Subject: Re: Isaac (Golden Sun) Discussion Mon Jan 18, 2016 7:35 am
Support.
Athorment
434 Athorment
Subject: Re: Isaac (Golden Sun) Discussion Tue Jan 19, 2016 1:29 pm
TrinitroMan wrote:
Oh wow, TSON sounds like a complete jackass based on Dustination's expierience. And to think that I once liked SSF2...
You can like/love/enjoy someone's work, but not the person behind it. Two different things.
Me, I still prefer SSF2 because of it's level of polish.. but crusade v0.9.1 is definitively going to even the field soon. This however, is not the place to talk about SSF2 so as an ending note: this TSON's claims are silly, useless and most likely baseless. No one owns "ownership" of something as silly as this. Both Animation and balancing does not happen in a vacuum and two different teams can analyze and get to the same result in those aspects. The dream would be to have both isaacs match so that there is consistency, but if they made a fuzz over something so small then I would recommend taking a look at these topics/threads or at Project M's unfinished Isaac.
TrinitroMan Level 7 CPU
1244
Subject: Re: Isaac (Golden Sun) Discussion Wed Jan 20, 2016 1:48 am
To be honest, I already stopped liking SSF2 after finding out that Crusade has playable Ice Climbers. TSON being a complete asshole was merely the final nail on the coffin.
MarioStrikerMurphy1994 Level 5 CPU
345
Subject: Re: Isaac (Golden Sun) Discussion Fri Jan 22, 2016 5:06 pm
TrinitroMan wrote:
To be honest, I already stopped liking SSF2 after finding out that Crusade has playable Ice Climbers. TSON being a complete asshole was merely the final nail on the coffin.
Who's exactly this TSON guy?
TrinitroMan Level 7 CPU
1244
Subject: Re: Isaac (Golden Sun) Discussion Sat Jan 23, 2016 12:15 am
The man behind Super Smash Flash 2
deepstate Level 3 CPU
94
Subject: Re: Isaac (Golden Sun) Discussion Sat Jan 23, 2016 7:49 am
tson is fine even though my experience with him hasn't been entirely pleasant (there are times he REALLY needs to stfu), as are the majority of the SSF2 devs i've interacted with.
even in a post-dettadeus & APEX world where project relations aren't as ridiculous as they were in mid-2011, you can't expect them to be 100% mutually supportive of crusade after several infamous cases of our community members stealing assets indiscriminately from SSF2. simply exiling them as we did back then doesn't magically absolve all of the SSF2 team's suspicion.
anyway there's a difference between adapting a character neither party owns the rights to, and straight up copying aspects of that adaptation and as long as you don't rip them off pixel by pixel no one save for a few random brazilian children on facebook will give a hoot
integrity is a good key word here, i think.
GamingGryffindor Level 6 CPU
742
Subject: Re: Isaac (Golden Sun) Discussion Tue Jun 07, 2016 6:20 pm
Always thought Isaac would be a great rep. Support.
Athorment
434 Athorment
Subject: Re: Isaac (Golden Sun) Discussion Wed May 13, 2020 12:28 pm
Now that it's 2020 and we have multiple moveset proposals, i think i can give my educated opinion on what an ideal Isaac Moveset would be.
Here's 2 of my references:
Here's in-game references:
---- And now on to the moveset:
General Properties:
- Isaac is a Regular Humanoid-sized character (Link/Marth sized) that is on the heavier side as a reference to his affinity to Venus (Earth) Psynergy and the "Shielding" it naturally grants him (Ryu/Megaman weight). He still falls a little floaty, but not by much (Link) - Jump heights are a little on the lower side, but not by much. (Around Link Height) - It's a great point of contention as to whether or not Isaac's Idle animation should have him standing idly like in the Overworld/Smash Bros. Brawl (Assist Trophy) or if he should be in his "Battle Ready" stance from the Game's Battle sequences. It's like a Shulk case where he would need to pull out his sword for every attack if it's the former, so i would rather have him battle ready to differentiate him from SSF2
- While a sword fighter, he is closer to Robin or Hero where his strengths lie on using his Psynergy to attack. As such, he can potentially use non-sword moves alongside with as few sword strikes as possible. - His Psynergy moves don't spend resources like Robin or Hero's, so a drawback needs to be made without making him useless to rush down. - Despite being able to equip Elemental Djinn of various types, there are enough Venus (Earth) Djin to showcase Isaac's aptitudes. This is not a case like Ness' or Lucas' where Isaac will need Water, Fire and Wind casts from his partners so non-earth casting should focus on what he can more commonly do (or at least make the elemental Djins more special)
With These considerations:
- i believe that Isaac does not need complex resource management, as his moves are quirky enough to have openings. - He doesn't need to be a keep away character. Like in his game, he attacks and does great damage on an area. His concept is less Duck Hunt/Pac-Man setting up Traps and more so Palutena's Explosive Flame having a close range opening despite it's range. - Thus a first impression tells me he should play closer to a Swordie Samus where Isaac wants to keep you at a set distance away without actually attempting to chip you out with projectiles and set ups.
Moveset:
Misc.:
- Entrance: Uses the Overworld Psynergy "Retreat" to appear as spheres of energy before reforming on stage. - Idle: My preference is to have Isaac in his Battle ready position, as it leaves his sword accessible for two-hand holding. This also separates him from Shulk and SSF2's interpretation. - Air Jump: Uses the circle effect from the overworld Psynergy skill "Hover". It's the Smash Bros. circles but instead of white it's purple-blue rings.
Normals:
- Jab: Sakurai'd. Stabs > Swing > Spinning Swing. Isaac pulls his sword and stabs forward with it, then winds up upon pulling it to slash horizontally, and then uses the sword's weight to spin himself for a last strike. - Side Tilt: Sakurai'd. Swings it to one side for a slow build up, lifts the sword over head and then brings it down in a diagonal-horizontal motion. Think Cloud's Side tilt but with Ike's Side Smash spin. - Side Smash: Using the djinn "Flint", Isaac lifts his sword over head to charge a yellow venus energy before striking down. The charge will always happen, but it's strength more than makes up for the slow start up. - Up Tilt: Using "Growth", he summons spikey vines from the ground to stab with a single hit directly where he stands. Different from the similar cast "Vine", this one is more focused in just 2-3 vines that go higher up. - Up Smash: Using "Gaia", Isaac presents his sword and casts a geyser of rising rock from the ground not unlike Palutena's Light pillar. This would instead be a multi hit as rocks float up and hit opponents. - Down Tilt: Using "Vine", he summons spikey vines directly below him, hitting where he stands and a little forward. This is a multi-hit move similar to Palutena's. Different from "Growth", it's reach is mostly focused as a rug. - Down Smash: Using "Quake", he casts rising pillars on both sides of him not unlike Mega Man's Fire Down Smash.
- Dash Attack: Using "Quick Strike", Isaac jumps and slashes with a blue crescent slash - Get up Attack: As Isaac sits up, he casts "Thorn", summoning 2 spikey vines on each side of him to hit people away. - Ledge Attack: Climbs up with a hand stand that later has him swing his blade down into a kneeling position.
Aerials:
- Neutral Air: Using "Cyclone", he spins in place with a gust of wind and flying leaves to multi-hit the foes. - Forward Air: Lifts his sword overhead and swings vertically down. It can spike. Uses a red sword trail referencing "Helm Splitter". - Back Air: Using the psynergy "Burst", Isaac presents his hand behind and an explosion follows suit. Think of a Back Air version of Zelda's Up Air. - Up Air: Isaac imitates the in-game pose for casting spells to hit with the side of his sword above himself. It's basically Cloud's Up Air. - Down Air: Using "Spire", He Lifts his arm up and creates a stone stalactite over himself, which he then hurls down a set distance. Like Mega Man's, it can spike if it hits at the lowest points.
Grab+Throws:
- Grab: Using the psynergy "Grip", Isaac has a "tether" grab of sorts with a hand that moves a set distance trying to grab. This can be used on the ledge as well, which pulls Isaac to it as if he were floating. - Pummel: Using "Grind", the psynergy hand does just that to the opponent and grinds them on the floor. - Forward Throw: Using "Force", the psynergy hand releases the foe and then punches them forward. Watch out for collateral hitboxes. - Back Throw: Using "Scoop", the hand reaches below the foe like a rug and quickly launches them behind Isaac. - Up Throw: Using "Lift", another psynergy hand appears so that both hands fly off and toss the opponent upward at the apex. - Down Throw: Using "Pound", the psynergy hand releases the foe and then punches them into the ground. As a reference to hitting large nail-like objects for puzzles, this should bury the foe
Specials:
- Neutral Special: Calling upong a "Golden Sun RPG Menu" Isaac gets to pick from 4 elemental Djins, which then has him "Unleash" a Sword slash in front of him with different effects. Effects are undecided, but there are so many of them that it should be easy to pick some: --- Venus: (Earth) Using the Djinn "Sap", His sword slash heals Isaac if it lands successfully. --- Mars: (Fire) Using the Djinn "Torch", his sword gains a coat of fire, causing a multi hit fire blast to add great damage. Knockback is compensated down though. --- Jupiter: (Air) Using the Djinn "Gust", his sword unleashes a wind slash, increasing it's range dramatically. --- Mercury: (Water) Using the Djinn "Hail", His sword deals Ice elemental damage, which can potentially shield break as a reference to it's defense debuffing capabilities. After swinging with an element once, you will be unable to pick it again until the other 3 are used as well. - Side Special: Using "Move", He charges and creates his familiar Psynergy hand to push forward. Offensive-wise it doesn't have much use as level of charge only changes the moves duration. Instead, it's meant to block enemy projectiles as an anti-zoning tool. - Up Special: Using "Retreat", He turns himself into colored orbs which move around like a slow teleport. The orbs are weak and mark where Isaac is going, making it interceptable if it misses. - Down Special: Using "Ragnarok", Isaac casts a sword to fall like a meteorite a set distance away from him. Some sort of input should allow him to cast it at different lengths similar to Palutena's Explosive Flame. As a Fun trait, It might be fun to allow Isaac to move around like Greninja as to better trick opponents into being hit by the move, but it's Knockback will need to be toned down.
Final Smash:
- Judgement: 4 venus Djinn fly around Isaac, hitting and burying/spiking foes into the ground. The djinn then merge into a sphere of energy and fly off a set distance above before the summoned entity "Might of the Apocalypse" appears. It will take aim where Isaac stood and shoot a large energy ball that multi hits just like a Smart bomb before a last hit blows them away.