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Canon-wise, it's the only rival bounty hunter to have appeared in more than one Metroid game (if you assume that the ship seen in the 100% ending of Metroid Prime 3 is, in fact, the Delano 7). As such, I believe it only just slightly edges out the other bounty hunters when it comes to who should make an appearance, as the developers presumably had some sort of plan for the character beyond appearing fully in a single game.
Gameplay-wise, Sylux has a comparable frame and size to Samus (its Lockjaw form is even similar to the Morph Ball). In addition to its own signature weapons, Sylux also has access to the rest of the weapon systems featured in Metroid Prime Hunters, and incorporating some of these into its moveset would be a neat throwback to that game.
Here's a quick list of the weapons from Metroid Prime Hunters, off the top of my head;
Shock Coil - Sylux' signature weapon, a short-ranged beam of electricity (visually, at least) that does more damage the longer it stays attached to an opponent and, when used by Sylux, absorbs the opponent's health.
Volt Driver - Another electric attack, but this time it's a projectile. In game, the Volt Driver fires small, fast projectiles - unless charged, which produces a projectile that does much more damage, but moves far more slowly.
Battlehammer - A weapon that fires arced, exploding projectiles at a high rate of fire.
Judicator - An ice-based weapon that fires three projectiles, unless fired by Noxus, who can fire a single projectile that can freeze other players.
Magmaul - Similarly to the Battlehammer, fires exploding arced projectiles, but with a fire theme.
Imperialist - A sniper rifle. Slow rate of fire and low damage, but can zoom in and nets a one-hit kill if a headshot is scored.
Now, as far as how I'd see Sylux playing, I don't want to envision another character based largely around speed, combos and low-trajectory attacks, since we already have more than enough of those. Considering that we've got a plethora of ranged attacks to work with, I'd like to see Sylux as a projectile heavy character to a degree we'd not previously seen - most of its attacks would be ranged and require good spacing, but it'd have little to no options up close, and probably a relatively poor recovery. This might sound like it'd immediately lose out to most of the staple characters in the game, but I think that it's possible to come up with a balanced moveset that features a playstyle not yet seen in the game.
Here's a rough example moveset I think could work. Note in advance that I'm not in-the-know about what is and is not totally possible with the limitations of modding the engine, so take it all with a grain of salt.
Note; Sylux gains a different layout of attacks by using Down Special (indicated in this list by red and green colouring).
Neutral attack - Shock Charge - Sylux charges itself with electricity (think Mewtwo's Nair, but on the ground). If the attack damages an opponent, can be canceled into any other move (gives the player opportunities to force opponents away and cover their attempts at re-advancing with projectiles), but if it doesn't connect, has a relatively long wind-down period.
Forward Tilt/Forward Aerial - Volt Driver > - On the ground, fires a medium speed/damage electric projectile that can be tilted up or down to fire the projectile at a 45°angle. In the air, fires a small, fast moving, weak electric projectile in a straight horizontal line, optionally up to three times in succession.
Up Tilt/Up Aerial - Volt Driver ^ - Same as Forward Tilt/Air, but fired vertically.
Forward Tilt/Forward Aerial - Judicator > - Fires three ice projectiles. Each hits for a relatively weak hit, but characters can be hit by multiple projectiles. In the air, the spread is the same, but angled slightly upwards. On the ground, fires one projectile straight horizontally, and the others at 45 degree angles up and down.
Up Tilt/Up Aerial - Judicator ^ - Same as Forward Tilt/Air, but fired vertically. One projectile does straight up vertically, and the other two go to the left and right at 45 degree angles.
Down Aerial - Volt Driver V/Judicator V - Same as indicated Forward and Up Tilts, but fired downwards.
Back Aerial - Charged Volt Driver/Charged Judicator - Fires a short-ranged burst with strong knockback. This move functions identically in both stances, but changes visually.
Neutral Aerial - Aerial Tripmines - Morphs into the Lockjaw briefly and leaves behind a proximity energy mine. Can have up to two on the stage at a time. Explodes automatically after X seconds. If Sylux tries to place a third mine, all three mines explode. If Sylux is near a mine when it explodes, it morphs into the Lockjaw and is bounced slightly upwards (similarly to Samus and her bombs).
[In Metroid Prime Hunters, leaving tripmines close to each other creates a tether between them that triggers both mines when tripped. If one manages to make a triangle of mines around another player, that player is instantly destroyed. I'm not sure how feasible either of these concepts are to implement in Project M, either because of difficulty in modding such an interaction and also the difficulty of balancing such a mechanic.]
Down Tilt - Magmaul - Fires a slow, arcing fire projectile that explodes on contact. On contact with the ground, leaves behind a damaging circle of fire for two seconds.
Crawl Attack - Grounded Tripmines - Leaves behind a proximity energy mine.
Dash Attack - Battlehammer Feint - Jumps out of the dash into a firing position. If the player presses Attack again, Sylux fires a shockwave from its arm cannon, which propels it backward. If the player doesn't press Attack again, Sylux falls to the ground and is floored.
Forward Smash - Shock Coil Sweep - Slashes with the Shock Coil, almost like a whip. Fairly straightforward - hits horizontally, strong knockback growth. Can be angled up and down.
Up Smash - Battlehammer - Fires a fast-moving projectile straight up that explodes on contact, or after traveling a certain distance. Set knockback upwards and good damage. Has a sweetspot at the tip of Sylux' arm cannon right before the projectile fires - it this sweetspot hits, no projectile is fired, but instead an explosion happens for large knockback.
Down Smash - Shock Field - Fires the Shock Coil into the ground, electrifying a small area around Sylux. Has a set knockback upwards and does little damage, but the attack lasts longer the longer it's charged.
Grab - Grabs the opponent.
Pummel - Sylux Shock Coil - Shoots enemy point blank with the Shock Coil. Heals a set percentage of Sylux' damage.
Up Throw - Throws opponent straight up. Early IASA frames - can quickly follow up with an Up Tilt or retreat back to a safe distance.
Back Throw - Throws opponent behind Sylux. Opponents hit the ground fairly quickly, possibly flooring them and letting Sylux reposition, but can also be teched.
Down Throw - Tripmine Execute - Sylux morphs into the Lockjaw and quickly surrounds them with tripmines, which then explode. Damage and knockback based on number of tripmines already on the stage - if there are already two tripmines on the stage, Sylux only spawns one and the damage and knockback are minimal. If there are no tripmines on the stage, Sylux spawns three, and the damage and knockback are much bigger.
Floor Attacks and Edge Attacks - Probably nothing special here. Punches and kicks, etc. Edge attacks could also maybe fire projectiles based on current stance, but I'm not sure if that's possible.
Neutral Special - Kanden Volt Driver/Noxus Judicator - Charges for 60ish frames and fires a large, slow-moving, medium-ranged projectile. The Volt Driver version deals heavy knockback and deals extra shield damage, while the Judicator version deals less knockback, but freezes opponents and deals more damage. Can be 'Reversed' like Falcon/Warlock Punch.
Side Special - Imperialist - Crouches down (slowly, think "Snake taking out Nikita") and spawns a red laser sight. Player holds down Special to stay in the aiming stance, during which they can aim straight ahead horizontally or above and below the horizon up to 60 degrees. Fires after three seconds, or when the player lets go of Special (staying in the stance longer doesn't increase the damage or knockback). Does virtually no damage and has low base knockback, but has enormous knockback growth.
Up Special - Ghost World - Sylux morphs into the Lockjaw and detonates three tripmines underneath itself, launching itself upwards. Low damage and knockback, detonates any other tripmines on the stage.
Down Special - Stance Switch - Sylux switches between its two stances, significantly changing its moveset.
Bleck, while I like your thinking and agree about Sylux over Dark Samus, there is already a character that fills the category for a projectile specialist that has support. That would be Ray. That is not to say I disagree with what you have presented or that I'm saying you are wrong, but I think what you are asking for is fulfilled by this character who already suffers from lack of representation. Just a thought, but nice post nonetheless.Canon-wise, it's the only rival bounty hunter to have appeared in more than one Metroid game (if you assume that the ship seen in the 100% ending of Metroid Prime 3 is, in fact, the Delano 7). As such, I believe it only just slightly edges out the other bounty hunters when it comes to who should make an appearance, as the developers presumably had some sort of plan for the character beyond appearing fully in a single game.
Gameplay-wise, Sylux has a comparable frame and size to Samus (its Lockjaw form is even similar to the Morph Ball). In addition to its own signature weapons, Sylux also has access to the rest of the weapon systems featured in Metroid Prime Hunters, and incorporating some of these into its moveset would be a neat throwback to that game.
Here's a quick list of the weapons from Metroid Prime Hunters, off the top of my head;
Shock Coil - Sylux' signature weapon, a short-ranged beam of electricity (visually, at least) that does more damage the longer it stays attached to an opponent and, when used by Sylux, absorbs the opponent's health.
Volt Driver - Another electric attack, but this time it's a projectile. In game, the Volt Driver fires small, fast projectiles - unless charged, which produces a projectile that does much more damage, but moves far more slowly.
Battlehammer - A weapon that fires arced, exploding projectiles at a high rate of fire.
Judicator - An ice-based weapon that fires three projectiles, unless fired by Noxus, who can fire a single projectile that can freeze other players.
Magmaul - Similarly to the Battlehammer, fires exploding arced projectiles, but with a fire theme.
Imperialist - A sniper rifle. Slow rate of fire and low damage, but can zoom in and nets a one-hit kill if a headshot is scored.
Now, as far as how I'd see Sylux playing, I don't want to envision another character based largely around speed, combos and low-trajectory attacks, since we already have more than enough of those. Considering that we've got a plethora of ranged attacks to work with, I'd like to see Sylux as a projectile heavy character to a degree we'd not previously seen - most of its attacks would be ranged and require good spacing, but it'd have little to no options up close, and probably a relatively poor recovery. This might sound like it'd immediately lose out to most of the staple characters in the game, but I think that it's possible to come up with a balanced moveset that features a playstyle not yet seen in the game.
Here's a rough example moveset I think could work. Note in advance that I'm not in-the-know about what is and is not totally possible with the limitations of modding the engine, so take it all with a grain of salt.
Note; Sylux gains a different layout of attacks by using Down Special (indicated in this list by red and green colouring).
Neutral attack - Shock Charge - Sylux charges itself with electricity (think Mewtwo's Nair, but on the ground). If the attack damages an opponent, can be canceled into any other move (gives the player opportunities to force opponents away and cover their attempts at re-advancing with projectiles), but if it doesn't connect, has a relatively long wind-down period.
Forward Tilt/Forward Aerial - Volt Driver > - On the ground, fires a medium speed/damage electric projectile that can be tilted up or down to fire the projectile at a 45°angle. In the air, fires a small, fast moving, weak electric projectile in a straight horizontal line, optionally up to three times in succession.
Up Tilt/Up Aerial - Volt Driver ^ - Same as Forward Tilt/Air, but fired vertically.
Forward Tilt/Forward Aerial - Judicator > - Fires three ice projectiles. Each hits for a relatively weak hit, but characters can be hit by multiple projectiles. In the air, the spread is the same, but angled slightly upwards. On the ground, fires one projectile straight horizontally, and the others at 45 degree angles up and down.
Up Tilt/Up Aerial - Judicator ^ - Same as Forward Tilt/Air, but fired vertically. One projectile does straight up vertically, and the other two go to the left and right at 45 degree angles.
Down Aerial - Volt Driver V/Judicator V - Same as indicated Forward and Up Tilts, but fired downwards.
Back Aerial - Charged Volt Driver/Charged Judicator - Fires a short-ranged burst with strong knockback. This move functions identically in both stances, but changes visually.
Neutral Aerial - Aerial Tripmines - Morphs into the Lockjaw briefly and leaves behind a proximity energy mine. Can have up to two on the stage at a time. Explodes automatically after X seconds. If Sylux tries to place a third mine, all three mines explode. If Sylux is near a mine when it explodes, it morphs into the Lockjaw and is bounced slightly upwards (similarly to Samus and her bombs).
[In Metroid Prime Hunters, leaving tripmines close to each other creates a tether between them that triggers both mines when tripped. If one manages to make a triangle of mines around another player, that player is instantly destroyed. I'm not sure how feasible either of these concepts are to implement in Project M, either because of difficulty in modding such an interaction and also the difficulty of balancing such a mechanic.]
Down Tilt - Magmaul - Fires a slow, arcing fire projectile that explodes on contact. On contact with the ground, leaves behind a damaging circle of fire for two seconds.
Crawl Attack - Grounded Tripmines - Leaves behind a proximity energy mine.
Dash Attack - Battlehammer Feint - Jumps out of the dash into a firing position. If the player presses Attack again, Sylux fires a shockwave from its arm cannon, which propels it backward. If the player doesn't press Attack again, Sylux falls to the ground and is floored.
Forward Smash - Shock Coil Sweep - Slashes with the Shock Coil, almost like a whip. Fairly straightforward - hits horizontally, strong knockback growth. Can be angled up and down.
Up Smash - Battlehammer - Fires a fast-moving projectile straight up that explodes on contact, or after traveling a certain distance. Set knockback upwards and good damage. Has a sweetspot at the tip of Sylux' arm cannon right before the projectile fires - it this sweetspot hits, no projectile is fired, but instead an explosion happens for large knockback.
Down Smash - Shock Field - Fires the Shock Coil into the ground, electrifying a small area around Sylux. Has a set knockback upwards and does little damage, but the attack lasts longer the longer it's charged.
Grab - Grabs the opponent.
Pummel - Sylux Shock Coil - Shoots enemy point blank with the Shock Coil. Heals a set percentage of Sylux' damage.
Up Throw - Throws opponent straight up. Early IASA frames - can quickly follow up with an Up Tilt or retreat back to a safe distance.
Back Throw - Throws opponent behind Sylux. Opponents hit the ground fairly quickly, possibly flooring them and letting Sylux reposition, but can also be teched.
Down Throw - Tripmine Execute - Sylux morphs into the Lockjaw and quickly surrounds them with tripmines, which then explode. Damage and knockback based on number of tripmines already on the stage - if there are already two tripmines on the stage, Sylux only spawns one and the damage and knockback are minimal. If there are no tripmines on the stage, Sylux spawns three, and the damage and knockback are much bigger.
Floor Attacks and Edge Attacks - Probably nothing special here. Punches and kicks, etc. Edge attacks could also maybe fire projectiles based on current stance, but I'm not sure if that's possible.
Neutral Special - Kanden Volt Driver/Noxus Judicator - Charges for 60ish frames and fires a large, slow-moving, medium-ranged projectile. The Volt Driver version deals heavy knockback and deals extra shield damage, while the Judicator version deals less knockback, but freezes opponents and deals more damage. Can be 'Reversed' like Falcon/Warlock Punch.
Side Special - Imperialist - Crouches down (slowly, think "Snake taking out Nikita") and spawns a red laser sight. Player holds down Special to stay in the aiming stance, during which they can aim straight ahead horizontally or above and below the horizon up to 60 degrees. Fires after three seconds, or when the player lets go of Special (staying in the stance longer doesn't increase the damage or knockback). Does virtually no damage and has low base knockback, but has enormous knockback growth.
Up Special - Ghost World - Sylux morphs into the Lockjaw and detonates three tripmines underneath itself, launching itself upwards. Low damage and knockback, detonates any other tripmines on the stage.
Down Special - Stance Switch - Sylux switches between its two stances, significantly changing its moveset.
I'd be totally okay with Ridley, too. I just think Sylux is somewhat more interesting - I can't think of a moveset for Ridley that doesn't have him playing like a bigger, flying Bowser, which unfortunately sounds really boring, to me.
And Dark Samus is just lame and boring, as with any other character that's essentially "Dark [Character]" or any derivative thereof (I'm looking at you, Shadow The Hedgehog).
I like the concept, but I think that the way you've envisioned it would require more articles (projectiles) than anyone else has. PMBR can't create those, they can only modify existing ones. Does anyone know exactly how many articles Snake has? I heard someone say he has 6. Is that accurate?Here's a rough example moveset I think could work. Note in advance that I'm not in-the-know about what is and is not totally possible with the limitations of modding the engine, so take it all with a grain of salt.
Note; Sylux gains a different layout of attacks by using Down Special (indicated in this list by red and green colouring).
Neutral attack - Shock Charge - Sylux charges itself with electricity (think Mewtwo's Nair, but on the ground). If the attack damages an opponent, can be canceled into any other move (gives the player opportunities to force opponents away and cover their attempts at re-advancing with projectiles), but if it doesn't connect, has a relatively long wind-down period.
Forward Tilt/Forward Aerial - Volt Driver > - On the ground, fires a medium speed/damage electric projectile that can be tilted up or down to fire the projectile at a 45°angle. In the air, fires a small, fast moving, weak electric projectile in a straight horizontal line, optionally up to three times in succession.
Up Tilt/Up Aerial - Volt Driver ^ - Same as Forward Tilt/Air, but fired vertically.
Forward Tilt/Forward Aerial - Judicator > - Fires three ice projectiles. Each hits for a relatively weak hit, but characters can be hit by multiple projectiles. In the air, the spread is the same, but angled slightly upwards. On the ground, fires one projectile straight horizontally, and the others at 45 degree angles up and down.
Up Tilt/Up Aerial - Judicator ^ - Same as Forward Tilt/Air, but fired vertically. One projectile does straight up vertically, and the other two go to the left and right at 45 degree angles.
Down Aerial - Volt Driver V/Judicator V - Same as indicated Forward and Up Tilts, but fired downwards.
Back Aerial - Charged Volt Driver/Charged Judicator - Fires a short-ranged burst with strong knockback. This move functions identically in both stances, but changes visually.
Neutral Aerial - Aerial Tripmines - Morphs into the Lockjaw briefly and leaves behind a proximity energy mine. Can have up to two on the stage at a time. Explodes automatically after X seconds. If Sylux tries to place a third mine, all three mines explode. If Sylux is near a mine when it explodes, it morphs into the Lockjaw and is bounced slightly upwards (similarly to Samus and her bombs).
[In Metroid Prime Hunters, leaving tripmines close to each other creates a tether between them that triggers both mines when tripped. If one manages to make a triangle of mines around another player, that player is instantly destroyed. I'm not sure how feasible either of these concepts are to implement in Project M, either because of difficulty in modding such an interaction and also the difficulty of balancing such a mechanic.]
Down Tilt - Magmaul - Fires a slow, arcing fire projectile that explodes on contact. On contact with the ground, leaves behind a damaging circle of fire for two seconds.
Crawl Attack - Grounded Tripmines - Leaves behind a proximity energy mine.
Dash Attack - Battlehammer Feint - Jumps out of the dash into a firing position. If the player presses Attack again, Sylux fires a shockwave from its arm cannon, which propels it backward. If the player doesn't press Attack again, Sylux falls to the ground and is floored.
Forward Smash - Shock Coil Sweep - Slashes with the Shock Coil, almost like a whip. Fairly straightforward - hits horizontally, strong knockback growth. Can be angled up and down.
Up Smash - Battlehammer - Fires a fast-moving projectile straight up that explodes on contact, or after traveling a certain distance. Set knockback upwards and good damage. Has a sweetspot at the tip of Sylux' arm cannon right before the projectile fires - it this sweetspot hits, no projectile is fired, but instead an explosion happens for large knockback.
Down Smash - Shock Field - Fires the Shock Coil into the ground, electrifying a small area around Sylux. Has a set knockback upwards and does little damage, but the attack lasts longer the longer it's charged.
Grab - Grabs the opponent.
Pummel - Sylux Shock Coil - Shoots enemy point blank with the Shock Coil. Heals a set percentage of Sylux' damage.
Up Throw - Throws opponent straight up. Early IASA frames - can quickly follow up with an Up Tilt or retreat back to a safe distance.
Back Throw - Throws opponent behind Sylux. Opponents hit the ground fairly quickly, possibly flooring them and letting Sylux reposition, but can also be teched.
Down Throw - Tripmine Execute - Sylux morphs into the Lockjaw and quickly surrounds them with tripmines, which then explode. Damage and knockback based on number of tripmines already on the stage - if there are already two tripmines on the stage, Sylux only spawns one and the damage and knockback are minimal. If there are no tripmines on the stage, Sylux spawns three, and the damage and knockback are much bigger.
Floor Attacks and Edge Attacks - Probably nothing special here. Punches and kicks, etc. Edge attacks could also maybe fire projectiles based on current stance, but I'm not sure if that's possible.
Neutral Special - Kanden Volt Driver/Noxus Judicator - Charges for 60ish frames and fires a large, slow-moving, medium-ranged projectile. The Volt Driver version deals heavy knockback and deals extra shield damage, while the Judicator version deals less knockback, but freezes opponents and deals more damage. Can be 'Reversed' like Falcon/Warlock Punch.
Side Special - Imperialist - Crouches down (slowly, think "Snake taking out Nikita") and spawns a red laser sight. Player holds down Special to stay in the aiming stance, during which they can aim straight ahead horizontally or above and below the horizon up to 60 degrees. Fires after three seconds, or when the player lets go of Special (staying in the stance longer doesn't increase the damage or knockback). Does virtually no damage and has low base knockback, but has enormous knockback growth.
Up Special - Ghost World - Sylux morphs into the Lockjaw and detonates three tripmines underneath itself, launching itself upwards. Low damage and knockback, detonates any other tripmines on the stage.
Down Special - Stance Switch - Sylux switches between its two stances, significantly changing its moveset.
I'd be totally okay with Ridley, too. I just think Sylux is somewhat more interesting - I can't think of a moveset for Ridley that doesn't have him playing like a bigger, flying Bowser, which unfortunately sounds really boring, to me.
And Dark Samus is just lame and boring, as with any other character that's essentially "Dark [Character]" or any derivative thereof (I'm looking at you, Shadow The Hedgehog).
Snake has 7I like the concept, but I think that the way you've envisioned it would require more articles (projectiles) than anyone else has. PMBR can't create those, they can only modify existing ones. Does anyone know exactly how many articles Snake has? I heard someone say he has 6. Is that accurate?
I completely understand not liking Ridley (as I don't, either), but he's more iconic than someone like Sylux is, so he honestly deserves a spot more. As for Dark Samus, she makes a good backup Metroid character in case Ridley isn't chosen. I think that her Phazon-based weaponry and using power-ups that Samus doesn't could provide a very interesting moveset. In fact, there was a link El Fonzo posted of one that was generally approved of by pretty much everyone, with a few changes such as her Final Smash and a couple of small things like her taunts. And again, she's more iconic than Sylux.
http://www.gamefaqs.com/boards/633202-super-smash-bros-for-wii-u/64357422
RASGAR~! Your inputs have been very useful in assisting my overall moveset concept, so yes you were greatly missed by me to say the very least. You have some pretty rad ideas.So I've been absent from the thread for a few days because the forum stopped alerting me to new posts in the thread for some reason (not like anyone was waiting for me). I thought it was weird that suddenly everyone stopped posting here, but I didn't bother to check until now. Anyhow...
@ Solbliminal
I noticed a while back you mentioned wanting to discuss ideas for pod attacks. Well, my brother finally found his copy of the GC version so I played a bunch of intense 3-player battles with him and my wife. None of us remembered what most of the weapons did, so we were trying out all kinds of things.
So, pods can do a lot of different things, but a lot of them would be hard to replicate in a 2D plane I think, which makes the differences somewhat irrelevant here. I'd say there's three major options for what they could do, based on common behaviors from what I remember:
-Travel along the ground in one direction (with the possibility of being able to go over walls/small obstacles)
-Stay in place (like a mine, either on the ground or in mid-air)
-Like option 2, except they follow an enemy who comes too close
I'd say that option 1 is the best.
Also, a random thought I had: would it be of any help to you for me to try making videos of certain weapons? I can't guarantee they'd be very good quality, but it might help you to have something to reference other than text and screenshots. Unless you were able to find a copy of the game and I missed it.
Finally, the illustration of the blade attack is excellent. And as for your next one, my vote goes to the Catch Gun just because I'm curious to see how you'd do it.
Because he is seen as:First off, how do you guys like meh avatar?
Secondly, Why is Shadow so hated? ;~;
Silver was hated for even more ridiculous reasons than Shadow:So about my avatar?
Isn't Silver more hated?
And that reminds me... Silver is in Brawl. :3
Rasgar....I think you just became my best friend with that statement alone. Don't even care if Sonic isn't your favorite series or not. You just won a truckload of respect points from me.For what it's worth, Silver is my favorite Sonic character (though I'm only kind of a fan of the series). No point in voting for him for P:M though.
This is how I feel when people hate on Sonic related topics.
Arcticfox would be proud of you.Slippy Toad, we need him
The rule states that a character must appear in game in some form. If his name is in the song, it is implied that he is referenced. That would be considered appearing in text form.He doesnt have a trophy nor a sticker, wich is very odd, but maybe is stretching too much the rules just because of a song.
You're probably right! There's not really much else that Ray could do (not to say I'm an expert on the Custom Robo series, as I'm definitely not), so it'd probably be better in the end run for Ray to have that kit.Bleck, while I like your thinking and agree about Sylux over Dark Samus, there is already a character that fills the category for a projectile specialist that has support. That would be Ray. That is not to say I disagree with what you have presented or that I'm saying you are wrong, but I think what you are asking for is fulfilled by this character who already suffers from lack of representation. Just a thought, but nice post nonetheless.
Like I said, not an expert on what's possible with the limitations of modding - but this is a good thing to know for the future.I like the concept, but I think that the way you've envisioned it would require more articles (projectiles) than anyone else has. PMBR can't create those, they can only modify existing ones.
Can't really disagree, here.I completely understand not liking Ridley (as I don't, either), but he's more iconic than someone like Sylux is, so he honestly deserves a spot more.
Bleeeh.As for Dark Samus, she makes a good backup Metroid character in case Ridley isn't chosen.
Here's the most terrible secret of all;The series is already thought ill of, and only gets worse with each installment. No matter how good it is.
Fixed.Here's the most terrible secret of all;
Pokemon games have never been good.
It doesn't really matter since the PMBR team will work on whatever character they want to if it hasn't already been announced in Smash 4.You're probably right! There's not really much else that Ray could do (not to say I'm an expert on the Custom Robo series, as I'm definitely not), so it'd probably be better in the end run for Ray to have that kit.
That being said, though, I still think it's possible that Ray could be playable in Smash 4.
I'm going with the Ray MK III since he is the easier of the two to draw, but have decided to use weapons from throughout the series. If Ray ends up getting made, he will likely have the other model as an alternate costume anyways. So it does not bother me which is chosen as long as Custom Robo is represented in some way. Besides. You should show support for Ray as a whole. Because one Ray is better than no Ray at all.Hey Solbliminal I'm super interested in that Ray moveset(love Custom Robo) I've been away from the thread for awhile and don't want to dig through it if you've already posted the whole thing. Ray has a lot of potential but I don't really get how you'd narrow down all those weapons into a smash moveset. Also which incarnation of ray are you leaning towards? I prefer Ray01 because the GC Custom Robo is the only one I've played and the other Ray design's don't appeal to me as much.
Knuckle gun would make an interesting move. It would probably be an interesting smash or aerial. I imagine the tackle would be a dash attack right?I'm going with the Ray MK III since he is the easier of the two to draw, but have decided to use weapons from throughout the series. If Ray ends up getting made, he will likely have the other model as an alternate costume anyways. So it does not bother me which is chosen as long as Custom Robo is represented in some way. Besides. You should show support for Ray as a whole. Because one Ray is better than no Ray at all.
As for the moveset, I've not finished it. I've been rather busy these past few days and have been popping in here and there to see if any ideas have come up. For now, I've told anyone who has been interested to pick an attack from the list of 4 I have shown to determine which I will draw next. The 4 options are:
-Tackle
-Knuckle Gun
-Catcher Gun
-Gravity Gun
You are free to suggest ideas.
Tackle would be about like Ganondorf's Running A attack I would imagine, but faster and not as powerful. More of a set-up tool or short distance KB move.Knuckle gun would make an interesting move. It would probably be an interesting smash or aerial. I imagine the tackle would be a dash attack right?
Rasgar....I think you just became my best friend with that statement alone. Don't even care if Sonic isn't your favorite series or not. You just won a truckload of respect points from me.
I think what it comes down to is finding guns that have interesting enough effects to stand out from each other (and are useful in a 2D plane). At the moment, I think the tentative idea is to have one basic pod, one basic bomb, and the rest of the moves will be different guns (and the tackle move).Hey Solbliminal I'm super interested in that Ray moveset(love Custom Robo) I've been away from the thread for awhile and don't want to dig through it if you've already posted the whole thing. Ray has a lot of potential but I don't really get how you'd narrow down all those weapons into a smash moveset. Also which incarnation of ray are you leaning towards? I prefer Ray01 because the GC Custom Robo is the only one I've played and the other Ray design's don't appeal to me as much.
Well, the weapons available in the GC and DS games are pretty much the same, so it all works out.I'm going with the Ray MK III since he is the easier of the two to draw, but have decided to use weapons from throughout the series.
I like the articuno. but is that the gal from that overrated frozen movie? eh no thanks, looks cool though. I miss your lyn one though.SOMEONE COMMENT ON MAH AVATAR PLZ!!!!
Sorry ;~;
I would be happy with Ashley.Anyway, what I want to discuss is this:
We all know she's only an Assist Trophy in SSB for 3DS/Wii U, so now... can we all agree she would be great for Project M?
Funny, trojanpooh made a comment about a sudden wave of Ashley supporters that was imminent, but you're the first person to bring it upAnyway, what I want to discuss is this:
We all know she's only an Assist Trophy in SSB for 3DS/Wii U, so now... can we all agree she would be great for Project M?