Thanks for the replies all.
I agree that move really should be one of his specials. I was actually thinking of something that used windboxes, which you could control which direction the windboxes were blowing in. The move would have a maximum duration of something like 2 seconds, probably with a range of motion of 8 different directions, and could be ended early by releasing the B button. I was originally thinking it could be his downB, although if we adopt your quake idea, it'd probably be better suited for sideB, leaving fsmash as ragnarok. I don't mention neutral B because I think we're planning on keeping that as flint/venus (as in both, alternating).
I was thinking the same thing for his dsmash (gaia), although I wanted to do something a bit more fantastic for his usmash... I just have no idea what. If nothing better comes up, we'll probably go with something like that, though.
Good to see everyone more or less agrees about making catch his grab, but that's a really good idea about making it use force as a zair. I actually hadn't even thought about giving him a zair.
The final smash... well, we were planning on texture hacking his sword to look like the gaia blade, since it seemed the most appropriate thing to do. Would make megiddo kinda awkward =p
And that would be great if you asked this elsewhere. I've never heard of the temple before, actually. I assume it's a somewhat large GS forum, though?
We were thinking about making his FS judgment. Making it have a random chance for various summons... sounds like a lot of extra work lol
I'm a bit confused what you meant when you were talking about the throws... what I got out of that is that he should use psynergy in the throws, which is something I agree with. I think it'd be a good place for some of the field psys that wouldn't fit anywhere else, though, like lift (uthrow), carry (bthrow?), or halt (dthrow?). Actually, force would work well here, too (fthrow).
@Everyone: Thanks for contributing. You can be assured that I'm passing along all of these ideas to the others. If you have any other ideas, please feel free to share.
Quote from: JamietheFlameUserI think Isaac should be a balanced sort of fighter, with a bit of an orientation towards speed. He should use sword attacks mostly for his basic moves, and only Psynergy for his special moves. for his grab, he casts Catch.Gaia as an upB is interesting. It might work, although I'm not sure how to tell the game "spawn this on the stage if the stage is below you, but spawn it from the death zone if it is not." From what we've seen so far, there's a requirement for "on ground" or "in air," but not "there is ground below you."
Special Moves:
B: Spire: Isaac does a diagonal strike as a spire falls on the same location. Can be charged to increase number of spires that fall, thus increasing both range, as spires fall over a broader area, and power, as the enemy gets hit with more spires. No, unlike Pikachu's Thunder, you can't hit enemies at the top of the stage with this move.
Up+B: Gaia: Isaac casts Gaia, with it centered on himself, sending stones flying upwards. Charging it increase the range greatly, and the power slightly. In the air, he does a Gaia-powered slash similar to Roy's Blazer from Melee that sends him upward.
Down+B: Quake: Isaac thrusts his sword into the ground, creating a Quake centered on himself. Works like Donkey Kong's Down+B
And...
Side+B: Ragnarok: Isaac rushes forward, similarly to Ike's Quick-draw, and releases Ragnarok right in front of him when he reaches an enemy. If he stops dashing before reaching an enemy, he doesn't release Ragnarok. Charging it increases the range of his dash and the power of Ragnarok.
Final Smash: Odyssey! Isaac releases two rings of blue energy. If they hit a target that is mostly horizontal from him, they pin the target in front of him and the target is punctured by two large swords. Then, the energy rings come back to him and Isaac rushes forward and impales the foe on the giant sword, just like in the move in GS. When you hit the target, Golden Sun battle text appears below, saying:
Isaac casts Odyssey!
[enemy] takes [randomly generated number between 500 and 1300] damage!!!
(If target is KO'd) You felled [enemy]!
Quote from: InsularityI might as well say this now.The quake idea you listed is really interesting. We're gonna need to do some research into how wario's waft or rob's laser works, because it's currently unknown. It has to be stored somewhere in the moveset file, but the tools we have available right now don't seem to reveal anything...
for Down B, it would make more sense to use a quake, earthquake or quake sphere, it's power and range increasing the longer it has been since it's last use, similar to Wario's Down B, or ROB's neutral B. A good timing seems to be 40s for Earthquake, and 70s for quake sphere.
I like the idea of Ragnorok as a Side B, just not in the way that Jamie proposed.
Move, quite obviously has to be in it, either as an Up B recovery, or Neutral B projectile. The Up B would kind of lift himself up, and the Neutral B would be kind of like Ivysaur's Side B, where he shoots an auto-targeting Razor Leaf, or a more powerful, slightly slower version of Pit's arrow.
Fsmash should probably be Flint, slightly stronger and slower than Link's first strike of Fsmash, with some sort of Texture of stone covering it. Just for the aesthetic appeal.
Dsmash should be a Gaia or Tremor, that works quite similarly to Lucario's. Usmash single hit, like Ike's, but faster and less powerful.
Catch makes a lot of sense to be a grab, and it should become Force or similar when used as Zair.
His range should be slightly longer that Marth's, his speed slightly slower.
Final Smash:
MEGIDDO!
If an enemy is near him, Isaac does three or four slashes with his sword like Link's. After this, or if there was no enemy near him when he began, Isaac jumps up and we see space, kind of like the background of the Ice Climber's stage... whose name escapes me, or End of Day. A Meteor comes into view, Isaac jumps onto it and slams it with his sword. The meteor slams straight into the stage where Isaac was, going straight through it.
That, or Iris, where after the four slashes, Isaac faces the player, adopting a pose like Pit's, where Pit's picture of Palutena is replaced by Iris' sprite.
And I like the idea where his moves are taken soley from utility psynergy, or from the Squire Class chain.
Oh, and do you want me to ask this at the Temple?
I agree that move really should be one of his specials. I was actually thinking of something that used windboxes, which you could control which direction the windboxes were blowing in. The move would have a maximum duration of something like 2 seconds, probably with a range of motion of 8 different directions, and could be ended early by releasing the B button. I was originally thinking it could be his downB, although if we adopt your quake idea, it'd probably be better suited for sideB, leaving fsmash as ragnarok. I don't mention neutral B because I think we're planning on keeping that as flint/venus (as in both, alternating).
I was thinking the same thing for his dsmash (gaia), although I wanted to do something a bit more fantastic for his usmash... I just have no idea what. If nothing better comes up, we'll probably go with something like that, though.
Good to see everyone more or less agrees about making catch his grab, but that's a really good idea about making it use force as a zair. I actually hadn't even thought about giving him a zair.
The final smash... well, we were planning on texture hacking his sword to look like the gaia blade, since it seemed the most appropriate thing to do. Would make megiddo kinda awkward =p
And that would be great if you asked this elsewhere. I've never heard of the temple before, actually. I assume it's a somewhat large GS forum, though?
Quote from: SalanewtHm... Well, if you do keep the Smash Orbs (I only like Yoshi's, really). I like the idea for UpB to be Teleport, but you should refer to it as "Escape". For his Final Smash, perhaps it could be like a random Venus summon, but it gives a slight signal before hand (only pure Venus summons, which would be Ramses, Cyleb, and Judgement (and would work in a similar way to Assist Trophies, so Ramses is the most likely to appear, followed by Cyleb, then Judgement with a rare chance of happening)). Venus is a good ability to use, along with Flint (if you can get them in). Quake, Spire, and Ragnarok should be used as a throwing combo (I think some characters have them, if not all). Grab will grab the oponent and also bring them to you (actually, Carry would be cool for this too), and then Isaac will grab the enemy when they are close enough. After doing a few hits, Isaac can throw them and maybe even throw a combo in there. Ragnarok would be a combo for side-throw, Spire will be an up-throw, and Quake would be if slamming them against the ground.If by "escape" you mean "retreat," I agree. It's all semantics, really, but retreat makes a lot more sense canonically for isaac.
And this is my input for Isaac. The other ideas (for buttons/attacks) that I have not spoken about are not there because I think that everyone's ideas for those would be well suited.
Have a nice day.
We were thinking about making his FS judgment. Making it have a random chance for various summons... sounds like a lot of extra work lol
I'm a bit confused what you meant when you were talking about the throws... what I got out of that is that he should use psynergy in the throws, which is something I agree with. I think it'd be a good place for some of the field psys that wouldn't fit anywhere else, though, like lift (uthrow), carry (bthrow?), or halt (dthrow?). Actually, force would work well here, too (fthrow).
@Everyone: Thanks for contributing. You can be assured that I'm passing along all of these ideas to the others. If you have any other ideas, please feel free to share.