its intro from Metroid Prime Hunters (see 0:04 in top video). Sylux stops all momentum and then drops down in the air (basically a stall-then-fall move but with a much shorter stall window). If it touches an opponent while dropping down, Sylux “latches” onto the opponent and rides on them until they land or get KO’d. As such, this move can be considered a “Syluxcide”. Deals 2% on latch, 10% on land with the opponent remaining prone upon landing. Unlike aerial Flame Choke, Sylux doesn’t rise on a successful grab. If you are off-stage and use this move, you WILL die unless if the move ends before you die.
      • For a better idea of what I mean, use this gif as a reference. However, instead of riding on a shark's head, imagine Sylux's feet on the stomach and neck of the opponent (and no leash):
  • Grab Air/ZAIR:
    • N/A:
      • Sylux lacks a ZAIR. Shock Coil fires neutrinos. Sylux cannot harness them to grapple onto stuff.
  • Grab:
    • Grab:
      • Sylux grabs with its left hand. Plain and simple.
  • Pummel:
    • Volt Driver:
      • Using the high rate of fire to its advantage, Sylux pelts the opponent with a point-blank Volt Driver. 1% but can be repeated a LOT (like Samus’ arm chop).
  • Forward Throw:
    • Judicator:
      • Sylux aims at the opponent with its Shock Coil (while still grabbing the opponent) and fires 2 Judicator shots into the opponent (4% each). Sylux then kicks the opponent off with its left foot (3%). It doesn’t kill for a while, but it’s useful for racking up damage without sending the opponent too far away. It ain’t a combo throw though. Think of it as a situation reset throw. Also good for tossing into tripwires.
  • Back Throw:
    • Back Toss:
      • Sylux tosses the foe behind it (5%). Look at Fox’s and Falco’s back throws for knockback values. Unlike those two, Sylux doesn’t fire a shot afterwards. Useful when tripwires are activated.
  • Up Throw:
    • Missile Impalement:
      • Sylux jams the Shock Coil into the opponent’s stomach area (2%). Sylux raises the opponent upwards and then humps the foe twice with its arm (1%, 1%). Sylux then blasts a missile while the Shock Coil is still in the stomach region (9%). Good KO throw at higher percentages. For a better idea on what I mean about the humping action, imagine Frieza's horn as Sylux's Shock Coil, but without the blood:
  • Down Throw:
    • Magmaul:
      • Sylux knocks the opponent down and steps on them, holding them in place. Sylux then pelts the opponent with a Magmaul blast (7.5%). A combo throw for the most part.
  • Neutral Specials (variants of Shock Coil)
    • 1: Shock Coil:
      • Sylux activates its Shock Coil. As long as the Special Button is held down, Sylux has it activated. Sylux cannot turn around with it activated though, but it can strafe and jump (think of it as the same as using a Super Scope post-Brawl). As long as the opponent is within the cone of range (think the range of Palutena’s Auto Reticule), Sylux’s Shock Coil will drain energy away.
      • The Shock Coil deals no flinch or knockback, but it deals 1% per 30 frames (2% every second). The rate of the Shock Coil absorption gradually increases to 1% every 4 frames (15% every second) if left unchecked. In all honesty, the only times that it’ll reach this ridiculous rate of fire is if the opponent’s shield is broken, if Jigglypuff misses a rest, or if the opponent REALLY sucks.
      • The rate doesn’t go up when there are multiple opponents within the cone as the Shock Coil alternates between all targets within the cone. So, it’s REALLY good in 1v1 matches, but terrible in doubles or FFAs.
      • As for healing, Sylux gains 1% for every 1% stolen (basically a perfect damage to health conversion rate).
    • 2: Shock Net:
      • The range of the attack is enhanced, but the attack lacks healing properties.
    • 3: Shock Chain:
      • The damage of the attack (and thus the healing capabilities) is enhanced to 2% per jolt, but the rate of fire stays at a constant 30 frames per attack.
  • Side Specials (variants of the Imperialist):
    • 1: Imperialist:
      • Sylux enters a crouching position and readies its gun. During the crouching position, Sylux can aim the gun within a +- 45 degree cone by using the control stick. When sure that the target will be hit, press the special button to have Sylux fire the Imperialist. As the Imperialist is a laser, it moves at the speed of light. Basically, it moves REALLY fast and is very hard to react to. If it hits, it deals 15% damage and pretty great knockback.
      • Sylux can opt to cancel the crouch position by pressing backwards or shield. In addition, the Imperialist has a good amount of end lag (like a Smash Attack or Samus’ charge shot). So, you really want to hit with it.
      • If you want to fire the shot immediately, double tap the special button. However, one has a harder time aiming the Imperialist this way (as real Sniper Rifles require precision to be able to use them properly).
      • Also, the Imperialist makes a REALLY loud noise when it fires.
    • 2: Piercing Imperialist:
      • The Imperialist is bigger and can go through multiple foes. However, it is slower and deals 10% damage instead. Don’t choose this in 1v1 matches.
    • 3: Precise Imperialist:
      • The Imperialist is thinner, so it is harder to hit opponents with it. In addition, the ending lag of the shot is twice as long. However, as it is a denser laser, it deals 20% damage and has amazing knockback. So, this one is for those who are able to master the Imperialist.
  • Up Specials (Bomb Flight):
    • 1: Bomb Burst:
      • Credit goes to DJ3DS and LIQUID12A for the general idea. Sylux briefly activates the Lockjaw Alt-Form and blasts a bomb to propel itself in the air a bit. Blast deals 2% damage with little knockback (about the same that propels Sylux in the air).
    • 2: Triple Bomb:
      • Can blast 3 bombs before landing. However, each bomb deals 0.67% damage and only propels Sylux 1/3rd the distance that Bomb Burst does.
    • 3: Quick Bomb:
      • Blast occurs faster, but it lacks a hitbox.
  • Down Specials (based on Lockjaw Wires):
    • 1: Lockjaw Wire
      • Sylux briefly transforms into its Lockjaw alt and lays a bomb. Unlike Samus’, they are not affected by gravity. In addition, the do not blow up until after 15 seconds. They do explode if the opponent touches them. Each bomb deals 4% with low knockback.
      • However, we are not done yet! Sylux can lay a second bomb when a 1st one is placed. If laid, a tripwire will be created between the two bombs. The size of the tripwire is limited to the length of 1.25 Battlefield platforms. If triggered, the wire will bring in both bombs. The bombs will deal 8% damage each for a total of 16% and will not explode until the target is hit. Knockback is moderate.
      • But wait, there’s more! Sylux can lay a third bomb. Like the 2nd bomb, a tripwire is created between the 1st and 3rd bombs and the 2nd and 3rd bombs. However, unlike the 2nd bomb, the 3rd bomb causes all of the bombs to explode. However, if the distance of the 3 sides are on average to be about 1.3 Battlefield platforms and the opponent is encased within the tripwires, then the bombs converge on the opponent (and the opponent cannot escape with a roll due to the speed of the converging bombs). Each bomb deals 10% damage and cause great knockback in this scenario. Good luck trying to get this to happen.
    • 2: Lockjaw Leash
      • The wires can be 1.5 Battlefield platforms (1.6 Bps for wire enclosure length), but the bombs deal 2% less damage and significantly less knockback.
    • 3: Lockjaw Mine
      • Sylux can only lay 1 bomb out at a time that follows the effects of gravity. However, the bomb deals 15% damage and has moderate knockback. Think of it as a weaker version of Snake’s C4 that doesn’t stick onto the opponent.
  • Final Smash:
    • Delano 7:
      • Sylux calls in the Delano 7. It swoops onto the battlefield and provides Sylux some cover. The turrets offer rapid fire support (5% each hit). In addition, once the move is done, it travels off-screen via the background and swoops through like Metal Face on Gaur Plains (20% damage). Overall, a great support move on small maps, but a terrible move on big maps like Temple.
  • Ledge Attack:
    • Sylux jolts the ground briefly with the Shock Coil. 4% damage but it is a quick move.
  • Get Up Attack (Sitting):
    • Sylux swipes its Shock Coil while spinning. 4%
  • Get Up Attack (Face Up):
    • Sylux does a breakdance maneuver where its legs and Shock Coil do 5%.
  • Get Up Attack (Face Down):
    • Flip kick similar to Captain Falcon’s. 5%.

Idle Poses:
  • Normal: Sylux is in the pose similar to its Brawl trophy. Sylux does breathe though, but it is VERY focused on the opponent. Doesn’t have the left hand on its Shock Coil though.
  • Special 1: Sylux raises its Shock Coil up by its head and does a quick reload with its left hand on the Shock Coil.
  • Special 2: Pumps its left fist while still aiming with the Shock Coil.
Taunts:
  • Up: Sylux poses and roars like it in the intro to Metroid Prime Hunters. See around 0:10 in the top video.
  • Side: Sylux twirls its Shock Coil while reloading it and aims it at the opponent. Mimics the T-800 during Terminator 2: Judgement Day. Use this video for a reference:
  • Down: Borrowed from SSB4 Dojo’s moveset. Does a cutthroat gesture.
Victory Poses:
  • Sylux calls in the Delano 7 and chuckles with a metallic laugh. Eventually leaves the field.
  • Sylux rushes the camera and pins it to the ground. Sylux can be seen holding it down while aiming the Shock Coil, looking like it is about to stab the camera with the Shock Coil.
  • An Octolith is floating in the middle of the screen. Sylux appears and grabs it with its left hand. He looks at it and chuckles.
Costumes:

  1. Default
  2. Kanden Colors (Puke Green with Yellow lights)
  3. Spire Colors (Brown with Orange lights)
  4. Trace Colors (Deep Red with Red lights)
  5. Noxus Colors (Purple with Sky Blue lights)
  6. Weavel Colors (Camo Green [the paler one] with gold lights)
  7. Gorea Colors (Greyish Brown with Salmon lights)
  8. Dark Samus Colors (Black with Electric Blue lights)


Feel free to leave any comments and stuff!
 
Last edited:

POKEMANSPIKA

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Well, took me a while, but I got it done! My interpretation of Sylux's moveset (with some slight influences from current movesets):

SSB4 DLC Movesets: Sylux
A Hunter with Vengeance


Name: Sylux

Game: Metroid Prime Hunters (March 2006)

Series: Metroid (1986-Present)

Company: Nintendo (Metroid is 1st Party)

Moveset Focus: Hunting with Guerrilla Warfare and a hint of Brutality.

Strengths:
  • Great mid-ranged game.
    • Close-ranged game is not bad either, but mid-range is where Sylux specializes.
  • Great at spacing thanks to traps.
  • Fast and mobile.
  • Very offensive.
  • Shock Coil is great in 1v1 matches thanks to healing.
    • Can also drain energy from stuff like trees, oddly enough. In doubles, Sylux can actually drain health away from allies if need be.
  • Offers great support in doubles thanks to tripwire bombs.
Weaknesses:
  • Frail due to mid to light weight (heavier than ZSS, but not by much).
  • Shock Coil isn’t that good in FFAs.
  • Doesn’t excel that well in camp battles due to the lack of great long range tools.
    • Basically, Sylux has range, but it has to apply pressure to use it well.
Moves:

Note: There will be a LOT of Electricity and Circuit related puns with the names of the moves. ECE majors like myself will get them, but others might not. Also, this video will be referenced a LOT:
  • Jab:
    • Assault and Battery:
      • Swings Shock Coil inwards then outwards. Mimics animation during CGI intro (around 0:09 in the video). 3% with little knockback for linking, then 5% with decent knockback for a jab.
  • Dash Attack:
    • Shock Thrust:
      • Sylux thrusts the Shock Coil forward while dashing forward. 8% with good knockback if the arm cannon hits while jolting, 7% with a bit less knockback if late or the body hits.
  • Forward Strong/Forward Tilt:
    • Battlehammer:
      • Sylux launches a Battlehammer out in front of it. Able to be angled to allow for different trajectories (downwards blasts in front while upwards launches it at a 45 degree angle). 4% damage with decent knockback. As it’s powered by a nuclear reactor, the shots are energy based, so Ness, Lucas, and Mii Gunner are able to absorb it. However, it is a HEAVY-DUTY weapon, so the shield damage is decent (doesn’t pop in one go, but 3 of ‘em should be able to).
      • Rate of fire is SLIGHTLY slower than in the source game (more in line with the rate of fire that Weavel has when using it [maybe slightly lower than that]), but it’s decently quick. Also has a splash effect when it lands, so the AOE is good. Overall, a great spacing tool that deals decent damage for a quick projectile.
  • Up Strong/Up Tilt:
    • Anti-Air Slice:
      • Sylux slices upwards with its Shock Coil. Covers the area around it. Coil deals 8% damage with Lucina’s Up Tilt’s knockback while Sylux’s arm deals 6.5% with slightly less knockback. The area that the attack covers is similar to SSB4 Roy’s Up Tilt, but Sylux brings it front to back, not back to front.
  • Down Strong/Down Tilt:
    • Coil Sweep:
      • Sylux swings the Shock Coil around at its feet from its left side to its right. 8% with good knockback. The only hitbox is Sylux’s Shock Coil, so damage is ALWAYS the same.
  • Side Smash:
    • Discharge Burst:
      • Based on the CGI cut scene before fighting Gorea (pay attention to the "lightning bolts" around 5:35 in the top video). Sylux fires a burst of energized neutrinos from the Shock Coil. Kinda acts like a shotgun, but it’s with neutrinos. 18% if hit clean with neutrinos (sweetspot), 12% if the Shock Coil weapon hits the foe (sourspot). Great knockback and range overall, making it a great move if used well. Active frames are where this move suffers a bit, with it only being active for 3 frames.
  • Up Smash:
    • Shell Shock:
      • Sylux thrusts upwards twice while activating the shotgun-like feature of the Shock Coil. 1st hit leads into the 2nd, which deals good knockback for an up smash. Both deal 8.5% damage. 1st hit is 70 degrees above the horizontal while the 2nd is 110 degrees above the horizontal. Once again, based on the cut scene before fighting Gorea (pay attention to the "lightning bolts" around 5:35 in the top video).
  • Down Smash:
    • Alternating Current:
      • Sylux does a downward stab and then slices behind it like Marth/Lucina/Roy/Ike/Link/Toon Link/Meta Knight/most sword people. Has electrical properties thanks to Sylux activating the Shock Coil during key elements. 1st hit deals 14% while 2nd sweep deals 16% clean (during neutrino jolt), 8% sour (whenever the neutrino is not activated). Knockback is stronger with the stab, but the slice also has good knockback.
  • Neutral Air/NAIR:
    • Complete Circuit:
      • Sylux swings its Shock Coil around in a circle to cover the area around it with high-density neutrinos. 7%. Overall, a great spacing tool.
  • Forward Air/FAIR:
    • Dieode:
      • Sylux thrusts its Shock Coil forward. 16% if hit while neutrinos are activated, 8% if not (basically, if late). Good KO move during neutrino activation.
      • Name pun is intentional.
  • Back Air/BAIR:
    • Flying Back Kick:
      • Sylux kicks behind it. Deals 14% at foot, 10% if it hits the leg. If these damage values are familiar for a back air, it’s because this move is the same move as Melee Samus’ BAIR. As Sylux is more offense oriented than SSB4 Samus, it has the stronger BAIR.
  • Up Air/UAIR:
    • Futile Resistance:
      • Sylux thrusts its Shock Coil up and activates it 3 times. 1st two hits deal no knockback like most multi-hitting moves while the last hit deals decent knockback (KO’s Ganondorf at 135% from the ground of Battlefield). Damage is 3%, 3%, 7% respectively.
  • Down Air/DAIR:
    • Voltage Drop:
      • Sylux mimics its actions from its intro from Metroid Prime Hunters (see 0:04 in top video). Sylux stops all momentum and then drops down in the air (basically a stall-then-fall move but with a much shorter stall window). If it touches an opponent while dropping down, Sylux “latches” onto the opponent and rides on them until they land or get KO’d. As such, this move can be considered a “Syluxcide”. Deals 2% on latch, 10% on land with the opponent remaining prone upon landing. Unlike aerial Flame Choke, Sylux doesn’t rise on a successful grab. If you are off-stage and use this move, you WILL die unless if the move ends before you die.
      • For a better idea of what I mean, use this gif as a reference. However, instead of riding on a shark's head, imagine Sylux's feet on the stomach and neck of the opponent (and no leash):
  • Grab Air/ZAIR:
    • N/A:
      • Sylux lacks a ZAIR. Shock Coil fires neutrinos. Sylux cannot harness them to grapple onto stuff.
  • Grab:
    • Grab:
      • Sylux grabs with its left hand. Plain and simple.
  • Pummel:
    • Volt Driver:
      • Using the high rate of fire to its advantage, Sylux pelts the opponent with a point-blank Volt Driver. 1% but can be repeated a LOT (like Samus’ arm chop).
  • Forward Throw:
    • Judicator:
      • Sylux aims at the opponent with its Shock Coil (while still grabbing the opponent) and fires 2 Judicator shots into the opponent (4% each). Sylux then kicks the opponent off with its left foot (3%). It doesn’t kill for a while, but it’s useful for racking up damage without sending the opponent too far away. It ain’t a combo throw though. Think of it as a situation reset throw. Also good for tossing into tripwires.
  • Back Throw:
    • Back Toss:
      • Sylux tosses the foe behind it (5%). Look at Fox’s and Falco’s back throws for knockback values. Unlike those two, Sylux doesn’t fire a shot afterwards. Useful when tripwires are activated.
  • Up Throw:
    • Missile Impalement:
      • Sylux jams the Shock Coil into the opponent’s stomach area (2%). Sylux raises the opponent upwards and then humps the foe twice with its arm (1%, 1%). Sylux then blasts a missile while the Shock Coil is still in the stomach region (9%). Good KO throw at higher percentages. For a better idea on what I mean about the humping action, imagine Frieza's horn as Sylux's Shock Coil, but without the blood:
  • Down Throw:
    • Magmaul:
      • Sylux knocks the opponent down and steps on them, holding them in place. Sylux then pelts the opponent with a Magmaul blast (7.5%). A combo throw for the most part.
  • Neutral Specials (variants of Shock Coil)
    • 1: Shock Coil:
      • Sylux activates its Shock Coil. As long as the Special Button is held down, Sylux has it activated. Sylux cannot turn around with it activated though, but it can strafe and jump (think of it as the same as using a Super Scope post-Brawl). As long as the opponent is within the cone of range (think the range of Palutena’s Auto Reticule), Sylux’s Shock Coil will drain energy away.
      • The Shock Coil deals no flinch or knockback, but it deals 1% per 30 frames (2% every second). The rate of the Shock Coil absorption gradually increases to 1% every 4 frames (15% every second) if left unchecked. In all honesty, the only times that it’ll reach this ridiculous rate of fire is if the opponent’s shield is broken, if Jigglypuff misses a rest, or if the opponent REALLY sucks.
      • The rate doesn’t go up when there are multiple opponents within the cone as the Shock Coil alternates between all targets within the cone. So, it’s REALLY good in 1v1 matches, but terrible in doubles or FFAs.
      • As for healing, Sylux gains 1% for every 1% stolen (basically a perfect damage to health conversion rate).
    • 2: Shock Net:
      • The range of the attack is enhanced, but the attack lacks healing properties.
    • 3: Shock Chain:
      • The damage of the attack (and thus the healing capabilities) is enhanced to 2% per jolt, but the rate of fire stays at a constant 30 frames per attack.
  • Side Specials (variants of the Imperialist):
    • 1: Imperialist:
      • Sylux enters a crouching position and readies its gun. During the crouching position, Sylux can aim the gun within a +- 45 degree cone by using the control stick. When sure that the target will be hit, press the special button to have Sylux fire the Imperialist. As the Imperialist is a laser, it moves at the speed of light. Basically, it moves REALLY fast and is very hard to react to. If it hits, it deals 15% damage and pretty great knockback.
      • Sylux can opt to cancel the crouch position by pressing backwards or shield. In addition, the Imperialist has a good amount of end lag (like a Smash Attack or Samus’ charge shot). So, you really want to hit with it.
      • If you want to fire the shot immediately, double tap the special button. However, one has a harder time aiming the Imperialist this way (as real Sniper Rifles require precision to be able to use them properly).
      • Also, the Imperialist makes a REALLY loud noise when it fires.
    • 2: Piercing Imperialist:
      • The Imperialist is bigger and can go through multiple foes. However, it is slower and deals 10% damage instead. Don’t choose this in 1v1 matches.
    • 3: Precise Imperialist:
      • The Imperialist is thinner, so it is harder to hit opponents with it. In addition, the ending lag of the shot is twice as long. However, as it is a denser laser, it deals 20% damage and has amazing knockback. So, this one is for those who are able to master the Imperialist.
  • Up Specials (Bomb Flight):
    • 1: Bomb Burst:
      • Credit goes to DJ3DS and LIQUID12A for the general idea. Sylux briefly activates the Lockjaw Alt-Form and blasts a bomb to propel itself in the air a bit. Blast deals 2% damage with little knockback (about the same that propels Sylux in the air).
    • 2: Triple Bomb:
      • Can blast 3 bombs before landing. However, each bomb deals 0.67% damage and only propels Sylux 1/3rd the distance that Bomb Burst does.
    • 3: Quick Bomb:
      • Blast occurs faster, but it lacks a hitbox.
  • Down Specials (based on Lockjaw Wires):
    • 1: Lockjaw Wire
      • Sylux briefly transforms into its Lockjaw alt and lays a bomb. Unlike Samus’, they are not affected by gravity. In addition, the do not blow up until after 15 seconds. They do explode if the opponent touches them. Each bomb deals 4% with low knockback.
      • However, we are not done yet! Sylux can lay a second bomb when a 1st one is placed. If laid, a tripwire will be created between the two bombs. The size of the tripwire is limited to the length of 1.25 Battlefield platforms. If triggered, the wire will bring in both bombs. The bombs will deal 8% damage each for a total of 16% and will not explode until the target is hit. Knockback is moderate.
      • But wait, there’s more! Sylux can lay a third bomb. Like the 2nd bomb, a tripwire is created between the 1st and 3rd bombs and the 2nd and 3rd bombs. However, unlike the 2nd bomb, the 3rd bomb causes all of the bombs to explode. However, if the distance of the 3 sides are on average to be about 1.3 Battlefield platforms and the opponent is encased within the tripwires, then the bombs converge on the opponent (and the opponent cannot escape with a roll due to the speed of the converging bombs). Each bomb deals 10% damage and cause great knockback in this scenario. Good luck trying to get this to happen.
    • 2: Lockjaw Leash
      • The wires can be 1.5 Battlefield platforms (1.6 Bps for wire enclosure length), but the bombs deal 2% less damage and significantly less knockback.
    • 3: Lockjaw Mine
      • Sylux can only lay 1 bomb out at a time that follows the effects of gravity. However, the bomb deals 15% damage and has moderate gravity. Think of it as a weaker version of Snake’s C4 that doesn’t stick onto the opponent.
  • Final Smash:
    • Delano 7:
      • Sylux calls in the Delano 7. It swoops onto the battlefield and provides Sylux some cover. The turrets offer rapid fire support (5% each hit). In addition, once the move is done, it travels off-screen via the background and swoops through like Metal Face on Gaur Plains (20% damage). Overall, a great support move on small maps, but a terrible move on big maps like Temple.
  • Ledge Attack:
    • Sylux jolts the ground briefly with the Shock Coil. 4% damage but it is a quick move.
  • Get Up Attack (Sitting):
    • Sylux swipes its Shock Coil while spinning. 4%
  • Get Up Attack (Face Up):
    • Sylux does a breakdance maneuver where its legs and Shock Coil do 5%.
  • Get Up Attack (Face Down):
    • Flip kick similar to Captain Falcon’s. 5%.

Idle Poses:
  • Normal: Sylux is in the pose similar to its Brawl trophy. Sylux does breathe though, but it is VERY focused on the opponent. Doesn’t have the left hand on its Shock Coil though.
  • Special 1: Sylux raises its Shock Coil up by its head and does a quick reload with its left hand on the Shock Coil.
  • Special 2: Pumps its left fist while still aiming with the Shock Coil.
Taunts:
  • Up: Sylux poses and roars like it in the intro to Metroid Prime Hunters. See around 0:10 in the top video.
  • Side: Sylux twirls its Shock Coil while reloading it and aims it at the opponent. Mimics the T-800 during Terminator 2: Judgement Day. Use this video for a reference:
  • Down: Borrowed from SSB4 Dojo’s moveset. Does a cutthroat gesture.
Victory Poses:
  • Sylux calls in the Delano 7 and chuckles with a metallic laugh. Eventually leaves the field.
  • Sylux rushes the camera and pins it to the ground. Sylux can be seen holding it down while aiming the Shock Coil, looking like it is about to stab the camera with the Shock Coil.
  • An Octolith is floating in the middle of the screen. Sylux appears and grabs it with its left hand. He looks at it and chuckles.
Costumes:

  1. Default
  2. Kanden Colors (Puke Green with Yellow lights)
  3. Spire Colors (Brown with Orange lights)
  4. Trace Colors (Deep Red with Red lights)
  5. Noxus Colors (Purple with Sky Blue lights)
  6. Weavel Colors (Camo Green [the paler one] with gold lights)
  7. Gorea Colors (Greyish Brown with Salmon lights)
  8. Dark Samus Colors (Black with Electric Blue lights)


Feel free to leave any comments and the like!
lol Assault and Battery.
 

Guybrush20X6

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Wait...

Stylux's equipment is taken from enemy bases, like Samus does...
Stylux has a personal vendeta against the Federation, like Samus had with the Space Pirates
Stylux's gender isn't even know, like Samus's was...

Stylux could be Samus's Dark Mirror. Besides Dark Samus that is.
 

Varia31

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@ The One Who Wrote This The One Who Wrote This
Nice moveset! I like that you included customs, along with those great references. lol

"Syluxcide"... I LOVE IT. I really do think Sylux could be the type to take someone down with it if it can't win.
 
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Well, took me a while, but I got it done! My interpretation of Sylux's moveset (with some slight influences from current movesets):

SSB4 DLC Movesets: Sylux
A Hunter with Vengeance


Name: Sylux

Game: Metroid Prime Hunters (March 2006)

Series: Metroid (1986-Present)

Company: Nintendo (Metroid is 1st Party)

Moveset Focus: Hunting with Guerrilla Warfare and a hint of Brutality.

Strengths:
  • Great mid-ranged game.
    • Close-ranged game is not bad either, but mid-range is where Sylux specializes.
  • Great at spacing thanks to traps.
  • Fast and mobile.
  • Very offensive.
  • Shock Coil is great in 1v1 matches thanks to healing.
    • Can also drain energy from stuff like trees, oddly enough. In doubles, Sylux can actually drain health away from allies if need be.
  • Offers great support in doubles thanks to tripwire bombs.
Weaknesses:
  • Frail due to mid to light weight (heavier than ZSS, but not by much).
  • Shock Coil isn’t that good in FFAs.
  • Doesn’t excel that well in camp battles due to the lack of great long range tools.
    • Basically, Sylux has range, but it has to apply pressure to use it well.
Moves:

Note: There will be a LOT of Electricity and Circuit related puns with the names of the moves. ECE majors like myself will get them, but others might not. Also, this video will be referenced a LOT:
  • Jab:
    • Assault and Battery:
      • Swings Shock Coil inwards then outwards. Mimics animation during CGI intro (around 0:09 in the video). 3% with little knockback for linking, then 5% with decent knockback for a jab.
  • Dash Attack:
    • Shock Thrust:
      • Sylux thrusts the Shock Coil forward while dashing forward. 8% with good knockback if the arm cannon hits while jolting, 7% with a bit less knockback if late or the body hits.
  • Forward Strong/Forward Tilt:
    • Battlehammer:
      • Sylux launches a Battlehammer out in front of it. Able to be angled to allow for different trajectories (downwards blasts in front while upwards launches it at a 45 degree angle). 4% damage with decent knockback. As it’s powered by a nuclear reactor, the shots are energy based, so Ness, Lucas, and Mii Gunner are able to absorb it. However, it is a HEAVY-DUTY weapon, so the shield damage is decent (doesn’t pop in one go, but 3 of ‘em should be able to).
      • Rate of fire is SLIGHTLY slower than in the source game (more in line with the rate of fire that Weavel has when using it [maybe slightly lower than that]), but it’s decently quick. Also has a splash effect when it lands, so the AOE is good. Overall, a great spacing tool that deals decent damage for a quick projectile.
  • Up Strong/Up Tilt:
    • Anti-Air Slice:
      • Sylux slices upwards with its Shock Coil. Covers the area around it. Coil deals 8% damage with Lucina’s Up Tilt’s knockback while Sylux’s arm deals 6.5% with slightly less knockback. The area that the attack covers is similar to SSB4 Roy’s Up Tilt, but Sylux brings it front to back, not back to front.
  • Down Strong/Down Tilt:
    • Coil Sweep:
      • Sylux swings the Shock Coil around at its feet from its left side to its right. 8% with good knockback. The only hitbox is Sylux’s Shock Coil, so damage is ALWAYS the same.
  • Side Smash:
    • Discharge Burst:
      • Based on the CGI cut scene before fighting Gorea (pay attention to the "lightning bolts" around 5:35 in the top video). Sylux fires a burst of energized neutrinos from the Shock Coil. Kinda acts like a shotgun, but it’s with neutrinos. 18% if hit clean with neutrinos (sweetspot), 12% if the Shock Coil weapon hits the foe (sourspot). Great knockback and range overall, making it a great move if used well. Active frames are where this move suffers a bit, with it only being active for 3 frames.
  • Up Smash:
    • Shell Shock:
      • Sylux thrusts upwards twice while activating the shotgun-like feature of the Shock Coil. 1st hit leads into the 2nd, which deals good knockback for an up smash. Both deal 8.5% damage. 1st hit is 70 degrees above the horizontal while the 2nd is 110 degrees above the horizontal. Once again, based on the cut scene before fighting Gorea (pay attention to the "lightning bolts" around 5:35 in the top video).
  • Down Smash:
    • Alternating Current:
      • Sylux does a downward stab and then slices behind it like Marth/Lucina/Roy/Ike/Link/Toon Link/Meta Knight/most sword people. Has electrical properties thanks to Sylux activating the Shock Coil during key elements. 1st hit deals 14% while 2nd sweep deals 16% clean (during neutrino jolt), 8% sour (whenever the neutrino is not activated). Knockback is stronger with the stab, but the slice also has good knockback.
  • Neutral Air/NAIR:
    • Complete Circuit:
      • Sylux swings its Shock Coil around in a circle to cover the area around it with high-density neutrinos. 7%. Overall, a great spacing tool.
  • Forward Air/FAIR:
    • Dieode:
      • Sylux thrusts its Shock Coil forward. 16% if hit while neutrinos are activated, 8% if not (basically, if late). Good KO move during neutrino activation.
      • Name pun is intentional.
  • Back Air/BAIR:
    • Flying Back Kick:
      • Sylux kicks behind it. Deals 14% at foot, 10% if it hits the leg. If these damage values are familiar for a back air, it’s because this move is the same move as Melee Samus’ BAIR. As Sylux is more offense oriented than SSB4 Samus, it has the stronger BAIR.
  • Up Air/UAIR:
    • Futile Resistance:
      • Sylux thrusts its Shock Coil up and activates it 3 times. 1st two hits deal no knockback like most multi-hitting moves while the last hit deals decent knockback (KO’s Ganondorf at 135% from the ground of Battlefield). Damage is 3%, 3%, 7% respectively.
  • Down Air/DAIR:
    • Voltage Drop:
      • Sylux mimics its actions from its intro from Metroid Prime Hunters (see 0:04 in top video). Sylux stops all momentum and then drops down in the air (basically a stall-then-fall move but with a much shorter stall window). If it touches an opponent while dropping down, Sylux “latches” onto the opponent and rides on them until they land or get KO’d. As such, this move can be considered a “Syluxcide”. Deals 2% on latch, 10% on land with the opponent remaining prone upon landing. Unlike aerial Flame Choke, Sylux doesn’t rise on a successful grab. If you are off-stage and use this move, you WILL die unless if the move ends before you die.
      • For a better idea of what I mean, use this gif as a reference. However, instead of riding on a shark's head, imagine Sylux's feet on the stomach and neck of the opponent (and no leash):
  • Grab Air/ZAIR:
    • N/A:
      • Sylux lacks a ZAIR. Shock Coil fires neutrinos. Sylux cannot harness them to grapple onto stuff.
  • Grab:
    • Grab:
      • Sylux grabs with its left hand. Plain and simple.
  • Pummel:
    • Volt Driver:
      • Using the high rate of fire to its advantage, Sylux pelts the opponent with a point-blank Volt Driver. 1% but can be repeated a LOT (like Samus’ arm chop).
  • Forward Throw:
    • Judicator:
      • Sylux aims at the opponent with its Shock Coil (while still grabbing the opponent) and fires 2 Judicator shots into the opponent (4% each). Sylux then kicks the opponent off with its left foot (3%). It doesn’t kill for a while, but it’s useful for racking up damage without sending the opponent too far away. It ain’t a combo throw though. Think of it as a situation reset throw. Also good for tossing into tripwires.
  • Back Throw:
    • Back Toss:
      • Sylux tosses the foe behind it (5%). Look at Fox’s and Falco’s back throws for knockback values. Unlike those two, Sylux doesn’t fire a shot afterwards. Useful when tripwires are activated.
  • Up Throw:
    • Missile Impalement:
      • Sylux jams the Shock Coil into the opponent’s stomach area (2%). Sylux raises the opponent upwards and then humps the foe twice with its arm (1%, 1%). Sylux then blasts a missile while the Shock Coil is still in the stomach region (9%). Good KO throw at higher percentages. For a better idea on what I mean about the humping action, imagine Frieza's horn as Sylux's Shock Coil, but without the blood:
  • Down Throw:
    • Magmaul:
      • Sylux knocks the opponent down and steps on them, holding them in place. Sylux then pelts the opponent with a Magmaul blast (7.5%). A combo throw for the most part.
  • Neutral Specials (variants of Shock Coil)
    • 1: Shock Coil:
      • Sylux activates its Shock Coil. As long as the Special Button is held down, Sylux has it activated. Sylux cannot turn around with it activated though, but it can strafe and jump (think of it as the same as using a Super Scope post-Brawl). As long as the opponent is within the cone of range (think the range of Palutena’s Auto Reticule), Sylux’s Shock Coil will drain energy away.
      • The Shock Coil deals no flinch or knockback, but it deals 1% per 30 frames (2% every second). The rate of the Shock Coil absorption gradually increases to 1% every 4 frames (15% every second) if left unchecked. In all honesty, the only times that it’ll reach this ridiculous rate of fire is if the opponent’s shield is broken, if Jigglypuff misses a rest, or if the opponent REALLY sucks.
      • The rate doesn’t go up when there are multiple opponents within the cone as the Shock Coil alternates between all targets within the cone. So, it’s REALLY good in 1v1 matches, but terrible in doubles or FFAs.
      • As for healing, Sylux gains 1% for every 1% stolen (basically a perfect damage to health conversion rate).
    • 2: Shock Net:
      • The range of the attack is enhanced, but the attack lacks healing properties.
    • 3: Shock Chain:
      • The damage of the attack (and thus the healing capabilities) is enhanced to 2% per jolt, but the rate of fire stays at a constant 30 frames per attack.
  • Side Specials (variants of the Imperialist):
    • 1: Imperialist:
      • Sylux enters a crouching position and readies its gun. During the crouching position, Sylux can aim the gun within a +- 45 degree cone by using the control stick. When sure that the target will be hit, press the special button to have Sylux fire the Imperialist. As the Imperialist is a laser, it moves at the speed of light. Basically, it moves REALLY fast and is very hard to react to. If it hits, it deals 15% damage and pretty great knockback.
      • Sylux can opt to cancel the crouch position by pressing backwards or shield. In addition, the Imperialist has a good amount of end lag (like a Smash Attack or Samus’ charge shot). So, you really want to hit with it.
      • If you want to fire the shot immediately, double tap the special button. However, one has a harder time aiming the Imperialist this way (as real Sniper Rifles require precision to be able to use them properly).
      • Also, the Imperialist makes a REALLY loud noise when it fires.
    • 2: Piercing Imperialist:
      • The Imperialist is bigger and can go through multiple foes. However, it is slower and deals 10% damage instead. Don’t choose this in 1v1 matches.
    • 3: Precise Imperialist:
      • The Imperialist is thinner, so it is harder to hit opponents with it. In addition, the ending lag of the shot is twice as long. However, as it is a denser laser, it deals 20% damage and has amazing knockback. So, this one is for those who are able to master the Imperialist.
  • Up Specials (Bomb Flight):
    • 1: Bomb Burst:
      • Credit goes to DJ3DS and LIQUID12A for the general idea. Sylux briefly activates the Lockjaw Alt-Form and blasts a bomb to propel itself in the air a bit. Blast deals 2% damage with little knockback (about the same that propels Sylux in the air).
    • 2: Triple Bomb:
      • Can blast 3 bombs before landing. However, each bomb deals 0.67% damage and only propels Sylux 1/3rd the distance that Bomb Burst does.
    • 3: Quick Bomb:
      • Blast occurs faster, but it lacks a hitbox.
  • Down Specials (based on Lockjaw Wires):
    • 1: Lockjaw Wire
      • Sylux briefly transforms into its Lockjaw alt and lays a bomb. Unlike Samus’, they are not affected by gravity. In addition, the do not blow up until after 15 seconds. They do explode if the opponent touches them. Each bomb deals 4% with low knockback.
      • However, we are not done yet! Sylux can lay a second bomb when a 1st one is placed. If laid, a tripwire will be created between the two bombs. The size of the tripwire is limited to the length of 1.25 Battlefield platforms. If triggered, the wire will bring in both bombs. The bombs will deal 8% damage each for a total of 16% and will not explode until the target is hit. Knockback is moderate.
      • But wait, there’s more! Sylux can lay a third bomb. Like the 2nd bomb, a tripwire is created between the 1st and 3rd bombs and the 2nd and 3rd bombs. However, unlike the 2nd bomb, the 3rd bomb causes all of the bombs to explode. However, if the distance of the 3 sides are on average to be about 1.3 Battlefield platforms and the opponent is encased within the tripwires, then the bombs converge on the opponent (and the opponent cannot escape with a roll due to the speed of the converging bombs). Each bomb deals 10% damage and cause great knockback in this scenario. Good luck trying to get this to happen.
    • 2: Lockjaw Leash
      • The wires can be 1.5 Battlefield platforms (1.6 Bps for wire enclosure length), but the bombs deal 2% less damage and significantly less knockback.
    • 3: Lockjaw Mine
      • Sylux can only lay 1 bomb out at a time that follows the effects of gravity. However, the bomb deals 15% damage and has moderate knockback. Think of it as a weaker version of Snake’s C4 that doesn’t stick onto the opponent.
  • Final Smash:
    • Delano 7:
      • Sylux calls in the Delano 7. It swoops onto the battlefield and provides Sylux some cover. The turrets offer rapid fire support (5% each hit). In addition, once the move is done, it travels off-screen via the background and swoops through like Metal Face on Gaur Plains (20% damage). Overall, a great support move on small maps, but a terrible move on big maps like Temple.
  • Ledge Attack:
    • Sylux jolts the ground briefly with the Shock Coil. 4% damage but it is a quick move.
  • Get Up Attack (Sitting):
    • Sylux swipes its Shock Coil while spinning. 4%
  • Get Up Attack (Face Up):
    • Sylux does a breakdance maneuver where its legs and Shock Coil do 5%.
  • Get Up Attack (Face Down):
    • Flip kick similar to Captain Falcon’s. 5%.

Idle Poses:
  • Normal: Sylux is in the pose similar to its Brawl trophy. Sylux does breathe though, but it is VERY focused on the opponent. Doesn’t have the left hand on its Shock Coil though.
  • Special 1: Sylux raises its Shock Coil up by its head and does a quick reload with its left hand on the Shock Coil.
  • Special 2: Pumps its left fist while still aiming with the Shock Coil.
Taunts:
  • Up: Sylux poses and roars like it in the intro to Metroid Prime Hunters. See around 0:10 in the top video.
  • Side: Sylux twirls its Shock Coil while reloading it and aims it at the opponent. Mimics the T-800 during Terminator 2: Judgement Day. Use this video for a reference:
  • Down: Borrowed from SSB4 Dojo’s moveset. Does a cutthroat gesture.
Victory Poses:
  • Sylux calls in the Delano 7 and chuckles with a metallic laugh. Eventually leaves the field.
  • Sylux rushes the camera and pins it to the ground. Sylux can be seen holding it down while aiming the Shock Coil, looking like it is about to stab the camera with the Shock Coil.
  • An Octolith is floating in the middle of the screen. Sylux appears and grabs it with its left hand. He looks at it and chuckles.
Costumes:

  1. Default
  2. Kanden Colors (Puke Green with Yellow lights)
  3. Spire Colors (Brown with Orange lights)
  4. Trace Colors (Deep Red with Red lights)
  5. Noxus Colors (Purple with Sky Blue lights)
  6. Weavel Colors (Camo Green [the paler one] with gold lights)
  7. Gorea Colors (Greyish Brown with Salmon lights)
  8. Dark Samus Colors (Black with Electric Blue lights)


Feel free to leave any comments and stuff!
I love it. To the OP this goes.

Syluxcide though.

Wait...

Stylux's equipment is taken from enemy bases, like Samus does...
Stylux has a personal vendeta against the Federation, like Samus had with the Space Pirates
Stylux's gender isn't even know, like Samus's was...

Stylux could be Samus's Dark Mirror. Besides Dark Samus that is.
@WindGuru pointed this out alongside other things on page 8.

Something else that's kind of cool about Sylux: he's thematically the opposite of Samus.

  • Samus has "warm" colours (red, orange, yellow). Sylux wears "cold" colours (blue, navy, purple?)
  • Samus has a horizontal visor sight, Sylux has vertical
  • Samus' suit is made up of smooth curves and spheres. Sylux's suit is made up of jagged lines and seems asymmetrical.
  • Samus has Metroid blood (after Fusion) and could be thought to be a "metroid" (meaning "ultimate warrior" in the Chozo language) herself throughout the whole series. Sylux's Shock Coil beam is expliticly compared to a metroid's life sucking powers. (Thinking about it very loosely, "he" could be the metroid in Prime Hunters.)
  • Samus has major beef with the Space Pirates, Sylux with the Federation.
They're opposites, and that'd make a cool contrast in Smash.
 

Guybrush20X6

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It would be cool if there was a Hunters Two where each character had their own story mode and exploration tools. 3D or 2D though? 3D would keep it in line with the original but 2D would make giving them unique gameplay easier.
 

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I have completely run out of ideas for things to add to the thread(need suggestions), but I found perhaps the best Sylux-related Miiverse post I've seen to date.

Ignore the typo, Dutch is the poster's main language.

Capture.PNG


It's an old post for sure, but it was uploaded to DeviantArt only recently, which was where I found it. Almost wish this meant "I'll be in the next Smash game..."
 

Smashoperatingbuddy123

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I have completely run out of ideas for things to add to the thread(need suggestions), but I found perhaps the best Sylux-related Miiverse post I've seen to date.

Ignore the typo, Dutch is the poster's main language.

View attachment 70048

It's an old post for sure, but it was uploaded to DeviantArt only recently, which was where I found it. Almost wish this meant "I'll be in the next Smash game..."
Well

It is pretty relevent due to prime 4 confirmed with sylux in the story
 

The One Who Wrote This

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I have completely run out of ideas for things to add to the thread(need suggestions), but I found perhaps the best Sylux-related Miiverse post I've seen to date.

Ignore the typo, Dutch is the poster's main language.

View attachment 70048

It's an old post for sure, but it was uploaded to DeviantArt only recently, which was where I found it. Almost wish this meant "I'll be in the next Smash game..."
You could always talk about the MPH meta game (even though WiFi mode is gone now). Maybe start a discussion about how Sylux could fit in MP4 & FF. Maybe some more "how Sylux would work in Smash" posts.
 
D

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Here's an incredibly old moveset I made for a "Sylux for Brawl!" thread back in 2006 (with some help from a user called Stryks, who made the B moves, but who I don't think is around anymore). It's so old that I actually updated the thread when the MP3 100% ending was unveiled.

Thanks for the awesome B moveset Stryks! (I did change the <>B to a smash though)

B: Shock Coil:
Has no knockback, is made just to rapidly increase oponent's damage. Will slow down the opponent.

<>B: Jet Stream:
Sylux shoots a missile out of his Shock Coil. It won't home in or have the strength of Samus's missiles, but will be very fast. If it hits the opponent they will be stunned.

\/B: Lock Jaw:
He transforms into lock jaw and places a bomb in the ground (if placed on the air, the bomb will float there), this bomb will stay in the ground for a long time, unless someone touches the bomb, the person will get damaged by it, also, if Sylux places 2 bombs, a tripwire will be made, if someone touches the tripwire, the bombs will explode, and thus damages nearby oponents. The tripwires won't last long though.

^B: Dive Bomb:
Had the idea after seeing the MPH intro where Sylux crashes on the Galactic Federation soldier. Sylux will propel straight upward at 90 degrees, then in the air he'll charge just like fox does when starting the ^B move, then goes 45 degrees forward/downward making an explosion of energy when he crashes. Has some lag.

When used on the ground he'll do the same move, but without the opening charge and the lag.

^Smash: Jagged Lightning:
Sylux slams his arm cannon upwards (like Marth/Roy's ^Smash), and shoots his energy upwards. The distance and damage depend directly upon how long the button is held for.

<>Smash: Force Blade:
Quite simple actually, Sylux does a powerful slash that sends a wave/slash attack forward (imagine the wave thing that Kirby does after he lands on the grounds after executing the ^B move), only this one will be far more powerful, it will take a lag at first to make it, but when done, the move is super fast and has high knockback...

\/Smash: Final Justice:
Sylux will slice his blade downwards and diagonaly, across the opponent's body. This does moderate knockback, but huge damage. It also has moderate lag. Pressing A again will make him do another strike, bringing his blade upwards diagonally again.

Grab:
Sylux sends out a burst of electricity from his arm cannon that siezes the opponent (Sith Lightning style) and drags them in. He can then slash them with his shock coil.

Super: Delano Assault:
Sylux calls the Delano 7 (his ship) and then the sip will fire multiple fast energy shots, that make explosion on the stage, the last hit will be double the size and will do twice damage/knockback, but is twice as slow...
So, this was definitely a very clone-like moveset for Sylux. If I could change anything and still keep that feel, I'd probably replace the B<> with the slow firing, shotgun-like mode of the Shock Coil. It's still not a very original moveset though. I feel a bit uncomfortable with movesets that rely on too much on weapons that the other Hunters used since I think it makes Sylux seem less original. But then so does a clone-moveset. I dunno...

I was also thinking about characters in fiction who remind me a little of Sylux. It's a hard one, since we know nothing much about Sylux at all, but this guy comes to mind:

https://www.youtube.com/watch?v=0zXajYDnprQ

Roy, from Blade Runner. A super-smart, super-strong artificial human. Principled and almost philosophical, but also very violent, cunning, and against the way the elite control the world. I won't spoil the movie for people who haven't seen it, but the character is brilliant.
 

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Here's an incredibly old moveset I made for a "Sylux for Brawl!" thread back in 2006 (with some help from a user called Stryks, who made the B moves, but who I don't think is around anymore). It's so old that I actually updated the thread when the MP3 100% ending was unveiled.



So, this was definitely a very clone-like moveset for Sylux. If I could change anything and still keep that feel, I'd probably replace the B<> with the slow firing, shotgun-like mode of the Shock Coil. It's still not a very original moveset though. I feel a bit uncomfortable with movesets that rely on too much on weapons that the other Hunters used since I think it makes Sylux seem less original. But then so does a clone-moveset. I dunno...

I was also thinking about characters in fiction who remind me a little of Sylux. It's a hard one, since we know nothing much about Sylux at all, but this guy comes to mind:

https://www.youtube.com/watch?v=0zXajYDnprQ

Roy, from Blade Runner. A super-smart, super-strong artificial human. Principled and almost philosophical, but also very violent, cunning, and against the way the elite control the world. I won't spoil the movie for people who haven't seen it, but the character is brilliant.
\/Smash: Final Justice:
Captain America wants to sue you.

Other than that, if clones were a thing for DLC(not that we know), I'd be fine with Sylux being :wolf:'d. Just gimme the Imperialist because I demand a sniper rifle.

Ah, Blade Runner. The latter three points of your comparison I can believe(though the last one is up for grabs), but who knows regarding the first two.

CAN WE GET FEDERATION FORCE ALREADY PLEASE I NEED TO KNOW IF SYLUX IS IN IT
 

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Not gonna lie, I don't know much about Metroid characters in general, but I'd be hyped for this.
 

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New topic:

Let's pretend a Prime themed stage comes, with or without Sylux(in the unlikely case it were to happen). What music do you stick in it? 5-6 songs since that's the amount we've seen for the DLC stages as of current.

Here's my selection(slashes represent different music between stages) which you could call Boss Battle Ballad:

Oubliette(Hunters)/Phaaze(Corruption)

Gorea Second Phase/Metroid Prime Essence
Sylux's Theme/Dark Samus Boss Theme(Corruption ver.)
Evacuate Dark Aether/Quadraxis
Vesper Defense Outpost/Phendrana Drifts
Emperor Ing First Phase/Aurora Unit 313 First Phase
Rundas Boss Theme

Warms my heart to see people acknowledging the character. Just imagine how much more it would be if Sylux made it to Smash.
 

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I'd love a Prime themed stage. As others have said in the past, basically every Metroid stage has lava or acid in it, and for those not familiar with the series, it could give the wrong impression that the games practically revolve around the stuff.

If nothing else, at least bring Frigate Orpheon back. The flipping mechanic was odd, but not too big of a problem. An Omega form of that, though, I would LOVE.

If you want to bring other stages in, though, how about the Pirate Homeworld? Watch out for the acid rain unless it's the Omega form, and have intangible platforms at the top of the screen that change and determine if the rain comes in on the sides or the middle. Or Dark Aether, with Light Zones that open up, and if you're outside, the planet's corrosive atmosphere damages you, but of course, no worries if you're on the Omega form. Honestly, what might garner more interest in the series even in the slightest is simply showing the variety of environments that the series has to offer.

Now, since this is a Sylux thread, Hunters needs some love too. SO. I think this has been brought up before, but, Vesper Defense Outpost is a must, since that's the very area you first encounter Sylux. On the idea of the Oubliette, maybe give it an exlcusive item that spawns every once in a while, and that would be, you guessed it, the Omega Cannon. Anyone that isn't a Metroid character gets a replica of Samus' arm cannon on their arm when picked up, and when fired, makes a massive shockwave that KO's everyone hit by it, including the wielder. The good thing is that it's slow, and you can avoid it by simply being under or above a platform to avoid it's shockwave, true to its game of origin. It can also be blocked (at the cost of a broken shield). Just an idea, and perhaps it could be less powerful, but hey, it's an instant kill even in Hunters, so... consistency.
 

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Something's been on my mind.

A friend of mine who goes by @ Delzethin Delzethin proposes a theory that basically amounts to "the team could possibly go back and look at things that were initially rejected during the main development cycle". Now, you're probably thinking "but Liquid, are you sure Sylux was even looked at when Ridley dominated speculation?"

The answer goes both ways. Why? Psycho Bits.

The presence of this song in Pyrosphere confirms that Hunters as a whole was looked at. They didn't pick out a character from that game(and Metroid as a whole) for pre-DLC newcomers, but they picked out a song. At the time, it was fair to assume that the team could have possibly skipped Sylux due to the notion of the character not having a future back then(which Sakurai stresses is a point in character selection). But now Sylux has Tanabe's statement backing it, that and the push for Sylux is becoming steadily bigger. Who's to say Hunters couldn't be revisited with this in mind, thus giving Sylux a second chance?

Thoughts?
 
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Well of the Hunters Stylux has best chance thanks to his(?) mysterious backstory, cameo in Prime 3's true ending and rumors of future appearances. He's not my personal favorite of the hunters but he's in the top 3 Metroid characters for Smsh playability. Unlike Mario or Star Fox Samus tends to fight aloneand unlike Kirby hasn't got many personal foes in his weight class. Ridley's size became a meme and Dark Samus jumps between being as powerful as Samus and the Goddess or Phazon depending on what the game wants.

Like Sonic to Metal Sonic and Fox to Wolf I think Smaus needs more foes fighting at her level, using skill and tactics rather than brute strengths.
 
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You and your friend bring up an interesting point. It would be cool if Sakurai and co. look back on more Metroid stuff behind the scenes. Part of me wonders if Sakurai actually noticed the news about Sylux and future Metroid games where it could be involved. I should hope so, because that too would help Sylux's chances.
 

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Something's been on my mind.

A friend of mine who goes by @ Delzethin Delzethin proposes a theory that basically amounts to "the team could possibly go back and look at things that were initially rejected during the main development cycle". Now, you're probably thinking "but Liquid, are you sure Sylux was even looked at when Ridley dominated speculation?"

The answer goes both ways. Why? Psycho Bits.

The presence of this song in Pyrosphere confirms that Hunters as a whole was looked at. They didn't pick out a character from that game(and Metroid as a whole) for pre-DLC newcomers, but they picked out a song. At the time, it was fair to assume that the team could have possibly skipped Sylux due to the notion of the character not having a future back then(which Sakurai stresses is a point in character selection). But now Sylux has Tanabe's statement backing it, that and the push for Sylux is becoming steadily bigger. Who's to say Hunters couldn't be revisited with this in mind, thus giving Sylux a second chance?

Thoughts?
That was indeed a theory of mine. To be honest, I haven't looked into it as far as Metroid content goes, but Liquid makes some interesting points. It wouldn't entirely be out of the question that Sylux might've interested some of the dev team, but they ultimately decided to shelve him(?) due to lack of relevance. With word that Sylux will be involved in future Metroid titles...well, we'll have to see how things pan out.

The good news for you guys, though, is that Sylux is definitely trending up--even if he(?) doesn't make it into this game, Smash 5 could be a legitimate possibility. Meanwhile, Delphox is basically wild-card-DLC or bust right now...
 

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You interested? Don't think I don't see you liking things here. :p

@ LIQUID12A LIQUID12A
You and your friend bring up an interesting point. It would be cool if Sakurai and co. look back on more Metroid stuff behind the scenes. Part of me wonders if Sakurai actually noticed the news about Sylux and future Metroid games where it could be involved. I should hope so, because that too would help Sylux's chances.
And like I said, Sakurai has stated that those series/characters without a future are considered low priority. Here we have a prime candidate who subverts this; guaranteed a future game and whose series isn't on hiatus anymore, something not even some of the supposed ballot juggernauts can claim, particularly on the former point.

That was indeed a theory of mine. To be honest, I haven't looked into it as far as Metroid content goes, but Liquid makes some interesting points. It wouldn't entirely be out of the question that Sylux might've interested some of the dev team, but they ultimately decided to shelve him(?) due to lack of relevance. With word that Sylux will be involved in future Metroid titles...well, we'll have to see how things pan out.

The good news for you guys, though, is that Sylux is definitely trending up--even if he(?) doesn't make it into this game, Smash 5 could be a legitimate possibility. Meanwhile, Delphox is basically wild-card-DLC or bust right now...
Even the bolded part is questionable. The fact is that two Metroid characters were looked at and rejected, and as such delegated to Assist Trophy and hostile piñata. The theory is that six more were possibly looked at by proxy due to it's source game having a music track on Pyrosphere, of which only one was a particularly reasonable choice apart from lack of relevancy. And now we stand in a position where only one of those characters is possible once again but now has confirmed future appearance backing it. The question is if that merits Sylux a spot on the team's radar given that Metroid was neglected or at least given lower priority because the series lacked a game since Other M; and the Prime subseries was egregiously affected in this regard. 13 Prime related trophies were removed, with the Dark Suit and Dark Samus(remodeled) being the only ones spared. Only new content we get showing the series in Sm4sh is the remodeled Dark Samus Trophy and AT, plus Psycho Bits(which I swear is both extremely odd as a Prime music rep and the most odd pick for a Hunters track despite me liking it). Something is definitely off.

Ay, don't worry mate, I'm sure Delphox has a chance too.
 

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You interested? Don't think I don't see you liking things here. :p



And like I said, Sakurai has stated that those series/characters without a future are considered low priority. Here we have a prime candidate who subverts this; guaranteed a future game and whose series isn't on hiatus anymore, something not even some of the supposed ballot juggernauts can claim, particularly on the former point.



Even the bolded part is questionable. The fact is that two Metroid characters were looked at and rejected, and as such delegated to Assist Trophy and hostile piñata. The theory is that six more were possibly looked at by proxy due to it's source game having a music track on Pyrosphere, of which only one was a particularly reasonable choice apart from lack of relevancy. And now we stand in a position where only one of those characters is possible once again but now has confirmed future appearance backing it. The question is if that merits Sylux a spot on the team's radar given that Metroid was neglected or at least given lower priority because the series lacked a game since Other M; and the Prime subseries was egregiously affected in this regard. 13 Prime related trophies were removed, with the Dark Suit and Dark Samus(remodeled) being the only ones spared. Only new content we get showing the series in Sm4sh is the remodeled Dark Samus Trophy and AT, plus Psycho Bits(which I swear is both extremely odd as a Prime music rep and the most odd pick for a Hunters track despite me liking it). Something is definitely off.

Ay, don't worry mate, I'm sure Delphox has a chance too.
I always like post when i basically like what the person say. I don't talk alot but it's because i have nothing to say at the moment. I like alot of post in the King.K.Rool thread but i never post in it. So yeah. Also, i was also suprised that Psychot Bits made into the game, i would have think of another Prime music. But for something we don't known, they choice this music. It's really strange like you said.
 

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New Big Poll! It's Source Gaming's biggest Smash poll yet!

NEW POLLING EFFORT BY @@@BluePikmin11
The SG team has helped BluePikmin reorganize his individual character polls into 4 parts. We've also provided pre-filled out forms with neutral responses so people can navigate quickly. Hopefully this will yield more and better information for future posts.
 

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Before you read further, don't get your hopes up.

So this just happened:


If you've been following Smash news, then the Mario Maker stage also releases the 30th for Smash, and it's speculated to have a big update wth it. The coincidence is way too good, but I'm not putting much stock in it myself. That small glimmer of hope is there, though.

Either way, nice that Japan now has an easy way to see just where Sylux came from.
 
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