WarioJim
Smash Apprentice
- Joined
- Aug 2, 2014
- Messages
- 134
Alright, here's my basic idea for a moveset. I'll currently leave attacks that I don't have a lot to say about (mostly ones I think would take the form of simpler sword swings) and some moves I may have more than one suggestion for, so people can discuss what they prefer. I'll probably come back to edit this post based on feedback from everyone, to better craft the moveset.
Normal Attacks
Forward Tilt: Flint
Isaac performs a two-handed sword swing, with the sword having a yellow glow. Has good range and decent kill power. We could also make this attack be a different Djinn unleash instead, such as Sap or Bane, in which case the kill power would be traded out for healing or poison.
Up Tilt: Thorn
Isaac summons a spiky thorn in front of him, reaching above his head and angled slightly towards him. Sends opponents up, so it can combo at lower percents, but it has high knockback growth so it can kill at high %.
Down Tilt: Quake
Isaac swiftly makes a section of the ground quake by his feet, popping up enemies infront of him which makes it ideal for combos and kill confirms.
Dash Attack: Annihilation
Isaac breifly stops in place before making a fast dashing slash, with a kanji appearing where Isaac stops. Being hit during the slash will knock opponents away like a standard dash attack, but at the end of the slash when the kanji appears is a poweful sweetspot that can kill the opponent much earlier.
Forward Smash: Ragnarok
Isaac summons a massive sword near above him that stabs diagonally down into the ground in front of him. The attack is a disjoint and not a projectile, having a large hitbox and great kill power.
Up Smash: Punji series
Isaac raises Punji sticks all around him reaching high above his head, with each one quickly popping out of the ground one after the other. This attack is a multi-hit, with the sticks being disjointed and Isaac having head invincibility.
Down Smash: Gaia series
Isaac stabs the ground, causing it to crack where he stands, with light and rocks shooting out of the crack soon after. Has poweful quake hitboxes that send opponents up and away and is generally more powerful closer to Isaac.
Down Aerial: Helm/Skull Splitter
Isaac brings his sword downwards, performing an Aether style attack with a meteor effect at the beginning. This could either function as a traditional stall-and-fall, or something more unusual such as halting all upward momentum (like Ivysaur's U-air) and going into fast-fall.
His other aerials would mostly be sword swings, but some of them could be Djinn unleashes like mentioned before, such as Flint, Sap or Bane.
Grab and Throws
To grab, Isaac uses Catch, which can be compared to Pacman's grab (instead of a full tether grab) except faster and less active. F-Throw is Move, which sends opponents away with a projectile similar to the Assist Trophy; B-Throw is Scoop, which chucks the opponent backwards; U-Throw is Carry, which lifts opponents up and is Isaac's main combo throw being more effective at lower %; D-Throw is Pound, which would either be Isaac's most damaging throw OR bury opponents that allows for follow ups if fast enough.
Specials
Neutral Special: Growth series OR Vine
Growth causes plants to grow from the ground nearby in front of Isaac, damaging any opponents caught in the intial growth with multi-hits and breifly stunning/crumpling them (similar to Ryu's/Ken's Focus Attack), allowing for follow-up attacks. The special button can be held to make the attack taller and wider, as well as making the attack continue to do multi-hits, but this will also increase the attack's endlag, making it easier to punish and follow-up attacks impossible. If held for the full duration, opponents in the Growth will be hit with moderate knockback instead of a stun. The attack will spawn from nearby ground if Isaac is in the air.
We could also leave the Growth on stage for short time after the attack, and any enemies trying to move through it could have their horizontal movement slowed.
Vine would cause an area of vines to spawn from the ground in front of Isaac. The move would do no damage, but opponents caught in the intial spawning of the vines would be hit by an unblockable crumple/stun. The vines would be left on the ground for a period of time, and any opponents trying to move through it would have their speed cut in half and be unable to jump.
Side Special: Spire series
Isaac creates stone Spire projectiles a distance in front of and above him that then fall downwards, hitting any enemies beneath them. The attack can be charged to increase the ammount of projectiles, and the origin of the attack can be moved left or right while charging, with a fully charged Spire dealing heavy shield damage. If hit, the projectiles will continue to hit the opponent until the final projectile launches the opponent away, with the strength depending on the charge, but if the opponent is hit by the Spire as soon as it appears then it will spike the opponent instead.
Up Special: Retreat OR Growth
Retreat would be the most basic recovery, simply acting as a teleport with good range, though a swordfigher hasn't had a recovery like that yet.
Growth would be similar to what was said before, except in the air if there's no ground beneath him then Growth starts where Isaac is, bringing Isaac up with it and giving a final boost upwards after it finishes growing.
Down Special: Demon Night/Thorny Grave OR Vine
Demon Night/Thorny Grave makes Isaac summon and fire a swarm of spirit projectiles, perhaps in a similar functioning manner to Bowser's Fire Breath, except in can't be held. The attack multi-hits and knocks aways with moderate knockback, as well as inflicting a Haunt status effect. Enemies inflicted with Haunt may randomly take a random amount of damage (with no knockback) after performing an action, like attacking, grabbing or possibly jumping. The amount of time Haunt lasts depends on how many projectiles hit the opponent and it can be shortened by hitting Isaac.
Vine would work as stated before.
Final Smash: Judgement
Isaac uses the Gaia Blade's Unleash, Titan Blade, summoning a massive sword to crash down in an area in front of him, acting as the into for a cinematic. If an opponent is hit, Isaac summons Judgement to perform a devastating attack on them, having high damage and kill power.
One last additional detail is that one of Isaac's taunts could be Cure, as that is a big part of Venus Psynergy. If the taunt is allowed to play in full, then Isaac would be healed a certain amount.
Normal Attacks
Forward Tilt: Flint
Isaac performs a two-handed sword swing, with the sword having a yellow glow. Has good range and decent kill power. We could also make this attack be a different Djinn unleash instead, such as Sap or Bane, in which case the kill power would be traded out for healing or poison.
Up Tilt: Thorn
Isaac summons a spiky thorn in front of him, reaching above his head and angled slightly towards him. Sends opponents up, so it can combo at lower percents, but it has high knockback growth so it can kill at high %.
Down Tilt: Quake
Isaac swiftly makes a section of the ground quake by his feet, popping up enemies infront of him which makes it ideal for combos and kill confirms.
Dash Attack: Annihilation
Isaac breifly stops in place before making a fast dashing slash, with a kanji appearing where Isaac stops. Being hit during the slash will knock opponents away like a standard dash attack, but at the end of the slash when the kanji appears is a poweful sweetspot that can kill the opponent much earlier.
Forward Smash: Ragnarok
Isaac summons a massive sword near above him that stabs diagonally down into the ground in front of him. The attack is a disjoint and not a projectile, having a large hitbox and great kill power.
Up Smash: Punji series
Isaac raises Punji sticks all around him reaching high above his head, with each one quickly popping out of the ground one after the other. This attack is a multi-hit, with the sticks being disjointed and Isaac having head invincibility.
Down Smash: Gaia series
Isaac stabs the ground, causing it to crack where he stands, with light and rocks shooting out of the crack soon after. Has poweful quake hitboxes that send opponents up and away and is generally more powerful closer to Isaac.
Down Aerial: Helm/Skull Splitter
Isaac brings his sword downwards, performing an Aether style attack with a meteor effect at the beginning. This could either function as a traditional stall-and-fall, or something more unusual such as halting all upward momentum (like Ivysaur's U-air) and going into fast-fall.
His other aerials would mostly be sword swings, but some of them could be Djinn unleashes like mentioned before, such as Flint, Sap or Bane.
Grab and Throws
To grab, Isaac uses Catch, which can be compared to Pacman's grab (instead of a full tether grab) except faster and less active. F-Throw is Move, which sends opponents away with a projectile similar to the Assist Trophy; B-Throw is Scoop, which chucks the opponent backwards; U-Throw is Carry, which lifts opponents up and is Isaac's main combo throw being more effective at lower %; D-Throw is Pound, which would either be Isaac's most damaging throw OR bury opponents that allows for follow ups if fast enough.
Specials
Neutral Special: Growth series OR Vine
Growth causes plants to grow from the ground nearby in front of Isaac, damaging any opponents caught in the intial growth with multi-hits and breifly stunning/crumpling them (similar to Ryu's/Ken's Focus Attack), allowing for follow-up attacks. The special button can be held to make the attack taller and wider, as well as making the attack continue to do multi-hits, but this will also increase the attack's endlag, making it easier to punish and follow-up attacks impossible. If held for the full duration, opponents in the Growth will be hit with moderate knockback instead of a stun. The attack will spawn from nearby ground if Isaac is in the air.
We could also leave the Growth on stage for short time after the attack, and any enemies trying to move through it could have their horizontal movement slowed.
Vine would cause an area of vines to spawn from the ground in front of Isaac. The move would do no damage, but opponents caught in the intial spawning of the vines would be hit by an unblockable crumple/stun. The vines would be left on the ground for a period of time, and any opponents trying to move through it would have their speed cut in half and be unable to jump.
Side Special: Spire series
Isaac creates stone Spire projectiles a distance in front of and above him that then fall downwards, hitting any enemies beneath them. The attack can be charged to increase the ammount of projectiles, and the origin of the attack can be moved left or right while charging, with a fully charged Spire dealing heavy shield damage. If hit, the projectiles will continue to hit the opponent until the final projectile launches the opponent away, with the strength depending on the charge, but if the opponent is hit by the Spire as soon as it appears then it will spike the opponent instead.
Up Special: Retreat OR Growth
Retreat would be the most basic recovery, simply acting as a teleport with good range, though a swordfigher hasn't had a recovery like that yet.
Growth would be similar to what was said before, except in the air if there's no ground beneath him then Growth starts where Isaac is, bringing Isaac up with it and giving a final boost upwards after it finishes growing.
Down Special: Demon Night/Thorny Grave OR Vine
Demon Night/Thorny Grave makes Isaac summon and fire a swarm of spirit projectiles, perhaps in a similar functioning manner to Bowser's Fire Breath, except in can't be held. The attack multi-hits and knocks aways with moderate knockback, as well as inflicting a Haunt status effect. Enemies inflicted with Haunt may randomly take a random amount of damage (with no knockback) after performing an action, like attacking, grabbing or possibly jumping. The amount of time Haunt lasts depends on how many projectiles hit the opponent and it can be shortened by hitting Isaac.
Vine would work as stated before.
Final Smash: Judgement
Isaac uses the Gaia Blade's Unleash, Titan Blade, summoning a massive sword to crash down in an area in front of him, acting as the into for a cinematic. If an opponent is hit, Isaac summons Judgement to perform a devastating attack on them, having high damage and kill power.
One last additional detail is that one of Isaac's taunts could be Cure, as that is a big part of Venus Psynergy. If the taunt is allowed to play in full, then Isaac would be healed a certain amount.
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