I had an idea for if Isaac was a DLC character for Smash Bros. Well, that’s my opening sentence. Are you hooked yet?
I wrote this whole post like an article and as if the person reading it didn't know **** about Golden Sun, so excuse the informality. Gonna tag @
Raziek because I know he's into Golden Sun.
As excited as I was for the idea of Isaac getting into Smash, I never really thought about his moveset until earlier today (June 5th, 2015). Golden Sun comes with such a massive move pool for all of its main characters that it’s difficult to pin which ones would be best for him. Just like with Mega Man and how there are dozens of weapons from the classic Mega Mans; it couldn’t have been easy to choose which ones to go with.
I still wouldn’t know what moves would be best for his standard moves, but I thought a bit about his specials. These would be the most variable moves to work with. And because of the versatility of the game’s mechanics, his customs could be totally different rather than variations of the same thing, like Palutena and the Mii Fighters. Of course, it’d mean his customs would all be unlocked from the get-go, and it would probably mean that Mewtwo (and probably Lucas) would need to have customs as well.
Anyway, the thing with Psynergy in Golden Sun is that a lot of them can be shared between the characters. What I mean is, Isaac is an Earth Adept, right? So he specializes in earth magic. Isaac’s best buddy is Garet, and he specializes in fire magic. But if you play with the game’s engine a bit, you can make Garet an earth user and Isaac a fire user. It’s quite an immersive system for a Gamebody Advance game.
To turn Isaac into a fire, wind, or water user, you have to load him up with Djinn of the equivalent type. Djinn are magical creatures in Golden Sun that give whoever keeps them added abilities and class changes. Giving Isaac, one of the party’s point men, six Mercury (water) Djinn and a Venus (Earth(?)) Djinn turns him into a Guardian and gives him mostly water-based healing magic. Giving Mia, the party’s healer, four Jupiter (wind) and five Mars (fire) Djinn turns her into a Warlock and turns her move pool into offensive fire magic and debuffs. And etc.
So I’m thinking, why not base Isaac’s specials and customs around the Djinn? The creatures are the reason for all the flexibility in the first place. Four Djinn elements; four special moves to work with. It Just Makes Sense.
In Golden Sun, the Djinn can be put into three different states of being: Set, Standby, and Recovery. If a Djinn is Set, it provides the character using it with some stat buffs and can be used to unleash an effect in battle. If it’s in Standby, it can’t be used to attack and it removes the buffs it grants the character, but it can be used to summon a much stronger attack at any time in the battle. After it’s used to summon something, it’s put into Recovery, where it’s essentially an empty space in your roster for a few turns. After its Recovery time is up, it’s automatically put back into Set.
When Isaac first spawns into the match, his Djinn are all Set. In Smash, they wouldn’t provide any stat increases, and he can’t summon anything outside of a Final Smash, but they still let him use his specials. When he uses a special attack, the Djinn he used is put into Standby, which, again, doesn’t affect any stat and can’t be used to summon anything, but inhibits him from using the same special again. In Golden Sun, moving a Djinn from Standby to Set without summoning costs one turn (in battle. It costs nothing in the overworld); in Smash, moving a Djinn from Standby to Set would require just a little breathing room; say, maybe fourty frames of vulnerability? He can also Set them in the air, but he won’t have horizontal mobility as he does so. The Djinn will also automatically be put to Set after Isaac dies or after 10 seconds passes. Just a thought.
To make up for the unusual cooldown on his specials, they would generally be very strong and have unusual, maybe even gimmicky applications. These are just a few ideas I had that could be used for his move set (all attacks do not put Isaac into his helpless animation unless I say otherwise):
Neutral 1: Flint (Venus)
The very first Djinn encountered in the series is Flint. When summoned in battle, he basically just hits really hard. In Smash, Flint would enhance a powerful leaping downward swing from Isaac’s weapon. Not quite as destructive as a Falcon Punch, but faster. Has a meteor effect when used in the air, and is not a ‘stall-and-fall’ attack like Falcon Kick: Isaac hits an invisible ‘floor’ when used in the air.
Neutral 2: Vortex (Jupiter)
Aesthetically similar to Mewtwo’s Confusion but functionally similar to Mario’s Gust Cape. Removes projectiles rather than reflects them and has a minor windbox, pushing enemies upward as they’re turned around.
Neutral 3: Summon: Mars
All of the summons would work differently from how the Djinn would normally would in Smash. Rather than starting in Set and moving to Standby when used, they start in Recovery and, after 10 seconds of gameplay, move to Standby, where they can be used to summon powerful attacks. Once they’re used, they’re moved to Recovery again and can be used after another 10 seconds.
Summoning Mars is aesthetically similar to Robin’s Arcfire: a Djinn spawns above Isaac and launches at the ground in front of him. Mars would bathe an area about the size of a Battlefield platform in lava, doing constant flinch knockback and shield pressure, allowing Isaac to follow up with something. Lingers for roughly 4 seconds. Doesn’t do much damage, though. Does nothing if it misses the ground.
Side 1: Cannon (Mars)
Aesthetically similar to Bowser Jr’s Cannonball. Fires quickly, travels quickly, has little cooldown, and has a large blast radius, but damage and knockback decrease with distance travelled. A decent gimping tool and a powerful close-range attack, especially in doubles with Villager/Ness/Mr. Game And Watch. Will fizzle to nothing if the attack doesn’t land.
Side 2: Serac (Mercury)
Aesthetically similar to Little Mac’s Jolt Haymaker, but goes half the distance on the ground and has no change in the air. A powerful leaping swing that can kill and ignores shields, but if it
is shielded, does 75% less damage and knockback than an unshielded blow. Can be used after Flint for an above-average horizontal recovery. Puts Isaac into his helpless animation.
Side 3: Summon: Jupiter
Three arcing attacks slice through the air horizontally, each going the same speed and each wider than the last but each doing sequentially less damage and knockback. They have transcendent priority and pierce walls (but not shields). They travel for an infinite distance, until they hit the closest blast zone. An excellent attack to pressure off-stage and distant opponents but has long cooldown, so it isn’t a strong offensive option.
Down 1: Geyser (Mercury)
A blast of water erupts at Isaac’s feet right in front of him, lifting his opponent about one body-height into the air. It’s a multi-hitting attack that, on the final hit, puts the opponent into a tumble. Very useful with platforms because the timing to tech the tumble would be very strict, allowing Isaac to follow up with something. Pokes shields easily, but only the last hit puts the opponent into a tumble.
Down 2: Flash (Mars)
Functionally similar to Shulk’s Extreme Shield Monado Art. In Golden Sun, Flash had priority (so, it moved first, no matter what) and it decreased all damage taken by 90%. In Smash, it does the exact same thing, decreasing all damage and knockback by 90%. However, just like in Golden Sun, Flash only applied for one turn: in Smash, Flash’s effect is negated as soon as Isaac performs any action, including moving or shielding. Essentially, Flash is a ‘gimme,’ allowing Isaac to survive almost any attack, including a throw, as long as he does nothing. He can wiggle free from a grab without negating Flash, but not if he presses any button during his grab release animation. Flash is negate naturally after eight seconds.
Down 3: Summon: Venus
Blasts of rock and earth erupt in a wide radius around Isaac, lifting himself and his opponent into the air. Is a multi-hit move and does a fair amount of damage, but only enough knockback to push opponents away from Isaac. Does a fair amount of shield damage and effects increase the closer Isaac’s opponent is to him. While it can be used for recovery, it doesn’t lift Isaac very high, and though it won’t put him into his helpless animation, he cannot use another special after summoning Venus.
Up 1: Bolt (Jupiter)
Isaac pauses for about half a second, then a lightning bolt erupts from Isaac’s feet and shoots upward, catapulting him straight up with it. It cannot be aimed; the attack, and himself, only go upwards. The bolt reaches higher than Sonic’s Spring and Isaac travels faster than Mewtwo’s Teleport, but in exchange, it puts Isaac into his helpless animation. The bolt is has a strong hitbox at its center; it has a meteor effect at its launch point (so, directly underneath Isaac when he uses it); and its tip, though it does no damage or knockback, will stun opponents, like Zero Suit Samus’s Paralyzer. Isaac cannot auto-snap to the ledge with this attack and needs to sweet-spot it.
Up 2: Steel (Venus)
A powerful jumping uppercut with Isaac’s fist. Has very poor horizontal range. Aesthetically similar to Mega Man’s up-tilt, but has reasonably farther vertical reach. Isaac doesn’t jump very high with it, and it doesn’t have very much knockback, but Isaac will recover as much damage as he deals with the strike.
Up 3: Summon: Mercury
Isaac pauses for a moment, then a number of massive water droplets appear from nowhere and push him in a direction of his choosing. The droplets are not considered projectiles. They technically don’t do much knockback, but they push opponents in the same direction Isaac is facing, like Mario’s F.L.U.D.D, and can be used for early ceiling kills. Sends him a little farther than Fire Fox, and much faster. Can auto-snap to the ledge, and the droplets will proceed uninhibited. Will put Isaac in helpless, unless he uses it on the ground. Since this will be your primary recovery, you won’t be able to use it again after 10 seconds of Recovery time – use it wisely!
Isaac’s Final Smash could be a bunch of things. The foremost option would probably be Ragnarok or Odyssey, since both of those attacks are exclusive to Earth Adepts, no matter how much you change the Djinn around. I’d love to see a giant, glowing sword split the sky and slam into the stage with an explosive fury in glorious HD.
Other options would be Titan Blade and Megiddo, but those are both dependent on the weapon Isaac is using, and isn’t even something he has control over; it’s totally random whether the Gaia Blade or the Sol Sword decide to use them. The next, and maybe the most obvious, option would be Summon: Judgement. In Golden Sun, Judgement is a knight in blue armour, massive wings, a sword in one hand and a cannon with a lion’s head in the other. He shot the cannon at the ground, and the area erupted into a massive explosion that devoured everything it touched. In Smash, it could basically be an enormous, stage-encompassing Smart Bomb that hit multiple times, lingered, and finished with a powerful knock away.
Thanks for listening