I posted this in another thread, but it fits here too.
I've decided to come up with a possible moveset for Isaac, full of psynergy moves from the game. It might be a bit gimmicky though.
===Newcomer: Isaac===
Isaac is the lead character from Camelot's Golden Sun series, "arguably be one of the best 2D-based Japanese RPGs created for any system. And yes, that includes Final Fantasy" (from IGN's review of the first game).
Let me preface with something on djinn in Golden Sun's battle system.
Djinn has three statuses during battle: set, standby, recover. When set, the djinni increases the character's stats, and the player is able to use its unique attack. After using it for an attack, it is set to standby. The character's stats go down, but the player is now able to use a summon, depending on how many djinn there are also on standby, and what elements they are. After summoning, the djinn are set to recover, and are unuseable for a certain number of turns. For example, if I summoned Judgment, which requires 4 djinn, one would take one 1 turn to recover, the next would take 2 turns, the third 3 turns, and the last 4 turns.
My idea is to implement that into Brawl in a way that would fit. Isaac would have four Venus djinn floating around him in the game, and they would slightly increase his speed and the power of his regular A moves, but primarily his smashes. Djinn can either be set or in recovery. When set, they float around Isaac and give him a slight stat boost. They can also increase the power of his final smash. For recovery, if Isaac used a final smash or a smash attack, one of djinn is put into recover mode and appears as a weakly glowing yellow sphere (to symbolize that it's recovering).
The more djinn Isaac has recovering at a time, the weaker and slower he is. Each djinni takes 4 seconds to recover. If a djinni is placed into recover and other djinn are already recovering, its recovery time becomes the recovery time for the last djinni in recovery mode plus 4 seconds. This would resemble the recovery system in the game after a summon, so they don't all recover right away. This becomes a disadvantage for Isaac as he can't spam smash attacks with impunity.
At full strengh, Isaac's neutral A, tilt A, dash A, and arial A moves are 1.5x as strong as they are when he has no djinn set, and he is 1.5x as fast. His smash moves are 2x as strong as they are when he has no djinn set.
Of course, you could remove the djinn element and still have a viable moveset.
===Stats (out of 10)===
Height: 5
Weight: 4
Attack Power: 3 to 7
Grab Range: 4
Running Speed: 4 to 6
Jump: 4
Falling Speed: 4
Traction: 6
===Neutral A===
A:
Isaac performs an angled, downward slash (as if he were writing 'X' in front of him). Low damage.
AA:
Isaac follows up with an angled, downward slash from the opposite direction (to finish the 'X'). Low damage.
AAA:
Isaac follows up by casting Push from his free hand. Low damage and knockback.
It would look something like:
http://img.photobucket.com/albums/v2...synergyart.jpg
Dash A:
Isaac runs at his opponent and performs a slightly angled downward horizontal swipe with low range. Low damage, decent knockback.
===Tilt A===
F-tilt:
Isaac performs a quick downward strike. Mediocre damage, slight stun, no knockback.
D-tilt:
Isaac thrusts his sword low to the ground. Mediocre damage, slight stun, small knockback.
U-tilt:
Isaac performs an overhead sweep with his sword. Mediocre damage, slight stun, some knockback.
===Smash A===
His smash attacks send one of his djinn into recover each use. If he uses them when he has all his djinni recovering, his attacks are significantly weaker.
F-smash:
With at least one djinni set: A djinni assumes its ethereal form and envelops Isaac's sword in an aura as he performs a sweeping horizontal strike with his it. The aura gives the sword essentially a slightly larger width and length, making it stronger and giving it more range. As an effect, the ground under the sword rumbles as Isaac swipes it, with an effect similar to energy balls in in anime when they graze the ground and separate it, except on a much smaller scale. Medium damage, medium knockback.
With no djinn: There is no aura or rumbling ground, resulting in lower damage and knockback.
D-smash:
With at least one djinn set.
A djinni assumes its ethereal form and envelops Isaac's swordless hand and Isaac opens his palm towards the ground and casts Spire. Stalagmites erupt out on either side of Isaac, and taper off after two swordlengths. The stalagmites do mediocre damage with small knockback and a slight stun.
With no djinn:
The stalagmites are slightly smaller, taper off sooner, and do less damage.
U-smash:
With at least one djinni set: A djinni assumes its ethereal form and envelops Isaac's sword in an aura as he lunges his sword vertically up. The aura gives the sword essentially a slightly larger width and length, making it stronger and giving it more range. As an effect, similar to Gaia in the game, tiny rocks, stones, and Venus energy are unearthed and flung into the air around Isaac as he lunges the sword. This slightly injures and stuns any opponent standing very close to Isaac.
With no djinn: There is no aura or rumbling ground, resulting in lower damage and knockback, and no damage or stun near Isaac.
===Arial A===
N-air:
Isaac performs a neutral arial kick similar to many other characters' neutral air attacks. Low damage, mediocre knockback.
F-air:
Isaac swipes his sword vertically in front of him, starting 45 degrees above to 45 degrees below the horizontal. Mediocre damage, low knockback.
D-air:
Isaac lifts up his legs and his swordless hand glows with energy, and after a half-second delay, he then he thrusts that hand down to cast Pound. It is a low damage meteor smash.
U-air:
Isaac thrusts his sword vertically up, for medium damage and mediocre knockback.
B-air:
Isaac quickly regrips his sword so he's holding it backwards and thrusts it backwards, then regrips it properly again. It does medium damage and medium knockback.
===B Moves===
B-neutral:
Isaac casts Ragnarok. He swipes angled downward in unison with an ethereal glowing red sword. Small knockback with a small stun an medium damage. It would take about a second overall with a short delay between allowed uses.
It would look like:
http://img.photobucket.com/albums/v2...g?t=1186084978 except that the angle of the sword would be shallower and the sword itself would be a little smaller.
B-forward:
Isaac uses Hover. It's essentially a more versatile wavedash. In the air, the player can quickly float staight horizontally either forwards or backwards a decent distance. The player is able to use it nearly instantly after jumping from the ground, allowing it to behave like a longer-length wavedash. On the ground, he rapidly slides forward a distance. Players can use A moves during it or escape it with a B move. It can be done once in the air, and the player isn't disabled after using it (unlike after using a B-up move), allowing the player to follow it up with B-up for help with recovering. If the player tilts backwards or forwards for a moment during the hover without
attacking, Isaac will turn that way.
B-down:
Isaac casts Growth. Thorny vines launch out in front of him, undulating in and out of the ground and kicking up dirt. The vines go up to 7 sword-lengths in distance and stop when reaching an edge. The move does nothing in the air. The vines do mediocre damage and no knockback, but they momentarily stun.
B-up:
Isaac's Sol Blade let's out a howl! Megiddo! Isaac's sword glows as he leaps up into the air with his sword out above him. If he doesn't hit anyone by the time he reaches the top of his jump, Isaac's sword loses its glow, and he lowers his sword while he falls, still going slowly forward initially due to momentum. If he does intercept someone, a glowing molten sphere of flame quickly forms and grows at the tip of his sword as he swipes it down on his opponent. While the flames engulf his enemy, his swipe gives him some extra momentum and he finishes his leap upward, then falls. The leap is relatively slow and somewhat parabolic, and can be angled slightly.
===Throws===
Grab:
Isaac reaches out with one arm to grab his opponent. He has a low reach.
Jab:
Isaac knees his opponent.
Forward:
Isaac uses Force with his swordless hand to launch the opponent forward in an arc. Medium knockback, mediocre damage.
It would look something like:
http://img.photobucket.com/albums/v2...iyo_battle.jpg
Down:
Isaac throws his opponent down in front of him and uses Tremor to shake the ground below him, unearthing dirt and rocks. His opponent gets injured by the move and is knocked back. It does mediocre damage with low knockback.
Up:
Isaac opens his palms and uses a lifting motion to cast Lift on his opponent. Opponent accelerates upwards. If the enemy isn't at a very high % or if he hits a solid ceiling, he'll quickly decelerate and float helpless in the air for a short delay before falling, with almost no delay at 0% and it increase steadily in length to about 40 frames at 100%. It has low knockback and damage, but lift always goes a minimum of twice Isaac's height until it goes beyond that at around 50%.
It would look something like:
http://img.photobucket.com/albums/v2...o_robinart.jpg
Back:
Isaac uses Carry to swing his opponent around to the other side, then casts Burst on him, causing him to fly back in a low arc. Mediocre but quick knockback, medium damage.
===Final Smash===
Isaac has 4 djinn around him, resulting in 5 levels of final smashes. For each of his four summons, he initiates it by slamming his fist into the ground, causing it to crack, while the necessary djinn rapidly revolve around him until they dissipate and the appropriate summon appears. Consequently, Isaac must initiate his final smashes from the ground.
It looks similar to:
http://img.photobucket.com/albums/v2...iyo_procne.jpg
Four Djinn Set:
Judgment: Judgment appears above Isaac, aims his cannon down, then launches an energy blast into the ground causing a large spherical fiery explosion on the ground with a shockwave that extends out horizontally along the ground. The blast causes large damage and knockback (similar to the Bullet Bill in Peach's Castle in Melee), and the shockwave does small damage, quick stun, and no knockback.
http://img.photobucket.com/albums/v2...onJudgment.jpg
Three Djinn Set:
Cybele: Thorny vines sprout up all around Isaac, causing high damage with stun and little knockback.
http://img.photobucket.com/albums/v2...mmonCybele.jpg
Two Djinn Set:
Ramses: Enemies near Isaac are stunned while Ramses rains down boulders, and ends the attack with an explosion of psynergy. Medium damage, medium knockback.
http://img.photobucket.com/albums/v2...mmonRamses.jpg
One Djinni Set:
Venus: The Venus djinni appears in a large ethereal form and strikes the ground at Isaac's feet, causing an explosion of psynergy. Causes mediocre damage, mediocre knockback.
http://img.photobucket.com/albums/v2...ummonVenus.jpg
No Djinn Set:
Nothing: Nothing happens. Maybe you shouldn't have spammed those smash moves so much. If the player is presented with a smash ball but no djinn, he can either fend off opponents until he recovers djinn, or he can waste it to prevent others from using it.
I don't know what to do about taunts or victory screens, but those aren't quite as important.