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

LIQUID12A

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SYLUX
SEEKS REVENGE!




Splash art based on an unused model from Hunters


Splash card in Japanese

splash card(***).jpg


Splash art by Elemental-Aura

"Little is known about the mysterious bounty hunter known as Sylux, other than the fact that Sylux harbors an intense hatred for the Galactic Federation and the bounty hunter who has helped the Federation time and time again -- Samus Aran." -Metroid Prime Hunters official site


Mysterious Hunter
Shrouded in Mystery, Fueled by Revenge


Metroid is a series that could use some extra characters in the Smash lineup. With the original thread deader than Mother Brain, I have taken it upon myself to highlight one of the many contenders Metroid has in it's character line-up: Sylux(Japanese: サイラックス, Sairakkusu).

Character Debriefing

So who or what is Sylux?

First and foremost, Sylux is one of many one-shot characters in Metroid(but ascending from this in the wake of Prime 4's story confirmation). Outside of that though, it is one of six other Bounty Hunters that appeared in the Nintendo DS game Metroid Prime Hunters, a spin off of the acclaimed Metroid Prime trilogy of games.

Very little is known about Sylux as a character. In-game data lists Sylux's planet of origin as Cylosis; any information apart from that is unknown. You may have noticed the lack of gender specific pronouns; it's gender or even it's species is unknown. What separates Sylux from the other Hunters bar Weavel, however, is an interesting yet unexplained backstory: Sylux is stated to hate the Galactic Federation, for unexplained reasons, and by extension, repeat ally to the Galactic Federation, Samus Aran. Furthering the ties between it and the Federation is the explicit mention of it's humanoid armor and affinity weapon, the Shock Coil, being stolen from said Federation. All of this ties together to make Sylux the most backstory-driven of the Hunters featured in the game of the same name.


Reasoning and Justification


So, why does this specific one-shot character deserve entry into Smash?
Uniqueness, as showing what Metroid is known for, and adding another character to the franchise's lineup.

Metroid, despite being one of Nintendo's bigger franchises with a wealth of characters that could be adapted to be playable, only has two characters in the playable position. And they are both Samus. One in the Power Suit and the other in the Zero Suit. If you're like me, and don't see the costume change as a truly separate character besides gameplay, then Metroid sits at one character in essence. It really needs new life breathed into it for playable characters. With Smash lacking in the villains department, this is also a chance to bring a villain from a series that had both of its greatest villains denied.

And contrary to what most would be saying(It'll be a clone!), Sylux has a lot of potential, to be explained below.

As for the latter point, one aspect Metroid is widely known for is the firepower. Samus has at times had weapons like the Phazon Beam, Plasma Beam, Dark Beam, Omega Cannon and the Affinity Weapons that feel awesome to use, but unfortunately, our Metroid heroine had a moveset created in a time where Metroid was on hiatus and didn't have those weapons mentioned above. Here's a character that, with the proper creativity, can be a whole reference to its source game while being unique for that firepower.

But there are better choices!

Had a feeling you'd say that. Said few choices are either fellow one-shots or occupy a different position. Dark Samus, arguably the best choice for a newcomer, is Metroid's second new Assist Trophy, for instance. The other five Hunters stand in weak position compared to Sylux, even Weavel, whose backstory is "revived Space Pirate". Anthony Higgs, despite having a major role in Metroid: Other M, lacks the popularity of Sylux despite being an incredible source of Internet memes(REMEMBAH MEEE). And to round out the reps list, the trio of Bounty Hunters from Corruption: Rundas, Gandrayda, and Ghor, of which Rundas is indisputably the most likely(and popular) choice out of the three.

Okay, that's it for potential newcomers...

Hey! You forgot Ridley!

Oh boy...

Let me be very clear on this: I like Ridley. I entertain the idea of him as playable. But despite the community's loud support of him, Sakurai has gone on record saying that he dislikes the idea of resizing Ridley because it would not stay true to his characterization. The arguments against and in favor of this claim are not a subject I will touch upon here, but as it stands, despite many admittedly logical points in his favor, Ridley will not become a rep as long as Sakurai is developing the games unless a miracle happens. Let's get back to Sylux.


Okay, fine. So what makes Sylux original? It would be a clone of Samus.

Untrue. Sylux has traits that set it apart from Samus as a potential fighter. Most notable of these is weapon selection; ignoring the multiplayer in Hunters, Sylux's main weapon is the Shock Coil, an experimental electricity weapon that steals life from the opponent. But it doesn't stop there. Due to the creative liberties taken with Smash Bros., it is feasible to give it all the other weapons used by the Hunters: Noxus' Judicator, Weavel's Battlehammer, Kanden's Volt Driver, Trace's Imperialist, and Spire's Magmaul, not to mention Sylux's own, signature electricity weapon, the Shock Coil. Sylux's alt form is also different from Samus: the Lockjaw.


The Lockjaw, Sylux's alt form

While similar in size and function, the projectile is different: up to 3 stationary nodes can be deployed. When 2 are deployed, it creates an electric rail. Placing a third node will cause the rails to unite, join together and damage anything inside their radius. In Hunters, it is very powerful, coming close to killing it's target unless they have amassed enough health. This idea can be adapted as a "trap" style of attack in Smash Bros.

Of course, some inspiration will have to be taken from Samus herself, but not much. Sylux's smash attacks, tilts and jabs can all be similar to hers, if not identical. The raw potential for a moveset is what makes Sylux a completely separate character from Samus, unlike clones such as Dr. Mario, Lucina and Dark Pit, who are cloned with very few attributes changed, while Sylux could receive an entire moveset overhaul to distinguish it from Samus.

Okay, sure. But it's unimportant compared to some of the other characters mentioned.

Surreal as this is going to sound, the confirmation of Sylux for Prime 4 has just made it a heck of a lot more important, more than any of the other Hunters or one-shots, but not to the level of Dark Samus or Ridley. But there were more things notable about it before this.

As an initial note, Sylux is the first Hunter shown in the introduction video to Hunters; admittedly not a big point. Sylux's boss battle on Vesper Defense Outpost is arguably the most complex and difficult out of the 6 Hunters; the Shock Coil messes up Samus' aim to shoot Sylux. After enough damage, Sylux will morph to the Lockjaw and use the electric rails, reverting back after some more damage. After reducing Sylux's health to somewhere above half, it flees to the courtyard of the battle area, and after receiving some more damage, summons the Delano 7; Sylux's personal gunship.


The Delano 7

The Delano 7 attacks Samus alongside Sylux, making it a harder fight if Samus does not disable the turrets constantly. It also makes a cameo during a second visit to Alinos, where after entering a certain passageway, a brief cutscene shows it smoking, and while unseen, it is heard crashing. As the only Hunter to have a mid-battle gimmick like this, and the only Hunter to have a ship shown in full detail(barring Weavel's ship shown on the Oubliette), it's worth noting, as compared to the other Hunters, Sylux received much more attention than either of them.


The Delano 7 on Alinos.

Also notable is Corruption's 100% ending. When Samus' gunship goes into hyperspace, a ship resembling the Delano 7 emerges from behind and follows her, leaving Corruption on a cliffhanger. At E3 2015, it was confirmed by producer Kensuke Tanabe that this ship was the Delano 7, confirming a years old theory and paving the way for Sylux's story to be expanded, as well as setting up a future for the character.


The mysterious ship - confirmed to be the Delano 7, compared side by side with the actual ship.

Concept and Execution

How would Sylux play?


In contrast to Samus, Sylux can work as a projectile heavy character. With 6 weapons it could possibly use, the potential for a moveset, as stated before, is great. Add in the Lockjaw's electric rails and Sylux has the workings to be a perfect zoning character, covering upfront with the Hunter weapons while defending up close with the threat of a Lockjaw trap. Of course, this is dependent on how the weapons were adapted, which, due to the aforementioned creative liberties, have many ways of doing so.

That would mean too many projectiles! How could that work?


Mega Man says hi. He has a lot of the Robot Master weapons at his disposal and nobody complains. Throw in customs and he's got way more. The same can be said for the Mii Gunner. Their movesets are at least 85% projectiles, which cover specials, smash attacks, jabs and tilts, so making Sylux a projectile heavy character is in no way unfeasible.

A character with loads of projectiles to use? This reminds me of someone outside of Smash...

Does it? Because that was intentional. I'm taking a guess and say that you think of...



Chris Redfield, (Ultimate)Marvel vs Capcom 3, and Colonel Mael Radec, PlayStation All-Stars Battle Royale.

Characters with loads of weapons, long and short range, meant to cover space and work wonders from afar, dealing chip damage to opponents. Sylux's moveset potential could resemble these two in concept with use of the Affinity Weapons(see below) and some melee attacks. To hammer in the comparison, some of the Affinity Weapons are similar to certain moves that both carry; the Judicator working as a shotgun(both), the Magmaul as an incendiary projectile(Chris), the Imperialist as a sniper rifle(Radec) the Shock Coil and Volt Driver as an electricity weapon(the health recovery part is unique to the Shock Coil and Sylux, but otherwise, Radec again), and the Battlehammer as an arcing projectile(arguably neither).

If you are familiar with either character, Sylux becomes much easier to imagine.

The weapons at Sylux's disposal are too similar and uncreative.

Nonsense. The Shock Coil can act like Robin's Nosferatu, draining minuscule amounts of health due to its fire rate, the Imperialist can be a straight, long distance shot, the Volt Driver can be used as a homing weapon, as it works in Hunters, the Magmaul can be used as a heavy projectile, the Judicator can be a shotgun-like attack as it is for all Hunters not named Noxus, and the Battlehammer can be an all purpose arcing projectile. I'm telling you, much potential. While the lack of custom moves for DLC characters limits the creativity, there is still a lot to work with.


The Affinity Weapons (Source)​



You know what, I'm more interested now. What are Sylux's chances?

Honestly? They're higher than ever. Earthbound's Lucas has joined Mewtwo as DLC, and the Smash Ballot has opened on the official site, allowing users to vote for characters to join Smash. We can give Sylux much bigger chances now that we can get our voices heard, showing we want the blue, enigmatic Hunter as DLC. In comparison to everyone else, they might be very low, but we can be heard.

On top of this, being confirmed for Prime 4 gives a huge boost to it's relevance, bringing about a bigger possibility for another Metroid character in the Smash lineup.

However, chances are always difficult to pin down, and no amount of speculation will be able to yield anything more than an educated guess.

There are, however, criteria that the Smash newcomers have all been subject to. Elegibility, Pros and Cons to adding a series character, and Counter Arguments.

Eligibility

The most basic conditions to pass here are the character being of a video game origin, and having been on a Nintendo console. Sylux originated on the Nintendo DS, from a Metroid game, so it passes with flying colors.

Sakurai's Four Conditions

1) The character’s inclusion must make people want to play the game

Metroid fans would almost certainly be ecstatic to play as another character in the Smash lineup that isn't Samus.

2) The character must be unique

Sylux has a great deal of uniqueness to it, separating it from Samus design-wise, and having enough variety in weapon selection to differentiate it from Mega Man, Mii Gunner, and Samus as a projectile-heavy user. Notably, a sniper rifle type of weapon has never been used in Smash, and would be one of the few users of a non passive(:4ness:) healing move.

3) The character must fit into the style of Smash Bros.

Sylux has already been Smashified, to put it one way; a trophy in Brawl. It would be as fitting as Samus as a futuristic bounty hunter.

4) The character must contribute to the game balance

Across fighting games, projectile users have always been a strong factor in balance. However, the amount of stage control Sylux could potentially bring with it's weapons would be a unique challenge to balance, but it can be done.

Sylux passes the elegibility round with no issue.

Pros and Cons

What benefits does adding a Metroid character as DLC, and Sylux in particular, bring? Are there any cons that might detract from it?

Pros:

+ Metroid is a highly popular series in the West
+ Inclusion could help to draw interest towards the series in the East
+ Newcomers for Metroid have been requested since Brawl
+ A new Metroid title is confirmed, perfect for cross promotion
+ Explicit interest for Sylux in a future Prime game
+ Objectively the best and likeliest Metroid newcomer for Sm4sh DLC as of current
+ Virtually no competition within it's franchise; Ridley and Dark Samus have NPC roles as of current and the other one shots do not match Sylux's popularity. Only other character to compete would be Rundas.

Cons:

- Popularity in the West is not shared in the East
- Despite Metroid rising from it's former hiatus, Federation Force has everyone's hopes down
- Adamance from Ridley supporters is still unwavering
- Obscure, especially in the East

In retrospect, Sylux has enough going for it to make it's inclusion a worthwhile one.

Counter Arguments

There are far better choices!


The far better choices have been used; Dark Samus is impossible as being an Assist Trophy and Ridley, despite his roaring demand, became a stage hazard and doesn't look to be playable soon.

Literally the only competition Sylux has, Metroid-wise, due to the Smash Ballot, is Rundas. Rundas has equal popularity to Sylux in the one-shots department, but has the innate advantage of a bigger role in the game he was featured in. However, Sylux has the advantage of bigger moveset potential in comparison alongside a guaranteed future appearance stemming from the confirmed Corruption cliffhanger, while Rundas has canonically perished.


But Sylux is in the game!

No. It's not. No trophy. However, Sylux had a trophy in Brawl along with the other Hunters. Even in the 3DS version, heavily focused on portable Nintendo titles galore, where you'd think the Hunters would appear, they don't. At all. Which is baffling. Why is that? To make space for Other M trophies? It's as confusing as Ridley's absence from the 3DS version as well(although he had a better reason). Also slightly notable Brawl-wise was that it was one of three Hunters to receive a boosting Sticker for the Subspace Emissary, the others being Kanden and Weavel.

It's worth noting that Sylux's trophy mentions Sylux as "it", keeping up the ambiguity associated with the character.





Ah, but Metroid Prime Hunters has no representation at all in Smash 4! Other M content dominates all!

Wrong. On Pyrosphere, there is an unlockable track from Metroid Prime Hunters. An unremixed, untouched medley: Psycho Bits.


Anyone who has played Hunters will pinpoint this as Minor Enemy Encounter, a track that plays in one of the first rooms of the game, where Samus is locked in combat against a few waves of weak enemies called Psycho Bits(hence the track name) before retrieving an Alimbic Artifact. That alone defeats the entire argument. Below is the video showing when this battle takes place, forwarded to the exact moment for your convenience.


And still, the inclusion of this song in particular is odd, considering Metroid's treatment in Smash 4. The Prime subseries was basically ignored in this game barring returning songs, Dark Samus, and the addition of Psycho Bits over more recognizable songs such as Dark Samus' own themes or music from Corruption. Even Hunters-wise, there are much more recognizable songs to include, such as Gorea's final theme(itself a remix of the titular Metroid Prime's boss theme), Sylux's own theme, easily the most remembered out of all the Hunters, and Vesper Defense Outpost's theme. It all just seems off.

Even if Sylux were a trophy, it's chances are still nil!


Pokemon's Mewtwo did not make the initial cut despite worldwide support and was a trophy. Then, in the 50 Fact Extravaganza, it was revealed as the first ever Smash Bros. DLC. That argument is completely out of the window. And if you needed more proof, Lucas subverts this a second time. Trophies do not automatically mean a character will not become DLC.

But Sakurai hates Metroid! Why would he consider DLC for the series?

Give me a break. Does Sakurai hate Earthbound because he cut fan-favorite Lucas? Clearly not, since Lucas came back. Does he hate Star Fox because fan-favorite Wolf was cut? How about Donkey Kong for no newcomers despite deserving them and only a single new stage? And besides, Metroid got a surprising amount of content in Smash 3DS/U: new assist trophies, a new stage with a boss hazard(however controversial it is), and new music tracks to complement it.

And if you are going to say that Sakurai hates Metroid because of Ridley's non-inclusion, that's not entirely fair to say. By that logic(extremely popular character deserves to be in) he also hates Zelda, Donkey Kong, and Golden Sun(never mind it's one Assist Trophy being cut), to name a few. All of these series had staggeringly popular requests that weren't included for one reason or another. You can single out Ridley because of his infamy, but at least consider the other series when making this argument.

He does not hate Metroid, period, but at the same time, it does not mean he loves it.


Well, you've made your point. How about the extra things like movesets and palette swaps?

Down here. Sylux is notable in that many fan concepts of movesets have come up since Brawl and during 3DS/U speculation periods. Any other extra things will be covered below.

Moveset concepts

The basic idea with Sylux's moveset, in my opinion, is to grant it as many projectiles as possible, working off of the Mega Man comparison above. As well as showing off that firepower, it would establish Sylux as a zoner. The movesets listed differ in how and what weapons are used, but they all share the same idea.

Special Moves:

Neutral special: Shock Coil. Like Robin's Nosferatu in that it restores damage, but at a much more reduced rate due to the Coil's fast fire rate.
Up special: Battlehammer. An explosive jump much like Mii Gunner's Lunar Launch.
Side special: Magmaul. Heavy, slow and bouncing projectile.
Down: Lockjaw. Deploy a single node when used. Deploy 3 nodes and they come together, damaging any opponents in the radius.

Final Smash:

The Delano 7 could work like Pit's old Palutena's Army FS in Brawl, giving support from above(and a call back to it's battle in Vesper Defense Outpost).

OR

The Omega Cannon. For those unfamiliar, the Omega Cannon is the weapon Samus used to defeat the eldritch abomination Gorea when the other weapons did nothing to it's second form. Sylux jumps offstage with the weapon equipped, and fires it towards the center as a "screw everything" nuke with a large, if not overpowered, blast radius. Can detonate early if the shot hits an opponent first, delivering an instant KO.

Smash attacks:

Imperialist: Side smash. Fires akin to the Mii Gunner's side smash. The longer charged, the further the shot travels. Instantaneous, owing to it's status as a sniper rifle.

Volt Driver: Down smash. An electric burst with a radius of half a character length. Would be similar to Mega Man's Flame Burst.

Judicator: Up smash. Does what the Volt Driver does, just upwards. Hit radius is arced above Sylux in a 45 degree radius above.

Jabs/Tilts

Jab: Two swings of Sylux's arm cannon. First swipe starts from above and goes down, second swipe is a horizontal "slash".

Crouch jab: Sylux delivers a low sweep by kicking the opponent from below.

Dash attack: Sylux lunges forward and delivers a shock attack that lifts opponents in the air.

Forward tilt: Sylux "stabs" the opponent with it's arm cannon.

Backwards tilt: Sylux swings it's arm cannon behind itself horizontally, dealing damage.

Up tilt: Sylux delivers an uppercut with the arm cannon.

Neutral air: Sylux emits a small electricity burst from the arm cannon. Covers a small area around Sylux.

Forward air: A single roundhouse kick delivered to the front.

Back air: Similar to the backwards tilt.

Up air: A multi hit shock from Sylux's arm cannon. Last hit launches.

Down air: Lunges downwards atop any unsuspecting foes. Stops if it hits a foe midair and can recover, but does not stop if it misses.

Source
Special: Shock Coil
Use Sylux's experimental Federation weapon to drain health from opponents the longer the special is used the more life you drain. [Your opponent(s) take damage with each surge].

Side Special: Lock On (Shock Coil)
Sylux puts his right arm on his Shock Coil to stabalize his aiming. Move around while utilizing his side special to further enhance his Shock Coil capabilities by locking onto targets in the air on the ground, etc [can also be done in mid air]

Up Special: Dive Bomb
Leap high into the air do a flip and crash down onto your advesaries, anybody caught directly underneath is pummeled into the ground for a brief amount of time. [Can control the trajectory once in the air].

Down Special: Lock Jaw & Trip Wires
Enter the Lock Jaw alternate form and lay a trip wire, capable of electrifying anybody caught of guard. [Can also lay trip wires in mid air].

Final Smash: Delano 7
Sylux's ship the Delano 7 appears and hovers around the stage destroying any advesaries that get within its firing range [is not controllable]. Sylux is able to run around freely on stage by sapping additional health at extreme levels from opponents while entering a brief "buff" state.

Standard Combo: Slash Coil (Two Hits)
Sylux slashes his Shock Coil from the left and and then to the right (does decent knockback and hits like a blunt blade)

Dash Attack: Tackle
Sylux dashes into the fray and tackles his opponents. He grabs the first one he is in contact with and brings em to the ground.

Forward Tilt: Heavy Punch
Sylux uses his left hand and punches his opponent really hard.

Upward Tilt: Arc Slash
Sylux swings his shock coil in a half moon motion above his head, anybody that touches it gets zapped a little.

Downward Tilt: Hunter's Boot
Sylux boots his enemies, by kicking their knee caps.

Up Smash: Expel
Sylux enters a wide stance with his feet apart and aims his shock coil out directly over his head. He unleashes a vertical long range electrical surge of lighting similarly to Pikachu's thunderbolt but not as powerful.

Side Smash: Surge Missile
Working in a similar way to Mega Man's side special (charge shot), Sylux uses his alternate ammuntion in his shock coil by enhancing his standard missiles with a little electricity. Hold to unleash more powerful Surge Rockets, the longer the hold the more powerful the electrical damage.

Down Smash: Shock Down
Sylux's most powerful move. He roars and shoots downward directly at his feet with his Shock Coil expelling large amounts of electricity on a full charge. Anybody caught in a fully charged radius recieves heavy amounts of damage, but his Shock Coil will have to recharge for a bit.

Firstly, sign me up as a supporter. I loved Hunters and whilst I was a Spire man, Sylux is definitely the best choice for the role.

As far as a move set goes, this is my idea on specials/smashes:

:GCB: - Shock Coil - chargeable projectile, short to medium range dealing low hitstun and knock back but recovering small amounts of health.

:GCB::GCR: - Imperialist - fires a long range beam. Picture this as similar to ROB's Robot Beam except without charging time at the expense of a greater startup time. Can be angled.

:GCB::GCD: - Lockjaw Mine - Lays an electric mine as Lockjaw which explodes with electricity if an opponent steps on it. When used in the air, the mine automatically explodes below Sylux, giving air stalling capabilities similar to Samus.

(I don't personally think the 3- mine deathtrap should be a thing especially with the loss of a dimension between Hunters and Smash)

:GCB::GCU: - Lockjaw Burst - several electric explosions propels Sylux high into the air.

:GCCR: - Volt Driver - fires a blast of electricity in front of it.

:GCCD: - Judicator - Fires short ranged bursts of ice to either side.

:GCCU: - Fires a Magmaul burst upwards, giving a fiery explosion.


(Source)


Entrance: Sylux dive bombs onto the stage, then aims his arm gun forward, ready to fight.

B- Shock Coil- Sylux releases an electric wave blast forward, which travels quickly and deals slight knockback plus 4% DMG. The electric wave is a quick burst of lightning looking energy that travels about as far as three Bowsers standing next to each other. You can rapidly press B to fire multiple shots forward. The energy can also travel through opponents and hit other opponents that are next to each other if they are within reach.

Side B- The Imperialist- (Borrowed from Trace) Sylux’s arm cannon transforms into the Imperialist gun for Sylux to use. The Imperialist fires a powerful quick moving energy blast wherever Sylux aims, hold down side B to aim the gun. Unfortunately, after releasing B there is a bit of lag (about 1.8 seconds) before it fires, which can make it easy to dodge. The blast deals knockback and 22% DMG however, so if you can work around the lag it is quite useful.


Up B- Launch- Sylux swiftly launches himself upward with the help of some jets in his armor. If Sylux makes contact with an opponent, he will grab them and launch himself and them straight downward. This deals great DMG and knockback, however if they are over the edge this could kill both Sylux and his opponent. If he misses an opponent, he will simply launch himself upward (slightly higher than Samus’ screw attack) and then fall helplessly downward. This attack is reminiscent of his intro to Hunters.



Down B- Lockjaw- Sylux transforms into his lockjaw appearance. In this form, Sylux’s speed is doubled, and by pressing A you can plant a bomb that deals 4% DMG on contact and 6% DMG with explosion. If Sylux takes DMG in this form, he will quickly revert back to his regular form but he takes a second of lag to transform back which leaves him open to an attack. Press B again to quickly transform back with less lag than if he takes DMG while in this form.

Final Smash- Delano 7- Sylux calls his ship, the Delano 7, to pick him up and he flies off screen. A target system is now shown, and you control where the Delano 7 fires. The Delano 7 can fire eight missile blasts at the screen, each of which deal 18% DMG and knockback each. This Final Smash essentially is Snake’s from Brawl, with less lag to the missiles. After time is up (about 12 seconds to fire all the missiles) or all the ammo is gone, the Delano drops Sylux off and he resumes the fight.

Taunt 1- Sylux aims his arm cannon forward and a metallic chuckle can be heard.

Taunt 2- Sylux enters a stance like the one pictured in his Up B, and lets out a metallic yell.

Taunt 3- Sylux puts his hand to his visor as if scanning the area.

Defeat Pose- Sylux stands barely clapping, with his back to the opponent.

Victory Pose 1- Sylux aims his arm cannon around, then aimd at the camera for his victory pose.

Victory Pose 2- Sylux enters the stage in his lockjaw form then reverts back to his normal form, while aiming his gun.

Victory Pose 3- A metallic maniacal laughter can be heard as Sylux fires a few shots overhead.

Alt Costumes: All the costumes simply change the color of his armor and visor, and are based on other Hunters from Metroid.

Basic Armor

Purple Armor, Blue Visor (Noxus)

Red Armor, Light Red Visor (Trace)

Green Armor, Yellow Visor (Weavel)

Yellowish/greenish armor, Yellow Visor (Kaden)

Brown Armor, Orange Visor (Spire)

Samus Colors (Samus Aran)

Black Armor, White Visor

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)

source

Sylux

(Entrance): divebombs on stage like its intro from Metroid Prime: Hunters.


Ground Attacks

(Neutral) attack: Horizontally swipes from left to right with arm cannon, does left jab, jabs with cannon to hold it in place and fires a concentrated stream of its affinity weapon, the shock coil, to drain 5% health from foes to replenish its own. Sylux finishes by firing a more powerful blast.

*Those hit by the shock coil will become immobile and drained of their health to replenish Sylux. Any others within range will be connected by the current, resulting in them being drained and immobile as well, until blasted away.

(U-tilt): does circular uppercut with arm cannon.

(F-tilt): knees its foes with left leg then fully extends leg to do a side kick.

(D-tilt): does a reverse hook kick with left leg.

(U-smash): aims upward diagonally while kneeling on one knee and fires a thick stream of the shock coil which holds opponents in place then explodes, knocking foes in all directions.

*The head of the blast is a thick rounded spark, giving Sylux a better chance of hitting its foes. When fully charged, Sylux fires a longer and greater ranged blast, which drains more health. Just as the jab, those in range will be connected and drained as well until knocked away by explosion of the spark.

(D-smash): turns to alternate form, the lockjaw, and charges an electric spherical bomb that detonates within a short range (3 bombs are deployed when fully charged).

*When 3 bombs are formed, they form a triangle. Which is called the tri-bomb. The bombs are connected by electrical currents.

(F-smash): holds cannon to lower left while charging shock coil, then slashes forward diagonally while emitting a streak of electricity, after slashing, Sylux takes one step forward and rams opponent with shoulder blade.

*Despite the shock coil being used, this doesn’t drain any health for Sylux. It only stuns the enemy.

(Dash): uses shoulder blade to ram opponent and lift up (this hits 2xs, with the 1st hit ramming and 2nd hit is from the shoulder blade being lifted).

(Grab): uses left hand to grab opponent.

(Grab; pummel): gut punches with arm cannon.

(F-throw): rams with shoulder blade after shoving them back.

(U-throw): forces arm cannon to stomach to lift up the enemy then uses the shock coil to drain 5% health, then fires a powerful blast to send enemy skyward.

(B-throw): lifts foe behind then lands a punch to the face with its cannon.

(D-throw): forces cannon to the stomach and uses the shock coil to drain 5% health which brings the foe to their knees then lands a hard stomp.

(1st Ledge recover): does backfist with left hand (below 100%).

(2nd Ledge recover): climbs up and shoulder bashes opponent with shoulder blade (above 100%).

(1st Floor attack): kicks to the front and elbow thrusts to the back (face up).

(2nd Floor attack): does a backfist with cannon to the front and kicks to the back (face down).

Aerial Attacks

(N-air): rapidly turns to lockjaw form and surrounds itself by forming electric wires in the shape of a triangle (Sylux only uses electricity to surround itself with no bombs).

*This is synonymous to the tri-bomb but has no bombs, only electricity that shocks opponents and slows the decent of Sylux.

(F-air): kicks upward then lands an ax kick with left leg (the 1st kick makes it difficult to escape from the upcoming 2nd hit due to its quick execution).

*The 2nd hit sends opponents downward or upward.

(B-air): turns right while extending arm cannon to knock away anyone close by.

(U-air): slashes above in an arc with cannon.

(D-air): drill kicks with right leg then fully extends left leg to knock opponents away.

Special Attacks

(B-neutral) Shock coil: Fires stream of the shock coil to rapidly drain health of all who are nearby (Sylux remains in one spot as long as ‘b’ is held down. Its cannon can be aimed up or down. The weapon’s reach is as long as Samus’ grapple beam fully extended but can be blocked by items, walls, etc.).

*Although it does drain health rapidly giving Sylux quicker healing, it doesn’t stun anyone. The stream can be disconnected by interference with items or objects.

(B-side) Circuit blast: Sylux holds its cannon forward and fires a thin electric wire that once is latched on, gives the player the ability to drain health or sacrifice small amounts of its own by inputting its own health to further weaken the enemy (this move stuns opponents and can be charged to hold up to 3 circuit wires but, can’t be shot separately. All are shot simultaneously in 3 separate directions: straight, upward diagonal, downward diagonal. If aimed correctly, the Circuit blast could drain or overload 3 enemies at once).

*(Back-B) Energy drain: Can only be done when circuit wire has latched on to an opponent. This stuns the opponent and drains 10% health total. After draining 10%, a quick spark travels through the wire and combusts when reaching the captured foe to knock them away. (The more opponents caught, the more energy received).

*(Forward-B) Energy overload: Can only be done when the circuit wire has latched on to an opponent. While the opponent is stunned, Sylux inputs 5% percent of its own health to overload the opponent with 10% damage with each surge of energy. It does 30% damage total to the victim, while Sylux receives 15% damaged for its sacrifice. After damage is given to each according to their own, a quick spark travels through the wire and combusts. Knocking away Sylux and its enemy or enemies. (The spark that ends the move for both moves doesn’t cause damage nor can KO. Also, this move damages both Sylux and its foe(s) so the more enemies caught, the more health is inputted which drains Sylux more).

(B-up) Jet launch: Sylux faces the screen then gets a boost from its jet boots. Its shoulder blades damage all who come in contact. Those beneath Sylux when the move is executed will be meteor smashed or sent flying horizontally.

(B-down): Tripwire mine: Turns to lockjaw form and deploys 3 electric based bombs which will then form a triangle. The impact is almost as powerful as the motion-sensor bomb.

Final Smash

Delano 7: Sylux calls in its gunship, the Delano 7. Automatically, the ships turret begins to fire massive blasts all around the stage. The ship then leaves but returns and quickly flies across the stage once more, then carpet bombs the arena with rapid blasts from its turret for its conclusion.

Taunts

(taunt 1): raises left fist in air while making a metallic grunt sound.

(taunt 2): extends arm cannon to the front then creates a small sphere of electricity at the tip of its cannon.

(taunt 3): does the cutthroat gesture with thumb.

(Defeated pose): kneeling on right knee with left hand and arm cannon on the floor and head looking down in shame and defeat.

Victory Animations

(1st victory animation): does a horizontal slash then aims at the screen.

(2nd victory animation): spins around several times in lockjaw form, turns back to normal, then does the pose from its trophy from Brawl.

(3rd victory animation): fires twice in the air while letting out a metallic chuckle ad holds cannon in the air.

*Sylux utilizes its arm cannon for ranged combat and close combat, due to its blade like structure. With Sylux having the ability to drain health with several of its moves, there is limit to how much the shock coil is used. To prevent abuse of its weapon, the special attribute for Sylux would be based on a mechanism within its cannon that overheats. An icon shaped like Sylux’s cannon would be placed close to its image. It would be displayed vertically, with a green line in the middle. This icon is like a thermometer; when the shock coil is used too much a red line will begin to rise denoting it is overheating. All moves included with the shock coil deal less damage and don’t drain health.

Palette Swaps







The black palette may cause some confusion; it is indeed intended to be Dark Samus. It looks awesome, though.

As a whole reference to Hunters, Sylux's palette swaps would obviously be inspired by the other 5 Hunters, albeit with some tweaks. 6 slots are covered between the default and Hunter palettes, leaving two open spots. Gorea was a fairly simple palette to adapt, adding more Hunters references by virtue of being the final boss. My last choice for a palette was a simple Rundas-ish recolor to add additional Prime reference. Added separately is a possible Samus inspired palette to add some irony in color selection and Sylux's lore, as it hates Samus.

The redone palettes in the spoiler above are much more faithful to the individual Hunters and would be more suitable palettes to use. The only difference is that Gorea is scrapped for a special Samus recolor and the addition of a black palette; originally intended to be Dark Samus.

For the sake of other options, there can always be original alternate colors as shown here(credit to @Dyz).


Ironically enough, despite being intentionally original palettes, the latter two resemble Aurora Unit 313(final boss from Corruption) and the Light Suit(last suit for Samus in Echoes).
(Source)

Stage Concept

In the somewhat likely case that newcomers receive stage DLC to accompany them, it's only fitting to explore the possibilities for a new Metroid stage. Hunters has a few notable locations that could be adapted. The location that will be discussed here: the Oubliette.



This specific area of the Oubliette is the location where Gorea(the final boss and main antagonist)'s first form is fought. This area can be a perfect stage pick on either version for several reasons. Most notable of these is boss hazard potential. Although Metroid has a "boss hazard" stage already, a second one would not hurt it. Gorea could cycle through the Hunter weapons as it did ingame, and if a fighter gets close, they would be subjected to a melee attack, also like in the game. Gorea's second form not appearing can be justified by the fact that not shooting the devices on the walls in order with certain weapons triggers the alternate, ambiguous ending to Hunters when Gorea loses it's health.

Of course, if a non-boss hazard stage is required, there is a second option: Vesper Defense Outpost.



The image shown is from the multiplayer map Weapons Complex, taken from a modified area in VDO, arguably the most memorable location in Hunters apart from the Oubliette. It could be a realtively simple stage with several levels to mirror the size of the area in Hunters itself.

These are basically the two best stages to adapt from Hunters.

Palutena's Guidance

Mewtwo has unfortunately received the generic Guidance found in the game files. The section shall remain, however, as a relic.

If Mewtwo ends up getting a unique DLC Guidance as opposed to the generic guidance found in the game data, Sylux is perfectly capable of receiving one as well. The first one is mine, second one courtesy of @ Wintropy Wintropy , and the third courtesy of @Blue Ninjakoopa.

LIQUIDFGC's version said:
Pit: That guy sorta resembles Samus.

Palutena: That would be Sylux. It's a bounty hunter.

Pit: It? We don't even know it's gender? Is this Gaol all over again?

Palutena: Not a gender or even a species. Only it.

Pit: I'll assume it's a human.

Palutena: Regardless, don't assume it fights like Samus because of the similar armor. Sylux has many weapons at it's disposal. Even more than you do right now.

Pit: Can't be too hard! I'll send this bounty hunter hunting for someone else!
Wintropy's version said:
I'll give it a go~

:4pit: Uhh, Lady Palutena? Who's this weird-looking space...thing?

:4palutena: That's Sylux, an enigmatic bounty hunter with a violent past. Nobody knows its true identity or its motivation, save that it harbours a grudge against the Galactic Federation, and Samus Aran in particular.

:4pit: Ohh. So he's a bad guy?

:4palutena: It's difficult to say. And we don't know if Sylux is a "he" either.

:4pit: Well, whatever it is, it's giving me the creeps. I feel like it's looking at me all funny.

:4palutena: Just watch out for those weapons, Pit. Sylux has amassed enough armaments from across the galaxy to really put the hurt on you.

:4pit: No problem! I've got some weapons of my own!

:4palutena: Oh, and did I mention the weaponised starship that can blow up entire planets? I'm preeeetty suuuure I mentioned that.

:4pit: ...This is gonna hurt...
Blue Ninjakoopa's version said:
Pit: Who's this guy? He has an eerie feel about him...

Palutena: That's Sylux. Not much is known about it other than it's a dangerous bounty hunter.

Pit: Another one?

Palutena (delighted look): Yes. you should be used to seeing bounty hunters by now.

Pit: Oh yeah, I always seem to run into them. Does this one have strong kicks or lasers?

Palutena: Not quite. Sylux's weapon of choice is the Shock Coil, an electric attack which takes your health while restoring its own.

Pit: No biggie, I'll just use my Orbitars.

Palutena: Be careful; Sylux has an array of furious melee attacks as well that your Orbitars won't be able to get around. You'll have to play intelligently if you want to overcome.

Viridi: Apparently, Sylux is wanted by the Galactic Federation for stealing their armor and weapon. When you take it down, make sure you collect your reward!

Pit: Heh, a bounty on a bounty hunter.

Palutena (serious look): Stay focused, Pit!

Confirmed future appearance in Metroid

The idea of reusing the Hunters was rumored for years in interviews. Here are two.

At E3 2013, Kensuke Tanabe, an Executive Officer at Nintendo, plus the man responsible for producing Retro's games, Metroid included, name dropped Metroid Prime: Hunters as a game that could be expanded upon in a future Metroid title, specifically the Hunters themselves. You can read the entire article here, but I'm extracting the relevant quote here:

Kensune Tanabe said:
"Basically I’m thinking of, not just Samus, but how we can expand the whole Samus universe," Tanabe said. "You remember Metroid Prime Hunters. I’m thinking about things like how we could make that go out further, with all these different bounty hunters as well."
As of E3 2015, Tanabe has stated that he wants the Sylux-Samus story to be expanded upon, also confirming the appearance of the Delano 7 at the end of Corruption. Read the entire article here.

IGN said:
Tanabe reminded us about the ending of Metroid Prime 3: Corruption. After Samus’s ship flies off into the distance, another ship suddenly appears. He said that players Metroid Prime Hunters should recognize that the ship belongs to a bounty hunter called Sylux. "He’s actually chasing after Samus, and that’s where that game ends," Tanabe said. "There’s still more I want to build around the story of Sylux and Samus. There’s something going on between them. I want to make a game that touches upon [it]."

"I’m also thinking that, in that eventual game between Sylux and Samus that might get made, that I wants to involve the [Galactic] Federation as well," he said. "So it would be a good idea to release a game like Federation Forces to flesh out its role in the galaxy before moving on to that.
Smash Fighter Ballot



As you all know, the Smash Bros Fighter Ballot has given many users a chance to vote for their favorite character to get into Smash. What this means is that the voice of the Sylux fans can truly be heard, even if it ends up being a whisper compared to the loudness of other fanbases. Go throw a vote for our Hunter, it means a lot.



Fanart

















Support Icons




Supporter List(67)

@ LIQUID12A LIQUID12A , @ Chrollo. Chrollo. , @ AustarusIV AustarusIV , @Ridley_Prime, @ Wintropy Wintropy , @ SuperSegaSonicSS SuperSegaSonicSS , @ Eisendrachen Eisendrachen , @ 2004Zilla 2004Zilla , @ BravadoMan_13 BravadoMan_13 , @Megalon72, @ Smashoperatingbuddy123 Smashoperatingbuddy123 , @ Cutie Gwen Cutie Gwen , @ JayJay55 JayJay55 , @ El Fonz0 El Fonz0 , @ RobinOnDrugs RobinOnDrugs , @ Duzzzyy Duzzzyy , @DJ3DS, @smashingDoug, @WindGuru, @Freduardo, @YoshiplayerX, @WooMooWooWooMoo, @Darkjolly, @Elite Gaymer, @EnGarde, @oni333, @Varia31, @NonSpecificGuy, @SonicSmasher1, @jaketheknight, @Chandelure, @Blue Ninjakoopa, @Strider_Bond00J, @TheFadedWarrior, @Octavium, @Hapajin, @HMwarrior, @TheGalaxyKnight, @Drason, @Cyndane, @SmashBoar, @Dyz, @TCT~Phantom, @KenithTheGatherer, @slambros, @Oracle_Summon, @Divemissile, @edsett, @RidleyKraid187, @Mao644, @Dark Phazon, @POKEMANSPIKA, @Swampasaur, @ThePottedGhost, @murdokdracul, @SchAlternate, @Douglas Jay Ganon, @The One Who Wrote This, @CK97, @Geno Boost, @Phrygisian, @MOM Samus, @MaskO'Gears, @Nikodemus05, @TheLittlestB, @ZestyN, @Raijinken

The question remains: will you support the mysterious enemy to the Galactic Federation as DLC?

 
Last edited:

Eisendrachen

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I find "hope" to be a rather dirty word nowadays.

Especially with the notion that I may be ascribing it to a dark horse character I still place third in line at best.
 

AustarusIV

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Nice. I'll give a full read on the OP later, when my finals are completely over.

Sign me up as a supporter.
 

Wintropy

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I can't deny that he looks cool. While I'm admittedly not that well-versed in Hunters lore, I think he sounds interesting. And goodness knows Metroid is a fine choice of series for more characters.

Sign me up!
 

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I don't know much about Sylux in general, but sign me up for the supporters list. Anything that can help the Metroid series get more representation as it deserves.
 
D

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I don't know much about Sylux in general, but sign me up for the supporters list. Anything that can help the Metroid series get more representation as it deserves.
This. I'm not familiar with the character at all to be honest.
 
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Smashoperatingbuddy123

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Yes count me in

Sylux is definatly on my list of wants

And plus sylux is the only metroid rep left not samus accually possible

But really i would love sylux to be playable big time
 
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LIQUID12A

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I'll be adding more info as time passes. Later, I'll be making a few tidbits for supporters.
 

JayJay55

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I'd like to be added as a supporter too. Metroid is one of the franchises that is well deserving of another rep.
 

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Of course.



Have a small sign of support if any of you wish to carry it. It's been embedded with a link to the thread.
 

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well how else would I update, no one posts here

Threw this together. I of course lack all of the assets needed to make a perfect one, but hey.
 

LIQUID12A

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palettes.jpg


While it's imperfect, these would be my theoretical choices for colors. Rundas probably should have been Samus, but meh.
 
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AustarusIV

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I like the idea of the Delano 7 being Sylux's Final Smash, but I'm not sure how it could be differentiated from ZSS's Gunship FS as of this moment.

I suppose it could just launch ship missiles from offscreen much like how Samus's Gunship did in Metroid Prime 3 Corruption during certain parts of the game. It could work like a "bombing raid" in which you target a certain part of the stage and launch missiles at it, presumably up to three times and with high knockback.

No thanks to the possibility of it being like Samus's Zero Laser, though. It was already copied by the Mii Gunner, so I don't think there's much of a point to using it again.
 

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I like the idea of the Delano 7 being Sylux's Final Smash, but I'm not sure how it could be differentiated from ZSS's Gunship FS as of this moment.

No thanks to the possibility of it being like Samus's Zero Laser, though. It was already copied by the Mii Gunner, so I don't think there's much of a point to using it again.
Simple. Make it like Palutena's Army in Brawl, as a support FS. As a call-back to Hunters, the Delano 7 could appear above the stage and shoot fighters below for about 10 seconds before vanishing.

And if that idea were eschewed, Sylux could always get the Omega Cannon as a "screw everything" nuke. Not a laser, so it wouldn't be a clone of the Zero Laser.

i wish this had more attention
 

Wintropy

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I love the palette swaps! They's all shiny and purty like~

Have you finished the moveset yet? Those concepts got me really really excited~
 

El Fonz0

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View attachment 33298

While it's imperfect, these would be my theoretical choices for colors. Rundas probably should have been Samus, but meh.
I must say, these colors are perfect! These are really only the logical color schemes for Sylux, though I would have the Rundas color be instead a white-with-blue lines GFed Marine, the Kanden color should be either yellow-with-black lines or having certain body parts(torso, gun, forearms, forelegs, etc) be black, and the Weavel color should have darker orange lines. Although, I would also say the alt colors for Sylux in the multiplayer, but I'm not sure what they look like.

I like the incorporation of the other weapons in the moveset, though I'm torn between that and having a grapple-type moveset.
Here's a moveset from GameFaqs I liked: http://www.gamefaqs.com/boards/633202-super-smash-bros-for-wii-u/69459588

Put me on the support list. I loved Hunters because of the interesting characters, and I've always wanted to see them again, even if just in a multiplayer mode of a new game, and because my friend's favorite Hunter is Sylux. And hey, other than Rundas or Anthony, no other Metroid character can show up as a playable character in Smash 4. As you said, DS and Mother Brain are assists and Ridley is in an odd circumstance.
 

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I must say, these colors are perfect! These are really only the logical color schemes for Sylux, though I would have the Rundas color be instead a white-with-blue lines GFed Marine, the Kanden color should be either yellow-with-black lines or having certain body parts(torso, gun, forearms, forelegs, etc) be black, and the Weavel color should have darker orange lines. Although, I would also say the alt colors for Sylux in the multiplayer, but I'm not sure what they look like.

I like the incorporation of the other weapons in the moveset, though I'm torn between that and having a grapple-type moveset.
Here's a moveset from GameFaqs I liked: http://www.gamefaqs.com/boards/633202-super-smash-bros-for-wii-u/69459588

Put me on the support list. I loved Hunters because of the interesting characters, and I've always wanted to see them again, even if just in a multiplayer mode of a new game, and because my friend's favorite Hunter is Sylux. And hey, other than Rundas or Anthony, no other Metroid character can show up as a playable character in Smash 4. As you said, DS and Mother Brain are assists and Ridley is in an odd circumstance.
Delayed response, was Smashing.

Noted on the aspect of colors. I'm lacking experience with the Hue/Saturation tool in PS. Of course, as they are simple recolors, I didn't go too into detail for things like your Kanden comments. And yeah, I was trying to emulate the original colors as close as possible. I don't remember Sylux's alts in multiplayer and certainly have no way to check it.

I certainly like that GameFaqs moveset you posted, but I honestly don't like the idea of a grapple style moveset because, not only is an Affinity Weapon based moveset a much better homage to Hunters, but Sylux wouldn't strike as a grapple-based character, imo.

Always nice to see a new supporter. The Hunters have seriously wasted potential for extra appearances, especially Sylux, whose miniscule backstory is arguably the most expandable, too.

I love the palette swaps! They's all shiny and purty like~

Have you finished the moveset yet? Those concepts got me really really excited~
I'll have the entire thing done soon enough. Just missing the tilts/jabs and I'm thinking of original ideas.
 

Duzzzyy

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I'm a fan of this idea, Sylux was my secondary go-to hunter when I wanted a free win in MP:Hunters and his general character just oozes style and badassery.

One question though, what would his speed, floatyness and power be like? For me personally it'd feel like he was somewhere in between on fall speed, and faster than Samus but with overall weaker attacks, as per the "theme" from Hunters where Samus was the hard hitter if we ignore Trace.
 
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LIQUID12A

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I'm a fan of this idea, Sylux was my secondary go-to hunter when I wanted a free win in MP:Hunters and his general character just oozes style and badassery.

One question though, what would his speed, floatyness and power be like? For me personally it'd feel like he was somewhere in between on fall speed, and faster than Samus but with overall weaker attacks, as per the "theme" from Hunters where Samus was the hard hitter if we ignore Trace.
Because of Sylux's similar proportions to Samus, it(I stress the pronoun because there's literally next to nothing known gender-wise) would be somewhat similar, honestly. Sylux's greater versatility in weapon choices would maybe equal to some degree of strength between weapons, with some weaker than others. The Shock Coil would be weak, but compensates with damage recovery. The Magmaul would be strong, but at the cost of speed and fire rate, for example.

I'll throw you on the support list.
 

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Alright, the basic skeleton of my moveset is finally done. I'll think of things like damage % and other properties later. Please do comment on it.

Special Moves:

Neutral special: Shock Coil. Like Robin's Nosferatu in that it restores damage, but at a much more reduced rate due to the Coil's fast fire rate.

Up special: Battlehammer. An explosive jump much like Mii Gunner's Lunar Launch.

Side special: Magmaul. Heavy, slow and bouncing projectile.

Down: Lockjaw. Deploy a single node when used. Deploy 3 nodes and they come together, damaging any opponents in the radius.

Final Smash:

The Delano 7 could work like Pit's old Palutena's Army FS in Brawl, giving support from above(and a call back to it's battle in Vesper Defense Outpost).

OR

The Omega Cannon. For those unfamiliar, the Omega Cannon is the weapon Samus used to defeat the eldritch abomination Gorea when the other weapons did nothing to it's second form. Sylux jumps offstage with the weapon equipped, and fires it towards the center as a "screw everything" nuke with a large, if not overpowered, blast radius. Can detonate early if the shot hits an opponent first, delivering an instant KO.

Smash attacks:

Imperialist: Side smash. Fires akin to the Mii Gunner's side smash. The longer charged, the further the shot travels. Instantaneous, owing to it's status as a sniper rifle.

Volt Driver: Down smash. An electric burst with a radius of half a character length. Would be similar to Mega Man's Flame Burst.

Judicator: Up smash. Does what the Volt Driver does, just upwards. Hit radius is arced above Sylux in a 45 degree radius above.

Jabs/Tilts

Jab: Two swings of Sylux's arm cannon. First swipe starts from above and goes down, second swipe is a horizontal "slash".

Crouch jab: Sylux delivers a low sweep by kicking the opponent from below.

Dash attack: Sylux lunges forward and delivers a shock attack that lifts opponents in the air.

Forward tilt: Sylux "stabs" the opponent with it's arm cannon.

Backwards tilt: Sylux swings it's arm cannon behind itself horizontally, dealing damage.

Up tilt: Sylux delivers an uppercut with the arm cannon.

Neutral air: Sylux emits a small electricity burst from the arm cannon. Covers a small area around Sylux.

Forward air: A single roundhouse kick delivered to the front.

Back air: Similar to the backwards tilt.

Up air: A multi hit shock from Sylux's arm cannon. Last hit launches.

Down air: Lunges downwards atop any unsuspecting foes. Stops if it hits a foe midair and can recover, but does not stop if it misses.
 
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Duzzzyy

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Big fan, but, I have a concern with the nodes, if you put down two, will they have the shock link that they had in Hunters? If yes, how long would they stick around? Cause it feels like you could zone off an entire part of the map and if they last too long it's basically like a free safe zone he can create.

And if the two nodes don't link, I get the feeling it'll be too hard to get the triple node combo off and the move will rarely be used.

Also will a singular node explode on impact like it was a land mine?

I get the moveset isn't nailed down and fully done, but these are just concerns and thoughts I have so far from a quick glance regarding the final product.
 
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LIQUID12A

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Big fan, but, I have a concern with the nodes, if you put down two, will they have the shock link that they had in Hunters? If yes, how long would they stick around? Cause it feels like you could zone off an entire part of the map and if they last too long it's basically like a free safe zone he can create.

And if the two nodes don't link, I get the feeling it'll be too hard to get the triple node combo off and the move will rarely be used.

Also will a singular node explode on impact like it was a land mine?

I get the moveset isn't nailed down and fully done, but these are just concerns and thoughts I have so far from a quick glance regarding the final product.
Precisely why I took care to note that it's merely the basic skeleton.

Of course, the shock link will exist, but only at a certain range. It would be unfair to have a link covering an entire FD, for instance. My idea for it is to make it vanish after someone touches it or after 5-10 seconds, giving ample time to set the third node.

Will edit this in with the updated moveset when it's complete.
 

Wintropy

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I like it. The concept of Sylux fighting with the Hunters' own weapons is a nice touch and makes for a diverse moveset.

Personally I like both Final Smashes, but if I were to choose, I'd go for a "why not both?" approach: Sylux calls in his gunship to shoot the place up, then delivers a blast with the Omega Cannon to finish it off. It'd be similar to Olimar's Final Smash, just more shooty and blasty in its essential aesthetics.
 

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I like it. The concept of Sylux fighting with the Hunters' own weapons is a nice touch and makes for a diverse moveset.

Personally I like both Final Smashes, but if I were to choose, I'd go for a "why not both?" approach: Sylux calls in his gunship to shoot the place up, then delivers a blast with the Omega Cannon to finish it off. It'd be similar to Olimar's Final Smash, just more shooty and blasty in its essential aesthetics.
Considering the power of the Omega Cannon, it's overpowered.
 

LIQUID12A

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It's called Final Smash for a reason m'darling~
Even for a Final Smash. They are supposed to be powerful, sure, but there has to be a limit. You don't see Pit using the second Great Sacred Treasure in addition to the holy weapons he brands, right?
 

Wintropy

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Even for a Final Smash. They are supposed to be powerful, sure, but there has to be a limit. You don't see Pit using the second Great Sacred Treasure in addition to the holy weapons he brands, right?
Just a suggestion~

Good luck with the moveset anyway, it's looking great thus far!
 

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How to gain likes: post in here and wait for PresidentWario to read it.

OT: How about incorporating something with its shock coil? Like a supercharged one.
 
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How to gain likes: post in here and wait for PresidentWario to read it.

OT: How about incorporating something with its shock coil? Like a supercharged one.
Such things I will reserve for custom moves, since they are the most difficult things to design imho.
 

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I was thinking more Final Smash like. Imagine you get a cone in front of you that fires out a shock coil at every opponent inside it and becomes the supercharged Shock Coil you see when you stay linked to someone for 3+ seconds in Hunters, and they have to break the tether by moving out of range, otherwise it'll drain for a moderate amount of time, and finish with a blast/explosion at them for punishment for not breaking the leash range.

Doesn't sound very Final Smash like but could be made to be cooler.
 
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Wintropy

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I was thinking more Final Smash like. Imagine you get a cone in front of you that fires out a shock coil at every opponent inside it and becomes the supercharged Shock Coil you see when you stay linked to someone for 3+ seconds in Hunters, and they have to break the tether by moving out of range, otherwise it'll drain for a moderate amount of time, and finish with a blast/explosion at them for punishment for not breaking the leash range.

Doesn't sound very Final Smash like but could be made to be cooler.
It sounds vaguely like R.O.B.'s Brawl Final Smash.

Could work, methinks~
 

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I was thinking more Final Smash like. Imagine you get a cone in front of you that fires out a shock coil at every opponent inside it and becomes the supercharged Shock Coil you see when you stay linked to someone for 3+ seconds in Hunters, and they have to break the tether by moving out of range, otherwise it'll drain for a moderate amount of time, and finish with a blast/explosion at them for punishment for not breaking the leash range.

Doesn't sound very Final Smash like but could be made to be cooler.
As a Final Smash the idea is interesting, but ultimately outclassed by the availability of the Delano 7 and Omega Cannon.
 

Duzzzyy

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I know, I just think both doesn't seem all that unique and interactive besides push b then forget, but it might very well fit better. Just throwing ideas around blindly and seeing what sticks.
 
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