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 Sylux (Metroid)

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Acception for Sylux from Metroid Prime: Hunters?
HECK YES!!! EPIC WIN!!!
69%
 69% [ 20 ]
It's worthy enough to be an expansion
17%
 17% [ 5 ]
Yes, it's awesome
3%
 3% [ 1 ]
Sure, it's good
10%
 10% [ 3 ]
Not really, it needs more work
0%
 0% [ 0 ]
No, it's bad
0%
 0% [ 0 ]
It's terrible
0%
 0% [ 0 ]
OMG!!! EPIC FAILURE
0%
 0% [ 0 ]
Total Votes : 29
 

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ShadowHunter

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PostSubject: Sylux (Metroid)   Fri Sep 04, 2009 5:48 pm

Name: Sylux
Game Series: Metroid
Game Company: Nintendo
Credit: Red Halberd for making the sprites
Ear Boxer and Elite Kill for second edits

Motions

1. Idle-
2. Walk-
3. Running-
4. Jump-
Double Jump-
5. Fall-
6. Land/Crouch-
8. Damage-
9. Knock Back-
10. Get Up-
11. Dead-
12. Hang-
13. Recover from Hang-
14.[ ]Dizzy/Stunned
15. Roll-
16. Block-
17. Taunt-
Sylux crossed his arms, face the screen, and roars loudly
18. Win- loop
Sylux shoots the Shock Coil all around and preforms a pose
19. Lose-
20.Entrance
Beginning-
End-
He dive-bombs to the stage while he gets in is idle stance after the explosion.
21.[ ]Item Swinging
22.[ ]Item Throwing

Standards

23. Neutral-
24. Combo-
25. Up Smash-
26. Down Smash-
27. Forward Smash-
28. Up Tilt-
29. Down Tilt-
30. Side Tilt-
31. Dash Attack-
Specials

32. Neutral Special-
(Beginning)
Idle-
Walk-
Back walk-
Run-
Jump-
Fall-
(All motions above that are diagonal only activates to home into opponents. For example, if an opponent jumps high, the animation where Sylux shoots up diagonally will activate and if opponent falls, he will shoot down.)
(The motions where he runs, jump, fall, and idle are made to be programmed like Megaman's blaster for neutral special before the weapon change.)
(Middle)
Middle projectiles-
(Several of the middle projectiles will be between beginning and end animations which will equal to almost half of the length of the Final Destination stage. The diagonal projectile will be determined by the position Sylux is in.)
(Middle projectile in order from left to right: Straight, Diagonal Up, Diagonal Down)
(End)
Ending projectile-
(After the player lets go of the Special button to end Shock Coil, this will appear by the beginning animations and make their way the end of the middle projectile, erasing it on the way. Different ending projectiles will be determined by the position Sylux is in.)

Damage Scale for Shock Coil per 1/3 of a second
1% until it causes 10% of damage
2% until it causes 20%
4% until it causes 40%
8% until it causes 80%
And on and on (the pattern is both damage doubling)

Shock Coil- Sylux uses his weapon and fires high density neutrinos at opponents. Like in Metriod Prime Hunters, it is considered an annoying weapon by players fighting against it. It has the ability to home in and lock into opponents nearby even if they jump high and increase their damage percentage. He can continue draining his opponent’s health for as long as he holds down the special button. He can also move around while doing this, although he is only limited to one jump while he gains the ability to walk back instead of turning around. Also, it's damage it causes increases by every second it locks into the opponent, making it a dangerous weapon. Unfortunately, the attack does NO knockback and your opponents can't flinch. Plus the attack can be disrupted if your opponent attacks you or is directly above, under, or behind you. This attack can be blocked by a stage obstacles, items (example: crates), and shields.

33. Up Special-

Triple Bomb Jump- Sylux quickly transforms into Lockjaw mode and lays a bomb. Once it detonates, he will ride on the explosion, flying in the air. Then while in mid-air, Sylux releases another bomb and fly further into the air. Once he does this one more time, he will transform back into his regular form. Only the bombs cause low damage and knockback.

34. Down Special
Projectile

Explosion

Lockjaw bombs-HE transforms into lock jaw and places a bomb in the ground (if placed on the air, the bomb will float there), this bomb will stay in the ground for a long time, unless someone touches the bomb, the person will get damaged by it, also, if Sylux places 2 bombs, a tripwire will be made, if someone touches the tripwire, the bombs will explode, and thus damages nearby opponents, if a 3rd bomb is placed, a second tripwire will appear, but a combination of 2 tripwires/3 bombs will not last long, only a second or 2, so u should use this move wisely. Once he lays a bomb, he stays into Lockjaw mode unless neutral special command is activated. Each explosion causes high damage and knockback.

Idle/jump/fall/damage-
Walk-
Running-

Neutral Special-
Transforms back into normal mode

Up Special- if jump command activated
Unlike normal mode up special, you can press the jump button to release three more bombs to stay in mid air. It takes time for a bomb to load.

Down Special-
Lays bombs

Forward Special-
Charges forward while covered in electricity

Lockjaw Mode- Transforms into Lockjaw after Lockjaw Bombs command is activated. When it gains 10% of damage from one attack, it automatically transforms back.

35. Forward Special-
Projectile-
Explosion-

Special Forward- Missile Launcher- Sylux will shift from Shock Coil to Missile Launcher and aims at his target. Once he locks on them, he'll fire a missile. Unlike Samus forward special, he can only launch one type of it. Also, they are weaker in damage and knockback, but it's faster and can stun or even have a chance to cause a paralyze effect. Low damage and knockback.



Aerials

36. Neutral Aerial-
37. Forward Aerial-
38. Back Aerial-
39. Up Aerial-

Grabs

41.Grab
Successful-
Miss-
42. Grab Attack-
43. Forward throw-
44. Downward throw-
45. Upward throw-
46. Back throw-

Final Smash

The Delano 7 (Sylux's ship)

Sylux's ship enters the stage from the top of the stage and hovers at a high level.
Once the Final Smash ends, this will fly off to the top of the screen.

This ship will fire these projectiles from the bottom center of the ship. It cannont fire above or directly below.
Projectile-
Explosion-

Damage Scale
The projectiles from the autocannon will fire 1/2 of a second
Each one causes 10% of damage

Platforms on the Delano 7
Bridge (Or the roof)
Side of the ship
Front wing at the bottom
Back wing at the bottom
The platform thing in the center of the back wings

It will stay for about 17 seconds.

Final Smash- Delano 7- Sylux will call his ship, the Delano 7, to the stage like he did in Metroid Prime: Hunters. Like in the game, the ship will be hovering very high in the air stationary where it's very hard to reach on stages without platforms. The ship contains a heat sensor so if an oppenent comes close enough, it will fire it's autocannon at the enemy. However if the oppenent is far away, the ship cannot sense you thus it will not fire at him. The ship has a blindspot which is above and directly under the center of it. It's possible to board the Delano 7 if one can jump high enough which will allow him to evade the autocannons. There are plenty parts that can be used as platforms on the ship where they can stand as long as they like. However once the Final Smash ends, the ship will fly off the top of the screen and whoever is still onboard, they will experence a Star KO. The projectiles from the cannon does decent damage and knockback.

Other

48.Preview-
49. Damage Meter-
Picture-
Text-
50. Revival Platform-
51.Kirby Attack
-[ ]Normal
Kirby Hat-
52.Trophies
Classic-
Adventure-
All-star-
Final Smash-

Sounds And Music

53.Music
Main Theme- sendspace.com wkix4j
Winning Theme- http://www.blamethepixel.com/file.php?id=3743
54.Sounds/SFX-

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Last edited by ShadowHunter on Thu Oct 01, 2009 4:45 pm; edited 12 times in total
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PostSubject: Re: Sylux (Metroid)   Fri Sep 04, 2009 7:08 pm

Good but the beginning sprites in the entrance are terrible.
Can I even call them sprites?

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PostSubject: Re: Sylux (Metroid)   Fri Sep 04, 2009 8:10 pm

Yeah, that part is not good.

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PostSubject: Re: Sylux (Metroid)   Sat Sep 05, 2009 2:40 am

Gooo oonnn.
Admit you stole my idea for the up air : D
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PostSubject: Re: Sylux (Metroid)   Sat Sep 05, 2009 9:38 am

Torndragon wrote:
Gooo oonnn.
Admit you stole my idea for the up air : D
Okay you win, but up aerial, forward aerial, and forward throw are subjected to change

<Na>Suliboy wrote:
Good but the beginning sprites in the entrance are terrible.
Can I even call them sprites?
Yeah, I see that it doesn't look good. I will fix that problem later.

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PRIMAL MORON wrote:
you have more experience with move sets than most people i know, your ideas and animations will lead you to sucess!
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PostSubject: Re: Sylux (Metroid)   Sun Sep 06, 2009 9:44 am

*UPDATES*
I fixed the begining of the entrence a little bit. Is it good enough?

20.Entrance
Beginning-


Also is it possible to program Shock Coil and Lockjaw bombs?

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10 SH FOR MOD

PRIMAL MORON wrote:
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PostSubject: Re: Sylux (Metroid)   Sun Sep 06, 2009 11:01 am

Nooooooo. It's not detailed enough. Only two colors and shaded weirdly and drawn weirdly too.
Needs to look way better still.

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PostSubject: Re: Sylux (Metroid)   Wed Sep 09, 2009 5:20 pm

*UPDATES*
I have recreated Sylux's down aerial. This attack is based on Noxus's Vhoscythe alternative form attack, which is spinning rapidly with a scythe-like appendage that can cut nearby enemies(watch video from 0:31 to 0:37). And yes, it's possible for Sylux to learn moves from his enemy. Any human acrobatic enough can even preform a spin attack like that with their arms. And since Sylux is suppose to represent the whole Metroid Prime: Hunters game, that move will be suitable for him.

New
40. Down Aerial


Old
40. Down Aerial

____________________________________________________________________________

Quick Poll

Which down aerial I should use?

A) New one
B) Old one
C) Your idea

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PRIMAL MORON wrote:
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PostSubject: Re: Sylux (Metroid)   Wed Sep 09, 2009 9:08 pm

New one seems like a Neutral Air.
Old one is weird.

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PostSubject: Re: Sylux (Metroid)   Thu Sep 10, 2009 3:07 pm

ShadowKirby wrote:
New one seems like a Neutral Air.
Could you explain why, because Mario's tornado in Brawl was a down aerial.

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PRIMAL MORON wrote:
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PostSubject: Re: Sylux (Metroid)   Thu Sep 10, 2009 3:19 pm

ShadowHunter wrote:
ShadowKirby wrote:
New one seems like a Neutral Air.
Could you explain why, because Mario's tornado in Brawl was a down aerial.

It reminds me of Kirby's Down air, which he drills with his legs downwards.
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PostSubject: Re: Sylux (Metroid)   Thu Sep 10, 2009 4:48 pm

Torndragon wrote:
ShadowHunter wrote:
ShadowKirby wrote:
New one seems like a Neutral Air.
Could you explain why, because Mario's tornado in Brawl was a down aerial.

It reminds me of Kirby's Down air, which he drills with his legs downwards.
I don't know if that was an insult for being a clone down aerial, but at least it's better then the old one and have an origin unlike Kirby

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PostSubject: Re: Sylux (Metroid)   Thu Sep 10, 2009 6:10 pm

Not an insult, at all, but a comparison. It seems like a Neutral Air because of the arm being outward as well.

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PostSubject: Re: Sylux (Metroid)   Fri Sep 11, 2009 6:01 am

*UPDATES*
I have finished Sylux's up aerial. What do you think?

39. Up Aerial-

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PostSubject: Re: Sylux (Metroid)   Fri Sep 11, 2009 9:27 am

ShadowKirby wrote:
Not an insult, at all, but a comparison. It seems like a Neutral Air because of the arm being outward as well.
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PostSubject: Re: Sylux (Metroid)   Fri Sep 11, 2009 3:35 pm

ShadowHunter wrote:
*UPDATES*
I have finished Sylux's up aerial. What do you think?

39. Up Aerial-
Eh, like the others, the motion blurs need some work.

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PostSubject: Re: Sylux (Metroid)   Sun Sep 13, 2009 8:48 am

*UPDATES*
I have recreated Sylux's forward aeral. What do you think?

37. Forward Aerial-


ShadowKirby wrote:
ShadowHunter wrote:
*UPDATES*
I have finished Sylux's up aerial. What do you think?

39. Up Aerial-
Eh, like the others, the motion blurs need some work.
Better?

39. Up Aerial-

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PostSubject: Re: Sylux (Metroid)   Sun Sep 13, 2009 11:34 am

....
Eh, there is less of one now...?

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PostSubject: Re: Sylux (Metroid)   Sun Sep 13, 2009 12:19 pm

ShadowKirby wrote:
....
Eh, there is less of one now...?
Less of what?

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PostSubject: Re: Sylux (Metroid)   Wed Sep 16, 2009 5:12 pm

*UPDATES*
I have finished Sylux's throw forward. What do you think?

43. Forward throw-

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PostSubject: Re: Sylux (Metroid)   Wed Sep 16, 2009 6:28 pm

It's kind of stiff...
Well, a lot of the stuff here is stiff.

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PostSubject: Re: Sylux (Metroid)   Wed Sep 16, 2009 6:34 pm

<Na>Suliboy wrote:
It's kind of stiff...
Well, a lot of the stuff here is stiff.
Well he is inside a solid power suit that's probailly harder than steel...

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PostSubject: Re: Sylux (Metroid)   Wed Sep 16, 2009 8:19 pm

It has nothing to do with the characteristics of the character but more of the sprites, they're just animated stiffly, even people with power suits like samus move more fluidly.

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PostSubject: Re: Sylux (Metroid)   Thu Sep 17, 2009 6:11 am

<Na>Suliboy wrote:
It has nothing to do with the characteristics of the character but more of the sprites, they're just animated stiffly, even people with power suits like samus move more fluidly.
Alright, but which animations is stiff?

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PostSubject: Re: Sylux (Metroid)   Thu Sep 17, 2009 5:16 pm

*UPDATES*
I have finished Sylux's down tilt. What do you think?

29. Down Tilt-

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