- Nov 14, 2007
Credit to Venus of the Desert Bloom:
Welcome to the Rex support thread.
Rex is the main protagonist of Xenoblade Chronicles 2. In Xenoblade 2, humans live atop titans that travel above a sea of clouds. Existing alongside humans are powerful creatures called Blades. Blades take on many forms, and wield many different weapons. Blades are practically immortal--but as a price, they are trapped inside Core Crystals until a Driver awakens them. Drivers are a rare people whom are strong enough to harness a Blade's power. Those whom are not strong enough to bond with Blades often get sick when they touch a Core Crystal--or worse. If a Blade's Driver dies, he/she/it will return to its Core Crystal, and all of its memories will be erased. Rinse and repeat. Rex is one of the few Drivers whom can utilise a Blade. The first Blade Rex meets is a red-haired woman named Pyra. If you've played Zelda: Skyward Sword, think of it this way: Pyra is to Rex is as Fi is to Link.
Rex is an orphan, raised by a titan named Azurda. Rex makes his living as a salvager, diving into cloud sea in search of treasure. His story begins when he takes on a job to retrieve the Legendary Aegis. The reward is high, but the people he has to work with have the word "shady" written all over them. During the job, when Rex finally locates the Aegis, he is (literally) stabbed in the back by his colleagues, whom then attempt to walk away with the Aegis. But the Aegis, Pyra, revives Rex by removing a part of her Core Crystal and merging it with him. This Core Crystal is the X-shaped stone on Rex's chest. But this revival was at a price: along with relinquishing her immortality, Pyra and Rex both suffer from each other's physical pain. If one of them dies, so does the other. With Pyra's power, Rex is able to escape from the shady group known as Torna. As Pyra's Driver, he now has a new objective: to reach Elysium.
Why should he be added to Smash?
Xenoblade has established itself as a solid and unique RPG series. The first game was a huge success, and its main protagonist, Shulk was added to Smash for Wii U/3DS. The following Xenoblade game, Xenoblade Chronicles X, was a masterpiece, despite it not selling well--though this is arguable due to the fact that the Wii U itself wasn't selling well. That said, if Xenoblade Chronicles X ever gets ported to the Switch, I fancy it will sell much better than it did on the Wii U. Lastly, Xenoblade Chronicles 2 was a very popular addition to the series. So popular, that a prequel spinoff, Xenoblade Chronicles 2: Torna the Golden Country, was made. Ergo, if Rex was added to Smash Ultimate, I fancy many would recognise him. Not only that, but his addition would also bolster an already notorious series.
What are his chances?
If memory serves me, Sakurai said the reason why Rex wasn't included was because development for Smash Ultimate began, and the roster was finalised, BEFORE Xenoblade Chronicles 2 was announced. It is no secret that Sakurai is a big fan of the Xenoblade series, which is why he added Rex as a downloadable Mii costume. Before, Rex's addition was extremely unlikely--but now that we know there are more downloadable fighters coming after the initial five, Rex may very well be guaranteed, assuming Sakurai is still interested in him.
What new things would he bring to Smash?
Aside from being in a popular RPG series, Rex has loads of moveset potential, thanks to the many Blades he can use in his own game. His default Blade, Pyra/Mythra, wields a sword--but there are many other Blades that use different weapons. To give you an idea just how unique he can be, I have provided mine own moveset below, which I was able to perfect thanks to the MYM critics.
- Index -
3). Jab & Dash
7). Grab & Throws
8). Author's Notes
Rex is all about standing his ground. Like Little Mac, he is a terror on-stage--but unlike Little Mac, he has more options in the air. The focus of Rex's playstyle is to cancel one move into another, rush the enemy off the ledge as quickly as he can, then keep them off the ledge. Ironically, if Rex himself is knocked off the stage, he'll have a hard time getting back on. He has a long-ranged tether recovery with a slow startup, and a weak vertical recovery.
Rex is roughly a head shorter than Shulk. His sword has a long reach, matching that of Shulk's Monado beam. He runs roughly as fast a Shulk, but his jump height is low; roughly the same as Shulk's in Speed mode. Even worse, he falls roughly as fast as Roy. Thanks to his heavy salvager's suit, Rex can survive lots of hits, even at higher percentages, but once he's off-stage, the player has to act quickly, or it's game over. Bluntly put, he's a short heavyweight.
Like Shulk, Rex's sword is always worn on his back, and he only holds it when attacking. When Rex spot-dodges, he comically bounces on one foot with his hands up, eyes wide, and mouth open. He has a similar-looking air dodge.
In the character select menu, Rex can switch between Pyra and Mythra, similar to how Pokémon Trainer can switch between Squirtle, Ivysaur, and Charizard. Switching between the two doesn't affect his gameplay; it merely changes the appearance of his sword, the animation of his neutral special, and victory dialogue. Ergo, it is only a matter of preference.
• Neutral Special (Elemental Orb/Burst):
Near Rex's damage percent is a diamond-shaped gauge. This gauge can only be filled by landing attacks, or using Rex's down-special. How much an attack fills the gauge depends on its damage output. Completely filling the gauge will cause a Roman numeral to appear inside the diamond. Filling the gauge once will result in the Roman numeral "I". After that is "II", then "III". After gaining any level of charge, Rex can use Elemental Orb, in which he attaches an orb to the opponent. Using this move again on the opponent with a Level-0 charge will cause Rex to use Elemental Burst, in which he shatters the orb. When this happens, the camera zooms in on Rex similar to how it zooms in on a kill move. Afterward, he can immediately follow up with a different attack.
For Elemental Orb, Pyra/Mythra appears behind Rex, then with telekinetic force spins the Aegis Sword in front of him like a windmill. Whilst the sword is spinning, Rex can still run and jump around, but he won't be able to use any attacks involving his sword. The enemy is damaged multiple times before being blown away 45 degrees by an explosion of fire/light. At Level-I, the first 8 hits deal 0.7% damage, while the last hit deals 6% damage. At Level-II, the first 8 hits deal 0.8% damage, while the last hit deals 7% damage. At Level-III, the first 8 hits deal 0.9% damage, while the last hit deals 8% damage. Afterwards, the enemy will have an orb circling around them. If Pyra was selected before the match, the orb will be red. If Mythra was selected, the orb will be yellow. To avoid confusion, each orb will be outlined with the player's colour (for example: player-2's orb will have a blue outlining). Furthermore, the enemy will have an icon of that player's orb near their damage %. Up to three orbs can be attached on one enemy, and attaching an orb to a different enemy will erase the orbs attached to the previous enemy. Regardless of the level of charge, the first use of Elemental Orb will result in one orb circling the opponent. Afterwards, if Rex hits the enemy with a Level-II or Level-III Elemental Orb, the enemy will have two orbs circling them. Finally, if Rex hits the enemy with a Level-III Elemental Orb while two orbs are circling the enemy, the enemy will have three orbs circling them. If Rex is KO'ed, the enemy will still be tagged by his orbs. Conversely, if the enemy is KO'ed, all the orbs circling him/her will disappear.
For Elemental Burst, Rex shatters one of the orbs circling his enemy, dealing 3% damage and inducing high hitstun. Rex can immediately cancel into this move during his combos and multi-hit moves, allowing him to chain more attacks. Depending on how many orbs were circling the opponent, Rex can use Elemental Burst up to three times, resulting in lenghthy, deadly combos. So while building up the gauge can be tedius, it can also be extremely rewarding.
• Side Special (Anchor Shot):
A grab-based special. Rex points his left arm forward, then with his right hand presses a button on the left arm, shooting a miniature anchor. If the anchor connects, the enemy is immediately pulled toward him. This tether grab has a very long range, reaching half the length of Final Destination. Like Isabelle's fishing rod, however, this move can be blocked. This move is slow to start, but covers the distance almost instantly. However, it also has high endlag. As a result, this move should not be used predictably, especially if the enemy is up close. If the enemy sees it coming, all they have to do is shield or jump over it. Instead, it's designed to punish laggy moves. Once the enemy is anchored, Rex has four throw options--but no pummel. Just like Isabelle's fishing rod, Rex can even grab opponents whilst airborne. So if you want to suicide-KO, this is an excellent option.
Forward Throw: Rex calls for Poppi, whom then appears behind him and flies foward, ramming the enemy with her Drill Shield. Deals 7 hits. The fist 6 hits deal 1% damage, while the final hit deals 9% damage. The enemy is then launched at 20 degrees. At the centre of Final Destination, this throw is guaranteed to kill at 100%.
Back Throw: Rex spins in a full circle, launching the enemy behind him at 30 degrees. Deals 17% damage. This move's main purpose is to get the enemy off-stage, but it can also be used to suicide-KO. For instance, if Rex is off-stage, then he can Anchor Shot a pursuing enemy, then back-throw.
Up Throw: Rex calls for Poppi, whom then appears behind him and uppercuts the enemy whilst flying upward. Deals 18% damage, launching the enemy at 85 degrees. Obviously, this move's main purpose is to get the enemy in the air. Though there are no guaranteed follow-ups, if you're good at reading then you can either juggle the opponent or trick them into air-dodging. On Final Destination, this move is guaranteed to Star-KO at 100%.
Down Throw: Rex yanks the anchor from under the opponent's feet, force-tripping them. Afterward, Rex is guaranteed a follow-up attack, which can be almost anything. Deals absolutely no damage. The main purpose of this move is to set up an Elemental Burst combo, after attaching three orbs.
This move is Rex's best recovery option, as it has a longer range than any other tether grab. It is able to latch onto the ledge, even in the blast zone. However, if Rex is too low, this move will not work. The range at which he can tether recover is between 50 and -50 degrees.
To prevent chain-grabbing, Rex cannot use his regular grab right after using this move. And of course, he can't Anchor Shot a force-tripped enemy.
• Up Special (Vortex Edge):
A 10-hit move. Rex attaches a pair of Dual Scythes together, then spins them above him, slashing the enemy multiple times before sending them flying with a final slash. Whilst spinning, a vortex of wind draws in any nearby opponent. The first 9 hits deal 1.5% damage, and the final hit deals 3% damage, sending the opponent flying at 20 degrees. If this move is used in the air, Rex will be propelled upward. He travels slightly lower than Toon Link's up-special, and the horizontal distance can be altered slightly. Using this move in the air will also increase the damage output of each hit by 0.5%, and the enemy will be knocked slightly further. Quick startup, but noticeable endlag.
Recovery aside, this move is best used as an anti-air attack. It has roughly the same range as Link's spin attack--and if used in the air, the angle will tilt slightly. A great way to use this move is to bait the enemy into air-dodging, then punish them with Vortex Edge. If this move is cancelled with Elemental Burst, Rex can follow up with either an aerial or another Vortex Edge.
• Down Special (Salvager's Flight): Rex raises his damage percent by 25%, and in return gets a Level-III Elemental Orb charge. In addition, he will briefly gain a boost in defense, taking less damage and knockback. Similar to Wii Fit Trainer, a transparent circle will appear in front of Rex, along with a circular line that shrinks. If the special button is pressed at the right time, where the shrinking circle is in line with the transparent circle's border, Rex will instead take 20% damage, and will have boosted defense for roughly fifteen seconds. Otherwise, his buff will last for ten seconds. During the move, Rex will have superarmour frames. If the move is executed perfectly, the enemy will be knocked away by a weak burst of energy. Aside from the buff and fully charging Rex's Elemental gauge, this move can be used a get-away-from-me move, as well as a save-me move. For instance, if the opponent is about to kill Rex with a Smash attack, Rex can quickly use this move to survive it. He'll still take damage, but he won't be launched by the attack.
3). Jab & Dash:
• Jab (Knuckle Claws):
A five-hit move. (1) Rex performs a quick hook punch with his right hand, dealing 2.5% damage. (2) Rex follows up with another hook punch with his left hand, dealing 2.5% damage. (3) Rex performs a straight punch with his right hand, dealing 2.7% damage. (4) Rex follows up with an uppercut punch with his left hand, dealing 2.3% damage. (5) Rex finishes with a front kick of his right foot, dealing 3% damage and knocking the enemy a short distance at zero degrees. A total of 13% damage. Quick startup, almost no endlag.
This move's main purpose is to get the opponent off of Rex, and/or set them up for a combo. At any point during this move, sans the fifth hit, Rex can cancel into a Neutral Special, Dash, Tilt, or Smash. All of his jabs have fairly high hitstun, making this easy to do.
• Dash Attack (Iron Wall):
Holding a Shield Hammer in guard mode, Rex charges forward a short distance, bashing any opponent he collides with. Similar to Little Mac, Rex will shrug off any attack during this move, and the enemy's attack will do significantly less damage than it normally would. Deals 10% damage on the early hitbox, but 6% damage on the late hitbox. The opponent is launched 30 degrees, and the distance at which they are launched depends on the hitbox. Quick startup, but high endlag.
Obviously, this move is best used defensively. If you're cornered and see a powerful attack coming, don't hesitate to use this move, as it can be life-saving. For instance, if Rex is recovering and gets pulled in by Ganondorf's up-tilt, he can quickly use this move--and whether he gets hit or not, will send Ganondorf flying.
• Forward Tilt:
Rex raises his sword with both hands, leaning backward, then deals a quick descending slash. This move covers Rex from 70 degrees to zero degrees. If the blow connects, the enemy is launched at 45 degrees. The blade of the sword deals 12.5% damage, while the beam deals 9.5% damage. This is fairly powerful for a tilt, killing near the ledge at 100%. Slightly slow startup.
Due to its slightly slow startup, landing this move requires accurate reads. It is best used to fend off an off-stage enemy. Otherwise, if used up close the enemy can quickly grab Rex before the move executes.
• Up Tilt: With both hands, Rex swings his sword above him in an arc. The swing starts from behind him, and ends in front of him. The opponent is knocked straight upwards. This move has very little knockback, but can be used in succession, making it great for juggling enemies. Fast fallers will have the hardest time escaping this move. Quick startup. The blade of the sword deals 8% damage, while the beam deals 6% damage.
As stated before, this move is meant for juggling. It is best used as an anti-air move, and works best on enemies behind Rex.
• Down Tilt:
With both hands, Rex sweeps his sword along the ground, launching the enemy in the air at 80 degrees. Afterward, he can follow up with a f-air or n-air. The blade of the sword deals 11% damage, while the beam deals 7%. Quick startup.
This move's main purpose is to set up the enemy for an aerial, effectively pushing them away from Rex. Its quick startup and long reach make it an efficient defensive move that should be used often--though of course, not predictably.
• Forward Smash (Rolling Smash):
Rex performs a front flip, then with both hands brings his sword down with bone-crushing force. This move has a long reach that covers Rex from above and in front. If the above hitbox connects, it will drag the enemy into the second hitbox. The frontal hitbox, where the sword actually connects with the ground, sends the enemy flying at 50 degrees, or spikes the enemy if they're off-stage or hanging on the ledge with no invincibility frames. Above hitbox deals 10% damage, while frontal hitbox deals 12% damage. Slow startup, and noticeable endlag.
This move is best used to punish a laggy move. Otherwise, landing it requires accurate reads. It can also be used to smite off-stage enemies while they're recovering, especially if their up-special doesn't immediately snap them on the ledge.
• Up Smash (Grenade Launcher):
A two-hit move. Rex slams the butt of an Ether Cannon on the ground, aiming upwards, then unleashes sphere-shaped blast of energy. The first hit comes from Rex slamming the Ether Cannon, which deals 6% damage whilst knocking the enemy upwards, just above the Ether Cannon's barrel. The second hit comes from the sphere-shaped blast, the range of which is roughly Electrode's size, dealing 13% damage and knocking the enemy straight upwards. At the centre of Final Destination, this move is guaranteed to kill at 90%.
This move should not be used predictably, as it is punishable if missed or shielded. Instead, it's best used to punish dodges and laggy moves. If you're good at reading opponents, then you can use the energy blast as an anti-air move. It can also be used for ledge-guarding. For instance, if an enemy without invincible frames is holding onto the ledge, or if an enemy like Cloud uses a recovery that doesn't snap them into the ledge, Rex can get them with the first hit of this move, then the second.
• Down Smash (Axe Twist): Rex pulls out a Great Axe, then with both hands spins around twice, slashing any unlucky enemy. The axe has a very long reach, exceeding even the range of Shulk's down-smash. The blade of the axe deals 20% damage, while the pole deals 5% damage. If the pole of the first hit connects, the enemy will be pushed into the blade of the second hit. Very slow startup, but once Rex is in motion, he won't flinch when being hit. At the centre of Final Destination, this move is guaranteed to kill at 80%.
Obviously, this move should not be used predictably, due to its slow startup. Instead, it's best used as a trap, or to finish off an enemy you force-tripped. It can also be cancelled into via Elemental Burst, or to guard the ledge.
• Neutral Air: Rex somersaults, performing a circular slash around him. The speed at which the sword travels is slightly lower than Cloud's n-air. Any nearby opponent is knocked away at 15 degrees. Quick startup. The blade of the sword deals 7.5% damage, while the beam deals 5% damage.
Like most n-airs, this move's main purpose is to get the enemy away from Rex. It can be used as an advancing move, a retreating move, or a vertically offensive move. Thanks to Rex's fall speed, he can use this move repeatedly to keep the enemy at bay. Though of course, you don't want to become predictable.
• Forward Air: Rex raises his sword with both hands, then deals a quick and powerful crescent slash, launching the enemy at 25 degrees. The hitbox covers his entire front, from 90 degrees to -70 degrees. Quick startup, little endlag. The blade of the sword deals 11% damage, while the beam deals 8% damage.
This move's main purpose is to keep the enemy at bay, but it can also be used to set up a combo. It can be used an advancing move, or a retreating move. Thanks to Rex's fall speed, if done right, Rex can do a fast fall version of this move, then follow up with a jab.
• Back Air: Similar to Shulk, Rex thrusts his sword out behind him, launching the enemy at 10 degrees. Unlike Shulk, Rex's sword comes out at zero degrees. It has a slightly slower startup than Shulk's back air, but higher kill power. The blade of the sword deals 13.5% damage, while the beam deals 8.5% damage.
The move's main purpose is to kill an off-stage enemy whom is recovering. However, due to its slow startup, it is hard to land. Furthermore, the enemy will be expecting the move. Ergo, landing this move requires accurate reads. On-stage, if the enemy air-dodges this move, Rex can fast-fall, then punish them with a grounded move.
• Up Air: Rex thrusts his sword straight upwards with both hands, sending them flying straight upward a short distance. This move has high vertical distance, and little horizontal distance. Quick startup. The blade of the sword deals 7.5% damage, while the beam deals 4.5% damage.
This move is not meant for Star KO'ing, but for juggling. Thanks to this move's high hitstun, and thanks to Rex's high fall speed, he can continue to jump and jab the enemy with this move until they fly too far for him to reach.
• Down Air: Facing the screen, Rex raises his sword with both hands then slams it downward, spiking the enemy. This move has high vertical distance, but next to no horizontal distance. The spike box covers the bottom half of the sword. Slightly slow startup, and slight endlag. The blade of the sword deals 14% damage, while the beam deals 9% damage.
Obviously, this move is designed for Meteor KO's. However, Rex's fall speed makes this move risky. Even worse, a recovering enemy will naturally expect it. The best way to use this move is to jump off the stage, spike the enemy, then land back on the stage. If the enemy is smart, then you'll have to condition them. If a spiked enemy hits the ground, they'll bounce upward 80 degrees, and will have enough hitstun for Rex to fast-fall, then follow up with a f-air.
7). Grab & Throws:
• Grab: Rex clumsily lunges forward, grabbing at the opponent with both hands. Quick startup. Due to having deadly throws, this grab has high endlag if missed. Ergo, it is best used as a punisher.
• Pummel: Rex pummels the enemy with a Bitball. Slightly slower than Pit's pummel. Deals 2.5% damage.
• Forward Throw: Rex hurls the opponent away at 10 degrees, and as they're flying throws his Bitball at them with all his strength. Afterwards, he can follow up with Anchorshot. The throw deals 4% damage, while the Bitball deals 8% electrical damage.
• Backward Throw: Rex hurls the opponent behind him a short distance at 35 degrees, and as they're flying kicks his Bitball at them. The throw deals 5% damage, while the Bitball deals 9% electrical damage. Afterwards, Rex can use Elemental Burst, then chain into an aerial.
• Upward Throw (Launch): With his sword, Rex launches the enemy in the air with a rising vertical slash. The enemy hovers just above Rex, spinning in place--fast at first, but slower as time passes. The enemy spins for roughly one second, before falling on the ground. Whilst the enemy is spinning, Rex has more than enough time to either run away or follow up with an aerial, an upward or forward smash, an upward or forward tilt, or a short-hop special.
• Downward Throw (Grand Smash): Rex slams the enemy into the ground, jumps, then plunges his Bitball into them. Deals 6 electrical hits. The first hits deal 1% damage, while the final hit deals 6% damage, launching the enemy upward a short distance. Afterwards, Rex can follow up with a Neutral Special, Up-Special, Jab, F-tilt, or a short-hop Neutral or Forward Air.
8). Author's Notes:
• I had originally planned to avoid using other Blades for Rex's moveset, so as to not drag attention away from his main weapon, the Aegis Sword. However, this barrier greatly hindered mine imagination. In the end, I decided that the more tools I have to work with, the better things I can build. So I restarted the moveset from scratch, this time first deciding the focus of Rex's playstyle: ground control. After that, it became much easier for me to devise unique moves that would chain into each other.
• Originally, Elemental Orb/Burst caused the enemy to take more damage and knockback while the orb was circling them. But since that overlapped with Inkling's gimmick, I came up with a different approach. Instead, I decided that breaking the Elemental Orb would allow Rex to continue his true combos. Since that's how Chain Attacks basicallty work in Xenoblade 2 and its spinoff, Torna the Golden Country, I found it to be rather fitting.
• Anchor Shot was originally Rex's grab, but I decided to make it into his side special, which was originally Sword Bash. Like Shulk's Back Slash, Sword Bash is a move that deals more damage from behind. Since Rex's playstyle is about chaining attacks, I thought it would be best to give him as many combo options as possible. Plus, I didn't want Rex's kill options to be dependent on hitting the enemy from behind. In Xenoblade 2, Anchor Shot has the ability to topple enemies, so I gave it a force-trip function. This gives Rex an easy way to begin his combos. Lastly, the Poppi attacks were inspired by the cutscenes in which Poppi helps Rex pull large things with her superhuman strength.
• I struggled to find a unique down-special for Rex. Originally, it was Foresight, but in the end I decided we already have enough generic counter moves. I then thought of "Pyra/Mythra Switch", which would affect the damage and knockback of his sword attacks, but since he doesn't use his sword for every attack, I found that to be a waste of a move. In the end, I followed Sakurai's example and sought inspiration from other characters' abilities. I immediately recalled the Talent Arts used by characters in Xenoblade 2: Torna the Golden Country, and after looking through them decided to use Lora's Swallow's Flight, in which she sacrifices half her health to recharge all her Arts. The only difference with Rex's Salvager's Flight is that he takes 25% damage, and in return gets a buff along with a Level III Elemental Orb charge.