- Isaac starts a battle with 4 Djinn sorrounding him; one each for Venus, Mars, Jupiter & Mercury. They fly around him and are done in a similar manner to Pikmin ghosts, kinda translucent just so Isaac doesn't look too cluttered.
I will refer to each Djinn as their Element instead of a name just to make it easier:
- The 4 Djinn circle Isaac and have two states;
Set and in
Recovery.
- Djinn are Set by default. Set Djinn allow Isaac to use his Specials. For example, if Mars is in
Recovery, Isaac cannot use Planetary and so on.
- Every time Isaac accumulates 36% damage, a Djinn will enter Recovery. This is decided by the element of the last attack Isaac performed. For example, if Isaac last used Plume Edge, and reaches 36% (from 0), Mercury will enter Recovery. Applies to Ragnarok, Wild Growth/Nettle and Stone Spire (Smash attacks) and Plume Edge, Death Leap, Cure and Planetary (Specials).
- Recovery lasts 8 seconds; Isaac cannot use the special corresponding to this element for that period. Taking damage while a Djinn is in Recovery adds 2 seconds to the Recovery timer.
- No more than one Djinn will enter Recovery at a time. It is possible to have multiple Djinn in Recovery if you continually take damage while a Djinn is already in Recovery.
- Healing does not slow down Djinn from going into Recovery. If Isaac is at 30% and heals 8%, you will still only need to deal 6% (meaning a Djinn would now go into recovery at 26%) to put a Djinn into Recovery. Healing with Cure reduces the Recovery timer by 1 second for every 3% healed.
- Every time a Djinn goes into Recovery, the % needed for the next one is reset i.e if Mars goes into Recovery, Jupiter now has the standard 36% damage threshold before they go into Recovery.
- Djinn cannot be hit and do not have any hit-related properties.
- Venus grants Isaac special benefits if it is in a Set state. Detailed after each applicable attack below.
Forward Smash -
Ragnarok
- Isaac plunges his sword in front of him, Ragnarok style. Good, low-hitting range.
If Venus is
Set, a mirage of Ragnarok begins forming as Isaac charges, dealing very light damage. If the A button is pressed again after the initial stab (similar to Toon Link's Forward Smash), Isaac plunges the blade further into the ground and causes Ragnarok to crash into the ground in front of him.
The second part of this attack leaves a blind spot right in front of Isaac
At max charge, when the giant sword plunges into the ground, it additionally creates an AoE (similar to the games, looks nice) that deals light damage and covers Isaac's blind spot in front of him.
This attack does not ignore elevation; if there is a platform between the sword and the ground it would hit, it will stop at the platform. If used on empty air, it will continue travelling downwards and dissipate after around an Isaac's worth of height below Isaac.
Down Smash -
Wild Growth/Nettle
/
- Similar in pose to Megaman's Down Smash, Isaac kneels on one leg and touches his hands to either side. While this move is being charged, the ground lightly erupts, dealing light damage and stun.
Releasing the attack creates a violent explosion of thorned vines (or nettles, I like those more) that grow upward, up to about two Isaac's worth of height.
The mass of thorns then persists for up to 3 seconds, depending on how long the attack is charged. Hits after the initial explosion deal light to moderate damage, also depending on charge time.
If Venus is
Set, the initial explosion is followed by a second, stronger explosion of thorns. Does not persist like the first version.
Up Smash -
Stone Spire
- Isaac manifests a rockfall around two Isaac heights above him, with the number of rocks appearing depending on how long the attack is charged. During the charge, small debris falls from the source of the rockfall, dealing light damage and stun.
The rocks do not immediately come out after release, but Isaac is free to move as soon as they appear.
If Venus is
Set, the rockfall is preceded by an outward explosion of debris in all directions, trickling down to match the
Recovery version of this move.
Pretty quirky smash attacks, but I think it'd be pretty cool since they're all Psynergy from the games and they cover a good amount of area.
Thought of these with having Isaac play as a stage control kind of character.
On to specials.
Neutral Special -
Plume Edge
- A chargeable move. Isaac places his hand on the ground in front of him. Water begins bubbling around 1/4 of a meter from his hand, dealing light damage. This charge can be stored.
When released, Isaac pushes towards the ground and a geyser, ranging from knee-height to 2 Isaac-worths of height depending on amount of time spent charging, erupts. This is a multi-hit move, with the last hit of the geyser having the kill power.
Additionally, you can press B again during the geyser to have Isaac uppercut any caught enemies with his sword.
When done in the air, Isaac instead unleashing this attack as ice, slashing twice in succession. The first slash leaves a trail of ice and the second shatters it, creating a shower of ice shards in a fan shape in front of Isaac.
Side Special -
Death Leap
- Isaac teleports behind you. "Nothen pers-"
- Isaac leaps forward with his sword in a stabbing position. This is a command grab when used on the ground.
If it lands, Isaac takes his victim with him into the air, shocks them and then kicks them down.
If performed in the air, Isaac makes a shorter jump that causes him to leap off anyone he comes into contact with, also electrocuting them.
Down Special -
Mind Read
A Counter.
Jk
Cure
- Isaac raises his palm skyward and is bathed in a light; after being held for 1.5 seconds, he begins to heal at a rate of 1% every 1.5 seconds. This increases to 2% every 1 second after 4 seconds.
Has considerable ending lag to avoid easy/unpunishable healing.
If Venus is Set, Cure increases your launch resistance for 4 seconds. Launch resistance buff has an internal cooldown of 8 seconds.
Up Special - Jump/
Planetary
- When grounded, Isaac charges for a max of 4 seconds. When activated again, Isaac does a jumping somersault, distance depending on how much he has charged (ranging from a normal full jump to 6 times as high), and becomes able to activate Planetary any time during this jump. The jump can be aimed like a normal jump.
Planetary causes Isaac to become enveloped in dragon-shaped flames and, if activated while the first jump is still active, also causes him to carry all of the momentum towards his original destination.
Notes about this move:
- Damage, knockback and speed depend on how much time was originally spent charging.
- Planetary (second part of the move) can be completely re-aimed if the full jump is used but will start losing momentum if it is re-aimed more than 60° in either direction from its center. Otherwise, it continues in the direction of the jump.
- Grounded opponents take 25% more damage (+25% of what they would normally take, not a flat 25%) from Planetary.
- Planetary will deal additional damage and knock back based on how long it has been travelling
downwards or at a downward angle (gravity, yay).
- Performing Up B in the air will not yield the charging portion. Since Planetary is a momentum-based move, it will be very short when used upwards in the air. Should be used right after a jump for best aerial results.
- This move does not put Isaac in free-fall at any point, but aerial Planetary cannot be used again until you land.
- Charging this move and then going off-stage and activating it will not yield a longer Planetary.
Final Smash -
Judgement
I probably ran with it way too much but I had fun thinking about it.