User:EXemplary Logic/Boss: Difference between revisions

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(New Page: Hmm...I wonder what this is going to be? mwhahahahaha...)
 
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Hmm...I wonder what this is going to be?
{| class="infobox bordered" style="float:right; width:264px; font-size:90%; text-align:left;" cellpadding="3"
|-
!colspan=2 style="font-size:110%; text-align:center; background-color:#eeeeee; color:#000000;" | eXemplary Logic<small><br>in ''[[User:DekZek/SSBD|Super Smash Bros. Dream]]''</small>
|-
|colspan=2 style="text-align:center;background-color:#ffffff;"|[[Image:eXemplaryLogic.png|256px]]<br>[[Image:SmashBrosSymbol.svg|50px]]
|-
|width="45%" style="background-color:#eeeeee;color:#000000;"|'''[[Universe]]'''
|width="55%"|[[Super Smash Bros. (universe)|''Super Smash Bros.'']]
|-
|style="background-color:#eeeeee;color:#000000;"|'''HP'''
|1,000 (no resistances or weaknesses)
|-
|style="background-color:#eeeeee;color:#000000;"|'''Designed by'''
|[[User:eXemplary Logic|Themselves]]
|}
'''eXemplary Logic''' is the final bonus boss of ''[[User:DekZek/SSBD|Super Smash Bros. Dream]]''. Once unlocked, they are fought on Final Destination.


mwhahahahaha...
True to their nature, X and L fight as a pair with very distinct roles. X is the brunt of the duo's offense, possessing most of the attacking moves and therefore being the one that usually needs to be paid more attention to. L supports from the sidelines, tending to hover away from the fight while delivering occasional boosts if not interrupted. The two units share health, so they cannot be taken out one at a time. In addition, continuously singling out L will cause X's attacks to slowly get stronger, so the player cannot trivially prevent L from doing anything.
 
Initiating the fight will play a short cutscene where XL and he player's character do a bit of trash-talking, in a manner true to the style of that character's home series.
 
==How to unlock==
In order to unlock the battle versus XL, the player must clear every other single player mode with every character, including achieving a score of greater than zero for all untimed stadium modes.
 
{{clr}}
==Moveset==
XL's moveset consists entirely of moves or mechanics from various other games represented in ''Smash Bros.'' It also may not even be complete, so watch it.
{|class="wikitable"
!Name!!Damage!!Quotes!!Description
|-
|Barrel Roll||21%||"I'm doin' it!"<br/>"Yee-haw!"<br/>"Rrrrroll up the rrrrrim to win!"||X flies into the bottom of the stage, causing it to roll over, dealing damage as the bottom half swings around the top. Difficult to avoid without being off to the side.
|-
|Chaos Combo||20% (sucked in), 10% (clones)||"Bleh heh heh! Bleck!"<br/>"That's no moon!"<br/>"Nothing or everything? Why not both?"||X uses the Chaos Heart to open up a void, which sucks the player in. If the player is caught, they take damage and are propelled away. If not, the void then turns into a vortex and ejects a bunch of Chaos Kin clones, which move in straight lines for high knockback on contact.
|-
|Counter||1.3x||"No sympathy!"<br/>"It's a trap!"<br/>"Wrongamundo!"||X sits still instead of attacking; there's no hint that anything is amiss aside from her simply not doing anything. If she is hit during this time, the counter is activated, and the player is all but guaranteed to take damage if it was a close-range attack. If the counter isn't triggered after 5 seconds, X shrugs and moves on.
|-
|Crazy Cars||14%||"Vroom!"<br/>"Honk honk!"<br/>"Choo choo!"||X flies offstage as the microgame text "Dodge!" appears onscreen, before zooming back across the stage. The player usually has to jump to avoid this, but X might decide to jump too, or stop dead temporarily just as a mix-up. The mix-ups can be predicted based on what direction L is facing.
|-
|Dead Man's Volley||2%||"Serves up!"<br/>"Firin' the Ganon cannon!"<br/>"Time to make a racket!"||X fires a slow-moving energy orb. The player can reflect it with any attack, which returns it to X, but X will try to reflect it back. The orb's damage and speed are doubled every time it is successfully reflected. Once the orb reaches 64% damage, X will fail to reflect it, and take the hit. However, if the angle of a move sends the orb towards L, it'll hit him instead, as he won't try to reflect it.
|-
|Grand Hammer||50%||"Stop! Hammahtiem!"<br/>"You've got one dimension too many!"<br/>"Love the smell of pancakes in da mornin'."||X retreats to behind the stage and pulls out the Grand Hammer, levelling it up to stage 3 and pounding the center of the stage with it. Buries grounded opponents, meteors aerial ones so hard they're probably toast. Can be dodged with perfect timing, or avoided by jumping diagonally.
|-
|Hyper Beam M||1% (hits 1-29), 11% (hit 30)||"azubedazubedazubedazubedazubeda"<br/>"Ah see ya!"<br/>"Beep beep I'm a shark!"||X fires a triangular, multi-coloured beam from her eye that sweeps across the stage and traps the player if caught.
|-
|Hyper Beam P||30%||"BeeeeeiooouuwwwaPOW!"<br/>"Behold the old bold gold manifold!"<br/>"Imma lazorin' mah ph1r3!"||X fires a ground-level horizontal laser that covers the entire length of the stage. It lasts just long enough that it must be explicitly avoided; trying to sidestep or hang on the edge will not work.
|-
|Incomprehensible Layer||&mdash;||"Your understanding is flawed."<br/>"None can comprehend this."<br/>"Confusion awaits."||L sits in a charging pose and glows with a red aura. If he is not dealt 20% damage within 5 seconds of this, he casts the red glow over the entire screen. This causes both X and L to stop moving visually, but continue moving in reality, making it impossible for the player to tell where they actually are. This lasts for 10 seconds.
|-
|Koopa Breath||1% every other frame (30% per second)||"BLAAAAAAAAAAAAAAAARGH!"<br/>"HEAAAAARTBUUUUURN!"<br/>"SHOOOOOWTIIIIIME!"||X expels a stream of fire that is angled across the stage. Doesn't flinch, just tacks on massive amounts of damage.
|-
|Monado Purge||5%||"XL getting serious time!"<br/>"Game over!"<br/>"You must suffer more!"||X pulls out its own Monado and uses it to fire a large fast-moving homing green energy projectile. If it hits, the player loses all of their charge for any mechanics and special moves where the default is "uncharged" or "inactive", and cannot charge them nor any smash attacks until the effect wears off 30 seconds later. (Samus loses Charge Shot power, Wario's fart is zeroed, Shulk loses his current Monado Art and can't activate another, etc.)
|-
|Monster Pump||0%||"MORE WATER!"<br/>"so i herd you leik mudkipz"<br/>"Go, dihydrogen monoxide!"||X fires a stream of water that has very high pushing power but deals no damage.
|-
|Polar Pound||13%||"I like shorts!"<br/>"I see icy!"<br/>"Freeze!"||X pounds the ground. If the player is grounded in any way, they are frozen for fixed vertical knockback.
|-
|Recover||&mdash;||"Health recovered."<br/>"HP recovery successful."<br/>"Vitality has been replenished."||L sits in a charging pose and glows with a blue aura. After 5 seconds, he heals the duo for 100 HP, minus whatever damage he accumulated during the charge (so dealing 20% damage during the charge means the move will only heal 80 HP). Once a total of 500 HP has been healed, this move will no longer be used.
|-
|Reset||&mdash;||"GRAARR!"<br/>"Keep your stinkin' future!"<br/>"We've got to go back!"||X and L give off a slight twitch, instantly resetting their HP to whatever it was 15 seconds ago. However, this also resets the player's damage to what it was at that time, so a bit of strategy is necessary when deciding when to use it. This move can only be used once.
|-
|Sketch||&mdash;||"Ooh I like that, it's mine now!"<br/>"Yoink!"<br/>"I took your move, deal widdit."||X swoops at the player. The move copies the hitboxes from the last move the player used (including outgoing damage modifications), re-sized and re-positioned to fit. Sketch copies only the final hitboxes of a multi-hit attack and ignores melee hits of projectile attacks; it also wires the hitboxes so that the most damaging one is always the easiest to strike with. X will not use Sketch if the last move used didn't produce any hitboxes, and prefers to copy one-hit power attacks.
|-
|Skyward Strike||24%||"100% chance of FUN!"<br/>"This oughta charge yer batteries!"<br/>"Feel the Valientium sting, dude!"||X raises a sword into the air, where it is shortly struck by lightning. X then swings the sword, producing a large electric shockwave that moves straight for wherever the player was. Not all that hard to dodge, but keeps the player stunned for so long on hit that it's almost a true combo into anything else.
|-
|Soul Read||&mdash;||"Telepathy link established."<br/>"The future has been determined."<br/>"Evasion will now be trivial."||L sits in a charging pose and glows with a green aura. If he is not dealt 20% damage within 5 seconds of this, he casts the aura over X as well, and the two of them become immune to damage for 20 seconds, effortlessly dodging all hitboxes that come near them. Dodging will only interrupt their current move, which will continue executing afterwards.
|-
|Star Punch||100%||"BOOOOOOOOM!!!"<br/>"Don't that feel good?!"<br/>"Right in the kisser!"||If X lands three consecutive moves without taking damage, she immediately uses this, which is a guaranteed one-hit KO.
|-
|Sucker Punch||8%||"Bop!"<br/>"su-PRAHZ!"<br/>"Gottapunchfast!"||X quick-punches the player. Usually only used at point-blank. Does fixed knockback.
|-
|Tattle||&mdash;||"Identified."<br/>"Tactics analyzed; adaptive shielding online."<br/>"Shield may now be raised."||L scans the player, allowing him to deploy a shield that reduces incoming damage by 20%. Dodging the scan means the shield can't activate, but it's very quick to come out. Both units are shielded for 15 seconds.
|}

Revision as of 00:30, January 20, 2016

eXemplary Logic
in Super Smash Bros. Dream
EXemplaryLogic.png
Symbol of the Smash Bros. series.
Universe Super Smash Bros.
HP 1,000 (no resistances or weaknesses)
Designed by Themselves

eXemplary Logic is the final bonus boss of Super Smash Bros. Dream. Once unlocked, they are fought on Final Destination.

True to their nature, X and L fight as a pair with very distinct roles. X is the brunt of the duo's offense, possessing most of the attacking moves and therefore being the one that usually needs to be paid more attention to. L supports from the sidelines, tending to hover away from the fight while delivering occasional boosts if not interrupted. The two units share health, so they cannot be taken out one at a time. In addition, continuously singling out L will cause X's attacks to slowly get stronger, so the player cannot trivially prevent L from doing anything.

Initiating the fight will play a short cutscene where XL and he player's character do a bit of trash-talking, in a manner true to the style of that character's home series.

How to unlock

In order to unlock the battle versus XL, the player must clear every other single player mode with every character, including achieving a score of greater than zero for all untimed stadium modes.

Moveset

XL's moveset consists entirely of moves or mechanics from various other games represented in Smash Bros. It also may not even be complete, so watch it.

Name Damage Quotes Description
Barrel Roll 21% "I'm doin' it!"
"Yee-haw!"
"Rrrrroll up the rrrrrim to win!"
X flies into the bottom of the stage, causing it to roll over, dealing damage as the bottom half swings around the top. Difficult to avoid without being off to the side.
Chaos Combo 20% (sucked in), 10% (clones) "Bleh heh heh! Bleck!"
"That's no moon!"
"Nothing or everything? Why not both?"
X uses the Chaos Heart to open up a void, which sucks the player in. If the player is caught, they take damage and are propelled away. If not, the void then turns into a vortex and ejects a bunch of Chaos Kin clones, which move in straight lines for high knockback on contact.
Counter 1.3x "No sympathy!"
"It's a trap!"
"Wrongamundo!"
X sits still instead of attacking; there's no hint that anything is amiss aside from her simply not doing anything. If she is hit during this time, the counter is activated, and the player is all but guaranteed to take damage if it was a close-range attack. If the counter isn't triggered after 5 seconds, X shrugs and moves on.
Crazy Cars 14% "Vroom!"
"Honk honk!"
"Choo choo!"
X flies offstage as the microgame text "Dodge!" appears onscreen, before zooming back across the stage. The player usually has to jump to avoid this, but X might decide to jump too, or stop dead temporarily just as a mix-up. The mix-ups can be predicted based on what direction L is facing.
Dead Man's Volley 2% "Serves up!"
"Firin' the Ganon cannon!"
"Time to make a racket!"
X fires a slow-moving energy orb. The player can reflect it with any attack, which returns it to X, but X will try to reflect it back. The orb's damage and speed are doubled every time it is successfully reflected. Once the orb reaches 64% damage, X will fail to reflect it, and take the hit. However, if the angle of a move sends the orb towards L, it'll hit him instead, as he won't try to reflect it.
Grand Hammer 50% "Stop! Hammahtiem!"
"You've got one dimension too many!"
"Love the smell of pancakes in da mornin'."
X retreats to behind the stage and pulls out the Grand Hammer, levelling it up to stage 3 and pounding the center of the stage with it. Buries grounded opponents, meteors aerial ones so hard they're probably toast. Can be dodged with perfect timing, or avoided by jumping diagonally.
Hyper Beam M 1% (hits 1-29), 11% (hit 30) "azubedazubedazubedazubedazubeda"
"Ah see ya!"
"Beep beep I'm a shark!"
X fires a triangular, multi-coloured beam from her eye that sweeps across the stage and traps the player if caught.
Hyper Beam P 30% "BeeeeeiooouuwwwaPOW!"
"Behold the old bold gold manifold!"
"Imma lazorin' mah ph1r3!"
X fires a ground-level horizontal laser that covers the entire length of the stage. It lasts just long enough that it must be explicitly avoided; trying to sidestep or hang on the edge will not work.
Incomprehensible Layer "Your understanding is flawed."
"None can comprehend this."
"Confusion awaits."
L sits in a charging pose and glows with a red aura. If he is not dealt 20% damage within 5 seconds of this, he casts the red glow over the entire screen. This causes both X and L to stop moving visually, but continue moving in reality, making it impossible for the player to tell where they actually are. This lasts for 10 seconds.
Koopa Breath 1% every other frame (30% per second) "BLAAAAAAAAAAAAAAAARGH!"
"HEAAAAARTBUUUUURN!"
"SHOOOOOWTIIIIIME!"
X expels a stream of fire that is angled across the stage. Doesn't flinch, just tacks on massive amounts of damage.
Monado Purge 5% "XL getting serious time!"
"Game over!"
"You must suffer more!"
X pulls out its own Monado and uses it to fire a large fast-moving homing green energy projectile. If it hits, the player loses all of their charge for any mechanics and special moves where the default is "uncharged" or "inactive", and cannot charge them nor any smash attacks until the effect wears off 30 seconds later. (Samus loses Charge Shot power, Wario's fart is zeroed, Shulk loses his current Monado Art and can't activate another, etc.)
Monster Pump 0% "MORE WATER!"
"so i herd you leik mudkipz"
"Go, dihydrogen monoxide!"
X fires a stream of water that has very high pushing power but deals no damage.
Polar Pound 13% "I like shorts!"
"I see icy!"
"Freeze!"
X pounds the ground. If the player is grounded in any way, they are frozen for fixed vertical knockback.
Recover "Health recovered."
"HP recovery successful."
"Vitality has been replenished."
L sits in a charging pose and glows with a blue aura. After 5 seconds, he heals the duo for 100 HP, minus whatever damage he accumulated during the charge (so dealing 20% damage during the charge means the move will only heal 80 HP). Once a total of 500 HP has been healed, this move will no longer be used.
Reset "GRAARR!"
"Keep your stinkin' future!"
"We've got to go back!"
X and L give off a slight twitch, instantly resetting their HP to whatever it was 15 seconds ago. However, this also resets the player's damage to what it was at that time, so a bit of strategy is necessary when deciding when to use it. This move can only be used once.
Sketch "Ooh I like that, it's mine now!"
"Yoink!"
"I took your move, deal widdit."
X swoops at the player. The move copies the hitboxes from the last move the player used (including outgoing damage modifications), re-sized and re-positioned to fit. Sketch copies only the final hitboxes of a multi-hit attack and ignores melee hits of projectile attacks; it also wires the hitboxes so that the most damaging one is always the easiest to strike with. X will not use Sketch if the last move used didn't produce any hitboxes, and prefers to copy one-hit power attacks.
Skyward Strike 24% "100% chance of FUN!"
"This oughta charge yer batteries!"
"Feel the Valientium sting, dude!"
X raises a sword into the air, where it is shortly struck by lightning. X then swings the sword, producing a large electric shockwave that moves straight for wherever the player was. Not all that hard to dodge, but keeps the player stunned for so long on hit that it's almost a true combo into anything else.
Soul Read "Telepathy link established."
"The future has been determined."
"Evasion will now be trivial."
L sits in a charging pose and glows with a green aura. If he is not dealt 20% damage within 5 seconds of this, he casts the aura over X as well, and the two of them become immune to damage for 20 seconds, effortlessly dodging all hitboxes that come near them. Dodging will only interrupt their current move, which will continue executing afterwards.
Star Punch 100% "BOOOOOOOOM!!!"
"Don't that feel good?!"
"Right in the kisser!"
If X lands three consecutive moves without taking damage, she immediately uses this, which is a guaranteed one-hit KO.
Sucker Punch 8% "Bop!"
"su-PRAHZ!"
"Gottapunchfast!"
X quick-punches the player. Usually only used at point-blank. Does fixed knockback.
Tattle "Identified."
"Tactics analyzed; adaptive shielding online."
"Shield may now be raised."
L scans the player, allowing him to deploy a shield that reduces incoming damage by 20%. Dodging the scan means the shield can't activate, but it's very quick to come out. Both units are shielded for 15 seconds.