Hmm, that is a good point. I now have higher hopes for Isaac's entry.
Anyhoo, I have once again completely revamped mine Isaac move set. This time, I made a LOT more of his moves Venus/Earth-based--not only this, but I tried to focus on making him more unique from the other sword and magick users in Smash Bros, in terms of playstyle. I also managed to come up with a Djinn/Summon concept that is simple, but at the same time can be either effective or hindering, depending on how wisely you use it (the idea really just popped in my head when I was brainstorming). In this moveset, excluding the "hand" attacks, there are only five Psynergy-based moves that are non-Venus (Quick Strike, Cyclone, Cutting Edge, Burst, and Death Plunge, respectively).
Anyhow, here it is. Hopefully you lot will like it better than the other one I posted.
[collapse="Isaac Moveset"]
Index:
1). Regular Attack
2). Other Moves & Actions
3). Tilt Attacks
4). Smash Attacks
5). Aerial Attacks
6). Special Moves
7). Grab Attacks
8). Taunts, Poses, Etc.
9). Final Smash
Summary
Despite wielding a sword, many of Isaac’s moves consist of magickal attacks. In terms of speed, weight, and mobility, Isaac is very much like Roy. Isaac’s play style is ideal both for offensive and defensive approaches, and is capable both in the air and on the ground.
1). Regular Attack (or “jab”):
• Jab 1: Isaac performs a two-handed downward vertical slash that knocks the opponent away a little, but keeps him/her in range for a combo.
• Jab 2: Isaac brings his sword up with a second vertical slash that knocks the opponent away a little, but keeps him/her within arm’s length.
• Regular Attack (with item): Isaac performs a swift two-handed vertical slash with the weapon. Damage, speed, and knockback depend on what item Isaac is wielding.
2). Other Moves & Actions:
• Initial Jump Animation & Height: Isaac leaps into the air with his sword hand relaxed and free hand balled into a fist and held close to his waist. Has about the same height and distance as Roy’s jump. Isaac descends with his arms spread and feet close together.
• Initial Jump Animation & Height (backward): Isaac leaps backward with his arms spread and feet close together. About the same height and distance as Roy’s jump.
• Secondary Jump Animation & Height: Isaac does a quick somersault. About as high and far as Roy’s double-jump.
• Secondary Jump Animation & Height (backward): Isaac does a quick back flip. About as high and far as Roy’s double-jump.
• Spot Dodge Animation & Duration: With his sword sheathed and hand still on the hilt, Isaac leans to the side with his free hand held out in front of him. A tiny bit shorter than Ike’s spot dodge.
• Air Dodge Animation & Duration: Isaac spins his body with his sword pointed downward and his free hand held out in front of him. Roughly as long as Ike’s air dodge.
• Dash Attack (Quick Strike): Isaac leaps forward and performs a swift and strong diagonal slash that sends the opponent flying. Similar to Ike’s dash attack, but faster. Quick startup.
• Dash Attack (with item): Isaac leaps forward and performs a strong two-handed vertical strike. Damage, speed, and knockback depend on what item Isaac is wielding.
• Get-up Attack (face up): Isaac performs a quick, but weak, low vertical slash in front of him, then a weak thrust behind him.
• Get-up Attack (face down): Isaac swings his sword in front of him, then behind him. Not particularly powerful.
• Edge Climb Attack: Isaac performs a quick, but weak, diagonal slash.
• Second Edge Climb Attack (when damage percent is high): Isaac performs a weak and slightly slow diagonal slash.
3). Tilt Attacks:
• Forward Tilt (Mother Earth): A stone the size of a beach ball appears in front of Isaac, hovering. Instantly, Isaac smashes the huge stone with his sword, and the stone shatters into tiny bits. This attack does a good deal of damage whilst sending the opponent flying. Quick startup. Can kill at high percentages if used near the edge of the stage. About the same range as Charizard’s side special. Can be “jab-cancelled” into.
• Forward Tilt (with item): Isaac lunges forward, performing a swift two-handed vertical strike. Damage, speed, and knockback depend on what item Isaac is wielding.
• Upward Tilt (Terra Strike): With both hands, Isaac swings his sword to the ground. At the same time, a sharp-pointed pillar of rock bursts from the ground in front of him, sending the opponent flying straight upward. Quick startup. Great vertical range, little horizontal range. Can kill at high percentages. Can be “jab-cancelled” into.
• Downward Tilt (Briar): Isaac places his palm on the ground. In that instant, a batch of thorny vines sprout from the ground in front of him, damaging the opponent(s) multiple times whilst pushing them away. Instant startup. Medium vertical and horizontal range. Can be "jab-cancelled" into.
4). Smash Attacks:
• Forward Smash (Ragnarok): Isaac raises his sword with both hands, gathering energy, then swings his sword downward diagonally. At the same time, a giant glowing blade materialises above him and plunges into the ground in front of him, creating an explosion that sends the opponent(s) flying. Slightly slow startup. Can kill at medium-high percentages, especially if charged.
• Forward Smash (with item): Isaac performs a strong two-handed vertical slash. Damage, speed, and knockback depend on what item Isaac is wielding.
• Upward Smash (Gaia): Isaac balls his free into a fist, then thrusts his hand into the air, palm open. At the same time, a myriad of molten rocks burst from a glowing fissure beneath him. The rocks damage the opponent(s) multiple times whilst keeping them in the air. The width, height, strength, and duration of the attack depend on how long the move is charged. If used immediately, it will only cover a medium area around and above Isaac and last for half a second; if fully charged, it will cover twice the area and last for 1 ½ seconds. Very slightly slow startup.
• Downward Smash (Growth): Isaac slams his palm to the ground. At the same time, a barrage of thorny vines sprout from the ground around and beneath him. The vines damage opponents multiple times whilst entangling them. The longer the move is charged, the more tall, lush, and prickly the vines will be. For a short time the vines remain on the stage after the attack, enabling Isaac to attack or finish off any foe trapped in the vines--if the move is used immediately, the vines will remain for half a second; if the move is fully charged, the vines will remain for three seconds. Quick startup.
5). Aerial Attacks:
• Neutral Aerial (Cyclone): Isaac sheaths his sword and thrusts his palm forward. At the same time, a whirlwind of dust and rocks encircles him, damaging any nearby opponent. Instant startup. Good horizontal and vertical range.
(Author’s note: I was thinking about calling this move “Sandstorm” for the sake of keeping Isaac earth-based, but ultimately chose Cyclone, the name this move has in the game)
• Forward Aerial (Cutting Edge): Isaac performs a swift slash of his sword, conjuring a blue shockwave that travels a short distance. The shockwave does a decent amount of damage whilst knocking the opponent away. Quick startup. Great horizontal range and good vertical range.
• Backward Aerial (Annihilation): In a lightning-fast motion, Isaac whirls around and performs a strong two-handed strike with his sword. Usually, if the blow connects, this attack will knock the opponent away a medium distance, and an orange, holographic form of the Japanese Kanji symbol “horobiru” will appear in front of Isaac. In rare instances, the Japanese Kanji symbol “korosu” will appear in front of Isaac, and the opponent will, in all likelihood, be KO’ed. Instant startup. Similar to Marth, this move will turn Isaac around.
• Upward Aerial (Burst): Isaac thrusts his palm into the air, and from it unleashes an explosion of flame and pebble. Very slightly slow startup. Can kill at high percentages, though a little hard to land.
• Downward Aerial (Spire): Isaac thrust his palm downward, conjuring a large, sharp stone that plummets straight downward. The stone shatters once it makes contact with an opponent or object. Does a decent amount of damage whilst sending the opponent flying, depending on their damage percentage. Quick startup.
6). Special Moves:
• Standard Special 1 (Flint): Isaac raises his sword with both hands--at the same time, several golden balls of energy combine to form the shape of a Venus Djinni. Once the Venus Djinni, Flint, is fully materialised, Isaac performs a powerful two-handed strike that sends the opponent(s) flying. About 4/5 the startup time as Captain Falcon’s Falcon Punch. Can kill at medium-high percentages. After Isaac uses this attack, Isaac will be able to use a new special move (see Standard Special 2), but all of his other attacks will be weakened in power. Isaac can now either use the new standard special move, or set his standard special back to Flint by using his Side-Taunt.
• Standard Special 2 (Summon Venus): Isaac raises his free hand into the air, palm open. In that same instant, the golden holographic form of a Venus Djinni appears above him, and a myriad of large, golden energy balls shoot from the ground beneath and around Isaac, sending any unlucky opponent flying in the air. Quick startup. Can kill at medium-high percentages. This move can only be used after Isaac has used his first standard special move, Flint, or after Isaac uses his Side-Taunt whilst Flint was set as his standard special. After Isaac summons Venus, there will be a ten-second interval in which he will not be able to use either standard special again--after the interval, Isaac’s standard special will be set back to Flint.
• Side Special (Move): Isaac thrusts his free hand forward, palm open. At the same time, a ghostly hand the size of Isaac appears and moves forward a short distance. The hand does no damage to the opponent(s); it only pushes them away. It also acts as a shield from projectiles. If used in the air, Isaac’s descent will be slowed. Depending on the situation, the effects of this move can be devastating. Instant startup.
(Author’s Note: I originally chose “Stone Justice” as his side special, but went with “Move” instead, as I felt it would be a much more useful move. Just imagine the many ways you could annoy your opponents with this!)
• Upward Special (Retreat): Isaac spins in the air like a top, his body dematerialising into tiny bits. He then reappears either in the air or in the direction the control stick is held. Roughly the same distance as Zelda’s upward special. At the start of the move, adjacent opponents are damaged by Isaac’s sword. When Isaac reappears, he unleashes several tiny bits of energy in a circle formation, damaging any nearby opponent. Instant startup.
• Downward Special (Earthquake): Isaac balls his free hand into a fist and raises his sword in the air, conjuring an earthquake that damages nearby opponents whilst sending them flying upward. Like Donkey Kong’s down-special, this move can be held indefinitely, but it leaves Isaac open for an aerial attack.
7). Grab Attacks:
• Grab (Catch/Grip): Isaac thrusts his free hand outward, palm open. At the same time, a ghostly hand about as big as Isaac grabs at the opponent. Fairly long range, but slightly slow startup. Dash-grab is a little faster, but has lower range. Pivot grab is fastest and has the longest range. Can be used for “tether recovery”. If this is used on an opponent from the air, instead of grabbing the opponent the hand will knock the opponent away.
• Pummel: The ghostly hand squeezes the opponent as it is wrapped around him/her. Strong, but somewhat slow.
• Forward Throw (Force): Isaac thrusts his palm forward. At the same time, the ghostly hand sends the opponent flying away with a punch. Right when the hand punches the opponent, it bursts like a firework and disappears. Does a decent amount of damage. Can kill at high percentages if used near the edge of a stage.
• Backward Throw (Slap): Isaac whirls around and thrusts his palm outward. At the same time, the ghostly hand turns with Isaac, releases the opponent, and sends him/her flying away with a slap. The hand then shrinks and disappears. Does not do too much damage, but it does knock the opponent a fair distance.
• Upward Throw (Death Plunge): Isaac disperses the ghost-hand, grabs the opponent with his free hand, and leaps high into the air. As Isaac descends, he lets go of the opponent at the last moment. As the opponent hits the ground, an explosion of flame and dust sends him/her flying. Similar to Kirby’s upward throw, except it can kill at high percentages.
• Downward Throw (Pound): Isaac thrusts his palm at the ground. At the same time, the ghostly hand places the opponent on the ground face-up. As the opponent squirms (similar to Koopa/Bowser’s down-throw), the hand balls into a fist and slams down on him/her. As the hand makes contact, it bursts into a dozen star-shaped bits. Does a decent amount of damage. The opponent flies upward a medium distance.
8). Taunts, Poses, Etc:
• Up-Taunt: Isaac sheaths his sword, faces the screen, and enters a “thinking” pose, his left elbow rested on his right forearm--he then raises his head and index finger, and a white word bubble containing a light bulb will appear over his head with a familiar “Bling!” sound.
• Side-Taunt: Isaac holds up his palm, in his palm is a Venus Djinni. For half a second he looks at the Djinni. He then raises his palm above his head and the Djinni then spins in the air and disappears. Using this taunt will switch Isaac’s standard special move from “Flint” to “Summon Venus”, and vice versa. If switching to Flint, Isaac’s body will flash white; if switching to Summon Venus, Isaac will flash red.
• Down-Taunt: Isaac faces the screen, pulls out a large gold coin, tosses it in the air, and deftly catches it as it descends.
• Victory Pose 1: With his sword sheathed, Isaac raises his fist into the air in triumph, a content smile on his face.
• Victory Pose 2: Facing the screen with a calm, confident expression, Isaac sticks the tip of his sword into the ground, never letting go of it. At the same time, the Venus Djinni Flint hops from beneath Isaac’s scarf and onto the floor next to Isaac, enlarging its body as it descends.
• Victory Pose 3: Nodding to himself in contentment, Isaac then raises both hands into the air and his body begins to glow. He then transforms into a large shining sphere that divides into smaller spheres as it ascends, eventually disappearing from the screen.
• Idle Pose 1: Isaac stands erect and briefly glances above him.
• Idle Pose 2: Isaac stands erect and briefly glances from side to side.
• Onscreen Appearance (when the match begins): A myriad of tiny rainbow-coloured spheres gather from all around, forming Isaac’s shape from bottom to top. All the while, Isaac spins in the air. Once Isaac is fully materialised, he lands on the ground and readies his sword.
9). Final Smash (Megiddo): A black message box appears at the bottom of the screen, saying “Isaac’s Sol Blade lets out a howl! Megiddo!” At the same instant, the entire scenery is engulfed in flame, and Isaac leaps sky high. A large meteor falls from the sky, towards Isaac. With both hands on the hilt of his sword, Isaac flies above the meteor, raises his sword, and brings it down on the enflamed rock, sending it plunging to the earth. As the meteor hits the ground, it creates a large explosion that all but engulfs the stage. Any opponent whom is so much as grazed by the meteor or caught in the blast is instantly KO’ed.
(Author’s note: I considered changing his Final Smash to Odyssey or Judgment, but I felt Megiddo would simply be a better attack, visually and gameplay-wise)
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