samedi 27 novembre 2021

Now, as much as I love Fire Emblem, I also like other games, believe it or not. I've always love the Nintendo 64 Zelda titles, and I've always had an affinity for Malon. I like her simple design, and my headcanon is that she married Link, and this is why Twilight Princess Link is a rancher. There are many other characters that would be more obvious picks, but I also like the idea of challenging myself to think of moves for a character that normally wouldn't be much of a fighter. This moveset is sillier than the last three, but I think it will provide an interesting way to implement a horse assist system.


Malon:


Carrot meter:


As the one who has raised Epona, it seemed like a good idea to incorporate her in her moveset. Malon will be able to store up to three charges on a carrot meter, inspired by the one present in Ocarina of time. She will start every stock with one charge, and will be able to add supplemental charges by singing Epona's song. This will be set to down B, but this will be explained further below.


A+B while holding a direction unleashes Epona who would appear, not unlike an assist from the Marvel series, and then take an action. In several instances, Malon can continue to move, unimpeded and without interruptions. This enables her to creatively extend comboes beyond what is normally possible.


Neutral B: Bow - A reference to Romani in Majora's mask. Fairly weak projectile. Can angle up diagonally. The arrow does not travel as far as Link and has more of an arc to it.


Side B: Cow Bell - She swings a giant cowbell overhead with force. It is slow to start, and hitting a foe with the bell hits hard, like a Kirby hammer. If it is grounded, as it hits the ground, it launches a soundwave forward, like a stronger Power Wave.


https://youtu.be/l04oI4VJJwU?t=74 


Down B: Sing - Tapping once has Malon sing Epona's song. It increases her carrot meter by one. She can hold the button to continue playing seamlessly and keep charging her carrot meter at up to 3.


Up B Cuccoo Flight: jumps and uses a cuckoo above her head to glide down slowly. Good horizontal recovery, but not much height. The cucco will peck whatever it hits from the front. She can tap A to throw the cucoo, and if she lands with it, she can keep it and throw it at any time. When thrown, the cuccoo will fly forward horizontally and slowly and peck whatever is in its path. Upon landing, it leaves.


----


Assists:


A+B: Epona appears where Malon stands and does a kick with its back hooves. Pretty strong.


https://youtu.be/4jEM0vbr3q4?t=136


A+Side B: Send Epona careening forward. It headbutts opponents. Vertical KB for combo potential.


https://youtu.be/4jEM0vbr3q4?t=51 


A+Down B: Epona stomps on the ground, impacting any opponent nearby with a shockwave. I have two potential ideas here. Powerful if hits opponents, but if barely misses, can trip., which Malon can use for tech chases


https://youtu.be/4jEM0vbr3q4?t=95

 or 

https://youtu.be/4jEM0vbr3q4?t=183

or

https://youtu.be/4jEM0vbr3q4?t=300



A+Up B: Epona will leap forward and up in an arc, intercepting people above.


https://youtu.be/4jEM0vbr3q4?t=81 

or 

https://youtu.be/4jEM0vbr3q4?t=202 


---


Normals:


Jab:


Single jab, then multihit jabs, then final stab hits harders and send foes flying forward a bit.


https://youtu.be/TcwC2dbl6Kg?t=267 


---


Dash attack:


Vaulting attack. Will vault, spin, then slam down with the pitchfork. Can instead choose to forego the final attack and press jump at the apex of the move and jump out of it, higher than you normally could. The first part of the attack where Malon vaults is slightly vertical and forward. For the second part of the move, because it is a two-step process, is does have decent power.


https://youtu.be/TcwC2dbl6Kg?t=247


Could also end in:


https://youtu.be/2H_pP1fiSuU?t=19 


Or


Running stab. Good range, but she stumbled a bit as she is not a trained fighter. Strong Dash attack from the video can also be used to have a more vertical slice at the end instead.


https://youtu.be/TcwC2dbl6Kg?t=73 


---


Tilts: These is primarily focus on a pitchfork. Good range, not very strong, but gives her a means to set control enemy placement and to set up her assists.


Forward tilt: Awkward jab. Since it rises, could have a diagonal angle. And even send towards you as a pull in move. Tip us more effective.


https://imgur.com/Pv4x94K.gif


Up Tilt: Swipes upwards, sends up and a bit behind you.


https://youtu.be/V7G9roZW-as?t=186 


Down Tilt: Sweep with pitchfork. Good range. Can be used to neuter bad recoveries. Tip has more power


https://youtu.be/2H_pP1fiSuU?t=58 



---


Smashes: Her smash attacks will primarily use a giant cowbell. It will be heavy, so slow, but powerful. Many mkves are inslired by Marin, whkse shares simarities as a Zelda Songstress character.


Forward Smash: Spin Smash with the cowbell.


https://youtu.be/-9XY80Y8lII?t=128 


Down Smash: slams giant cowbell on both sides. Pretty strong damage. Strong, but somewhat slow.


Up Smash: Shakes giant cowbell on top of her head, causing shockwaves


https://youtu.be/-9XY80Y8lII?t=124 



---


Aerials:


Neutral air: She spins her pitchfork in a circular motion. Launching direction depends on where it hits. Usually up, but in the direction it hits.


Forward air: swipe forward, from low to high. Send a bit forward and up.


https://youtu.be/TcwC2dbl6Kg?t=98 


Or


https://youtu.be/2H_pP1fiSuU?t=49 


Back air: Stabs behind her, strongest at the end of the pitchfork.


https://youtu.be/V7G9roZW-as?t=103 


Down air: Stabs down, send up, very slight diagonal.


https://youtu.be/TcwC2dbl6Kg?t=100 


Or, jabs diagonally see video at 1:50:

https://youtu.be/TcwC2dbl6Kg?t=115 

But imagine it is not thrown. Tip has more power.


Up air: Malon pulls out her hand, and a cuccoo egg bursts open, revealing cuccoo, wings spread out. Strongest at the moment it bursts out.



---


Grab: Throws a lasso forward to grab enemies at range, like Link's hookshot. Does not tether offstage.


Pummel: Tightens lasso for damage.


Forward throw: swings opponent with the rope. She hurls it around her, and release forward.


Back throw: Heaves opponent like a bunch of straws.


Down throw: Break a pot on opponent's head.


Up throw: Cargo throw? As if she is carrying a bunch of hay.


---

Taunt:


Milk taunt: same as Toon Link, she deinks Lon Lon Milk and gets a small percent heal. However, there is a small chance of her getting Chateau Romani instead, which gives Malon a charge on her carrot meter.


Project M moveset writeup: Hector

 If there is a Fire Emblem protagonist that resonates with a lot of people, it's Hector. He's a different kind of protagonist; one that can be brash and in your face, but who also possesses a surprising amount of wisdom. As an axe fighter, he would provide a unique moveset, which would be even more interesting when taking into account that the Armads, his legendary weapon, emits electricity. He is also an armoured unit, and as such, would have slow movement speed. This means that instead he will need ways to bridge the gap between himself and the enemy while feeling like an impenetrable wall. As such, his walk cycle would be unimpeded by weaker projectiles, and his moveset would have some ways to utilize his armor as well as give him a way to get closer to the enemy despite his slow speed. He is meant to be slow, but also very strong.




Physics:

Heavy, slow runner, poor jumps. He can get some bursts of movement with dash attack, but will be easily punished if he uses it willy-nilly.

Heavy armour specials:

Hector will be able to tank certain attacks, just like Bowser. This would be Heavy Armor as opposed to Super Armor, but would be very potent. For specials, Hector has the possibility to do a slower, more powerful move by holding down B, which will have a bit more startup lag and endlag. You will have to commit to the attack and cannot cancel it. This animation indicated a charged attack:

https://static.wikia.nocookie.net/fireemblem/images/a/a4/FEH_Hector_Finish.gif/revision/latest/scale-to-width-down/400?cb=20210510205630

 

Approach specials:

Hector is slow, and his mobility is bad, as it should be. Then again, Hector likes a direct encounter. I think that most of his specials should be tailored to bring him back into the action, either by bringing him closer, or bringing the opponent closer. There are not meant to make him mobile, but rather, meant to capitalize on the opponent’s mistakes to draw them in / draw himself in.

 

B - Tomahawk: Throws an axe like a more vertical boomerang. This is slower than a Link boomerang, but does hit harder. If he holds B, he swings his axe in his hand, like the hand axe crit animation, and then he chucks it harder and farther. This is slower, as you must sit through the crit animation. He has Heavy armor when he uses the crit version (when spinning the tomahawk), but also a bit more endlag. Both versions have reverse knockback. In other words, the point of it is to bring enemies closer. This projectile is slow, but destroys most projectiles.


Side B: Chain Axe : Hector throw his Tomahawk, but it’s tied to a chain. If it hits the target, puts them in grabbed state, then Hector launches himself towards the enemy and punches them. This is a ranged command grab meant to bring Hector closer. Holding B, he instead hooks a chain on his Armads, throws it, the chain is electrocuted, and he does the punch. If he misses with Armads, it takes longer for the chain to come back.

 

https://static.wikia.nocookie.net/fireemblem/images/a/a7/Hector_general_axe.gif/revision/latest/scale-to-width-down/115?cb=20170531232007



Down B: Thunder Armads: Tapping B would be a swing that sends a shockwave from the ground, which trips opponent. Mid-range. If hits with the actual axe, opponent is buried into the ground, like DK side B. Hold B and instead, Hector will raise his axe skyward, gather lightning and instead of a shockwave, a mid-range lightning blast that travels the ground will hit the enemy. This hits harder, stuns a little, and the axe hit could easily be a good kill move. More endlag. Hector has armor when gathering lightning. This is to help Hector bridge the gap between himself and his foe. If done in the air, this move sends him straight down.


Up B - Hectorcopter: Hector spins his axe over his head. He rises, slowly, and this is akin to Snake’s cipher with far less height, but more power. The rise is very slow. Holding Up B let him rise as usual, but his axe is charged with electricity. He however gains a tiny bit more height as he jumps off of his hectorcopter, and swings his axe down. It gives him very little forward momentum. He has heavy armour during his descent, but not when he rises. His electricity-charges axe erupts with electricity at it connects to the ground. This is strong, but it has more landing lag, and easily punishable on whiff.

https://media.giphy.com/media/cxcfphmjQ4sESfhpuz/giphy.gif

The thunder effect when he lands:

https://c.tenor.com/u2vQvTAXbVwAAAAd/fire-emblem-attack.gif

 

Jab: Two simple sings. Would be his fastest move.

 https://static.wikia.nocookie.net/fireemblem/images/e/ed/Hector_Great_Lord_with_Armads.gif/revision/latest/scale-to-width-down/150?cb=20150319092413

 

Dash attack: Warrior spin: When tapped, Hector does an advancing spinning axe attack. This gives him a burst of movement, but it can be punished on whiff.

 

F-Tilt: Good range side swing using Hawkeye swing animation. Arguably similar use to Ike’s forward tilt.

http://lparchive.org/Fire-Emblem-Blazing-Sword/Update%2030/26-hawkeyecrit.gif

 

Up tilt: The first axe spin, above Hector. Anti-air. Does not protect well behind him, but great in front.

https://static.wikia.nocookie.net/fireemblem/images/5/5b/Hector_general_axe_%281%29.gif/revision/latest/scale-to-width-down/136?cb=20170531233040


Down tilt: Hawkeye crit animation, but lower, and crouched. Less range due to the downward angle.

 https://community.gamepress.gg/uploads/default/original/3X/3/5/3521002c1bfe549870f9e6b1583356a3e26eb6f7.gif





 

Forward Smash: Brigand crit animation where they spin and descend on foes. Slow, but powerful. More raw power than F-tilt by far, though there are times you would rather use F-tilt closer to the edge of the stage due to a lower trajectory angle.

https://c.tenor.com/okJtNCurZ0cAAAAM/fire-emblem-gba.gif

 

Up Smash: Similar but slightly slower than Ike’s Up Smash.

 


Neutral air: Grabs his tomahawk, but also his Armads, and swings with both axes using the pirate animation from GBA emblem:

https://youtu.be/QpIskyoQosw

This would be faster that forward air, but definitely less powerful.

 

Forward air: Strong swing, similar to Ike’s forward air, but it is slower to initiate.

https://thumbs.gfycat.com/TartTornAmericanblackvulture-size_restricted.gif

 

Back air: Second swing, behind him. Faster than forward air, but weaker. I envision Hector is a fighter that enjoys hitting directly in front of him.

 

Up Air: Hector spins his axe, copter style.

 https://static.wikia.nocookie.net/fireemblem/images/5/5b/Hector_general_axe_%281%29.gif/revision/latest/scale-to-width-down/136?cb=20170531233040

May also be a simple downwards to upwards axe arc.


Down Air: Down Swing in an arc. Only the back end (start) of the swing meteors.

ß V V à

*   +  -  =

The move goes from left to right. Only the spot with the star, where it descends into an arc is a very strong meteor. The part with the + signs is a weaker meteor. The part with the – sign send forward at a low angle. The part with the = sign chucks forward at a high angle.
 

 

Grab: Grabs with a single hand. But if running, he actually lunges a little.

Pummel: Just punches enemy in the face while holding them with one hand.


https://s3-forums.serenesforest.net/monthly_2019_06/985134915_FunnyHector.gif.006cc95d85e34b6ce4ec479fddd83e42.gif

Forward throw - Hector just straight-up punches his opponent in the face, bar-fight style. Similar to Fox and Falco forward throw

Back throw: Tosses enemy back with one arm and backswings them with Armads.

Up Throw: Uppercuts them upwards. Doesn’t send that high up. Hector has a bad jump, and it would be hard for him to follow-up otherwise.

Down Throw: Curb stomps

 

Additional element is that he could shrug off weak projectiles whilst walking, still takes damage, but no KB.

Project M moveset writeup: Alm

Continuing my train of Fire Emblem characters, Alm is a character I am quite fond of (and who happens to have the same North American voice actor as Soren, amusingly enough). He's got a naive, yet very down to earth passion that leads him to turn into a great leader. 

I wrote some of these ideas down about a year ago, and remade them when I learned that others were passionate about the character in the smash scene. I therefore decided to update my old ideas to try and give Alm a more... centurion kind of fighting style.

Alm is a chance at a heavier sword-fighter, not unlike Link. He would use a combination of his Falchion, a heavy bow, his shield and a lightning sword. The idea here is to have a swordfighter who fights like no other sword-wielding character by utilizing what makes him different from other sword heroes in the series. Just because you have a sword, doesn't mean you got to be another Marth.



 ---

Specials:

B: Steel Bow

This would be a heavier bow than the kind you’d find on Link. It takes a little more time to draw the string, and so needs more commitment for any results charging for long enough will provide more distance and power, but the early stages will not travel as far as Link’s arrows and will be as efficient as a wet noodle.

 

Side B: Double Lion:  Dash forward and a slash. You can then:

-          Tap B again, second swipe, 45% angle, good damage, but not for killing.

-          Forward B: Shield strike: Not much damage, but good knockback, lower angle. Good near ledge

-          Down B: Spin swipe sword low, would lightly bounce on the ground. Meant for tech-chasing.

-          Up B: Swipe upwards, vertical, slightly forward. https://youtu.be/JoeOgnqaeE0?t=701

One hit only: https://youtu.be/bugxcdhyn5A?list=PLDKzS4VtdasmB2vHP9bmrrY5RudF8FYJk&t=540

Two hits:

https://youtu.be/bugxcdhyn5A?list=PLDKzS4VtdasmB2vHP9bmrrY5RudF8FYJk&t=2477

This is not meant to have the same effectiveness as Marth or Roy’s Side Bs. It has less steps, less potential for racking up damage, but give him a small mobility burst on the ground.

 

Down B: Lightning Sword: Uses other hand to take out the lightning sword, and it summons a little lightning bolt at mid range in front of him. Unsure if should be chargeable. Imagine Pikachu Down B with less vertical range and in front of him.

https://youtu.be/Uhum4R2-Ga0?list=PLtJifsYDxDHGT1Iy_FDy8Mp9-DWGX2c3X&t=2485


Up: B: Jump, stab down, quick descent.

https://youtu.be/Q2ErESQpvZM?t=2167

This is not supposed to be an amazing recovery, mostly vertical. Does very little in the rising phase, but more impactful when descending.

 ---

Jab: Two slashes and a shield bash.

 ---

Tilts:

Forward Tilt:

https://youtu.be/XYlo-JwDpuo?t=136 or https://youtu.be/XYlo-JwDpuo?t=154 (Rudolf). I like the idea of this specific shield bash since he’s hitting with the side of it. I don’t think another character has this kind of move.

Down tilt: Probably a simple sweep, but two-handed.

Up Tilt: Less ideas here. Was thinking of an upwards shield swing, as if he was swatting a blow from above.

Dash attack: Run and shield bash. Inspire by Palutena shield bash. Fairly good knockback, but easy to counter with a shield grab.

 ---

Smashes:

Forward smash: Slow, but powerful.

https://youtu.be/td2MFe9j4Ek?t=144

https://youtu.be/dsA16ABlJFc?t=86

Up Smash: Thunderclap: Raises Lightning sword above him. Spark of electricity.

https://youtu.be/Uhum4R2-Ga0?list=PLtJifsYDxDHGT1Iy_FDy8Mp9-DWGX2c3X&t=2485

Could also be a rendition of this:

https://youtu.be/JoeOgnqaeE0?t=701

Down Smash: Plants sword into the ground, holy light emerges. Or, can also do it with Lightning Sword instead.

 ---

Aerials:

Neutral air: Single strong swing. https://youtu.be/68Oy3DGNQ3s?list=PLJQZtsZNm8a6fEZmPvzYStQgXsLp9HoCj&t=1397

Forward Air: Maybe this:

https://youtu.be/XYlo-JwDpuo?t=125

https://youtu.be/bugxcdhyn5A?list=PLDKzS4VtdasmB2vHP9bmrrY5RudF8FYJk&t=1498

Would have some windup.

Back Air: Shield bash from behind, kind of like Palutena

Down Air: Two-handed stab, meteor. Has some windup.

Up Air: Unsure on that regard, but I imagined either a shield bash or a simple swing.

 

 ---

Final Smash: Scendscale:

https://www.youtube.com/watch?v=_hRcyU_jDc0&ab_channel=CollectorTogami

 

 

Taunt: https://youtu.be/QunQ8XYLNXw?t=110

 

Project M Moveset writeup: Soren

In recent times, I have been dipping my toes back into Project M, and after speaking with the passionate PM EX team, I was reminded of how fun it was to think about concepts for new and existing smash characters. This made me want to try and make character writeups for fun. Do not take these as confirmation of their inclusion.


The first up is Soren, wind mage and staff officer of the Greil mercenaries in Fire Emblem Path of Radiance. 




Soren is arguably the most narratively-developped support characters in the series due to his origins being intrinsically tied to the events that led to the various geopolitical conflicts in the world of Tellius. And the funny part is that most people simply will never see this story unfold, as it is hidden under a litany of extremely obscure events. He is so my favourite character in the series due to the very multifaceted approach to his character. I very much enjoy a tactician character that is pragmatic.


Still, a character isn't really worth adding in a game unless it is fun to use. As such, I tries to make a build that would make for a unique playstyle, leaning into his more shrewd personality and his mastery of magic, especially his wind mastery.


Soren

Physics and attributes:

I was thinking of a slightly under average floaty with okay air mobility, but somewhat quick fast fall. This is more to reflect control over wind.

Running speed would be relatively fast to echo his stats in the games, but any physical move would be weak, and his defense would be quite low, so easy to get early kills on.

Adept meter: 

Some Tellius characters comes into your team with a skill baked into them. It takes no skill capacity for them to keep them, so it is implied that these skills are either innate or fully mastered. Soren's baked in skill is "Adept". Based on his skill stat in PoR or his speed stat in RD, Soren can activate Adept, which allows him to attack an additional time. This is quite powerful, as if he doubles, that is a potential four attacks, and four opportunities to crit / activating another skill. However, random chance is not exactly great character design.

Soren would build up an Adept Meter, enabling him to store up to two adept charges. Not unlike Lucario, A+B and whatever direction you choose will power up the chosen special attack. These will be made to look like very quick successive attacks to echo the effects of an Adept effect. The charge is expended whether the move connects or not. To indicate that a charge is available, Soren's brand on his forehead and his red eyes would glow. This is a reference to his draconic / half-breed heritage.

Potential activation effect GFX

I think he ought to keep his opponents airborne and kill off the top of the screen more than the average character.

I would also use transparent green sword trails to emulate wind in some instances. This is to limit file size issues that come with too many spell effects.


B: Elwind / Elfire / Arcthunder :

Not unlike Robin, he gets to charge up his neutral B in multiple stages. However, unlike Robin, it doesn't send an attack straight forward. In fact, this is more akin to Robin's Side B, but with multiple stages, sending a projectile downwards.

Charge 1: Elwind - Large wind arc sent downwards with starting point over Soren's head, fast, multi-hit, but weak. Sends opponent straight up.

Charge 2: Elfire: - Fire ball, same starting point. Slightly ower than Wind, but explodes on landing. Does more damage. Knockback less vertical. This also "could" instead just be inspired by Robin's.

Charge 3: Arcthunder - not unlike Robin's fully-charged neutral special, stream of lightning is summoned, but this is arced diagonally down from atop Soren's head instead. Will have vertical knockback, a lot if hitstun, so Soren can opt to attack into it (but short window of opportunity to deliberate).

Adept B: Rexcalibur (PoR ver.) : Two quick succession of Ice chunks strike downwards from atop Soren's head. First has decent hitstun. Second would immediately hit after for great damage / Vertical KB. Good for killing off the top of the screen at mid-range. Animation could also be icy wind that then explodes in ice on contact.

References:

Elfire: https://youtu.be/dLoNkLC5FIU?t=381

Arcthunder: https://youtu.be/dLoNkLC5FIU?t=433

Rexcalibur (PoR version) : https://youtu.be/GcJgxQtT08g?t=51

The rationale is that in Path of Radiance, wind is low might but light (so affects speed less), fire is in the middle, and thunder has higher might, but is also heavier (thus more speed penalty). The evolution in power would therefore make sense, but Soren being primarily a wind user, and high-level magic involving ice, the Adept version being ice-based would circle it back to wind magic.

Other potential casting animation: https://youtu.be/dLoNkLC5FIU?t=471

Side B: Wind - Soren swings his hand, up to down in a slashing motion. This sends a slashing arc of wind forward. It is fast, has great, but finite range (Three quarters FD), but it only stuns like a Falco laser. Similar damage.

Adept B: Wind / Wind crit - Same initial motion and action, but very quickly follows it up with a second, bigger arc of wind. The first one has more hitstun on the initial hit (this is to make the second one connects regardless of distance). The second wind strike hits harder, has knockback. A move whose use is to rack up damage. It can kill, but at high percents / close to stage boundaries. When using the Adept version, Soren will stall in the air. This is a workaround to make everything connect.

Reference:

https://youtu.be/dLoNkLC5FIU?t=446

I opted to not make this push opponents because Isaac already has move, and the spells don't do this in game. They do cutting damage, mostly.

Down B: Tornado - Soren sets a tornado in front of him. This remains in place for some time, but Soren can only summon one at a time. This acts similar to how N64 tornados worked in Smash 64, sending opponents upwards. It also acts as a barrier, absorbing (but not reflecting) enemy projectiles. It can so be placed in the air, and Soren will stall for a brief moment while summoning it. This is meant to be a trap / stage control tool for Soren to creatively interract with. I don't expect it to kill easily unless it happens to be summoned very high up

Adept Down B - Twins Tornadoes - It ultimately acts as one entity, but this is two tornadoes being intertwined, covering slightly more space. It deals more knockback, and it can kill off the top of the screen. Adding an ice effect could in fact make it very close to Rexcalibur, justifying its power in lore.

Reference:

https://youtu.be/AEOfO3_HCsw?t=680

Reference for the way Tornado can be set in the air:

https://youtu.be/nAcZS6d6uwQ?t=61

Being a strategist, I would expect Soren to not always take a direct approach. Unlike Robin, he is actually smart.

Up B: Rising Elwind - This is taken from Robin. Same recovery.

Adept Up B: Rising Wind Finisher - Soren rises as he normally does, but he twirls in around, coated in a tornado. This does hits the target as it rises like a drill piercing the heavens, but Soren goes in special fall as opposed to when he uses a normal Rising Elwind.

The reason for the special fall trade-off despite this being a boosted move is that this is an attack that hit both in front and behind him, and would make recovery a lot easier. It did not seem balanced to let him unleash a powerful attack and then move immediately after.

Normal moves:

Jab: Very simple two wind slashes in front of Soren and then an exploding burst of wind, horizontal KB.

Dash attack: Shiek style cross slash with ams, but you use very close transparent green sword trails to emulate wind. Falco’s Brawl dash attack is also similar in that regard.

The rationale goes hand in hand with Soren being a relatively fast mage and using his abilities creatively.

Smashes:

Forward Smash: Imagine a tornado turned to the side. From his palm. Not huge, but has more range than your average smash attack. Multi-hit.

Reference:

https://youtu.be/cUwjrIU9AsE?t=82

(“OH SOREN, ALWAYS LOST IN YOUR BOOKS!”. Masterclass voice acting)

Down Smash: takes a step back while turning a bit, ice spouts from the ground. It lets Soren take a step back while erecting a brief ice barrier.

Reference:

https://youtu.be/nAcZS6d6uwQ?t=48

Up Smash: Raises arm, winds rise around him, trapping enemies toward him and up, then ice explosion.

The rationale with using more ice for smash attacks is because high level wind magic in PoR is ice-based. As such, seems better for kill moves.

Tilts:

Forward tilt: Horizontal hand gesture, nit unlike Zelda. Sends up and behind Soren. Green sword trail / transparent.

Up tilt: swing arm in a wide arc starting low in front of him and then going in front of him. Use green transparent sword trail to emulate wind. Anti-air. Another alternative is actually one based off Falco’s Brawl up tilt, where he would use two sword trail wind strikes as he spins. While the former has some utility, I do think that the later is a more creative move.

Down tilt: Soren takes a hidden knife from his large sleeves and slashes with it, putting it back afterwards. Not amazing damage, but would work as a makeshift jab-reset and weaker Roy D-tilt (e.g. only good at popping up at high percents).

Reference:

https://youtu.be/nAcZS6d6uwQ?t=43

(With obviously way less range)

Aerials:

Neutral air: In order to use the aesthetics of Soren's large sleeves, I would have Soren spin in a full circle with two sword trails (one at each arm). This would allow Soren to continue juggling airborne enemies. Part of me wonders if a Pikachu style single trail that works like his up air could work, otherwise.

Reference:

https://youtu.be/nAcZS6d6uwQ?t=39

Forward air: Wolverine style cross slash motion, but with green sword trails very close to Soren. Good as off stage gimps.

Reference:

https://youtu.be/s-a3TKjv7J0?t=11

(Only the final hit with the X slash)

Back air: Two potential ideas. Either a staff strike

Reference:

https://youtu.be/AEOfO3_HCsw?t=665

Or a knife attack, from a hidden knife in Soren's sleeve. It would actually send up and a bit up and behind Soren to synergize with Up Air.

Up air: Basically Zelda Up Air but using ice. A strong kill move, stronger if sweetspot.

Down air:

Reference:

https://youtu.be/nAcZS6d6uwQ?t=99

Imagine that the sword slash is a wind trail instead. Very diagonal. Ground to air intercept. Pops upwards, slightly back. The tip of the trail is a meteor or weak spike. Slows descent briefly as it comes out (wind is pushing back at his descent)

The point of most aerials is to combo / try and set up the almighty up air kill. So it is all about messing with the opponent's positioning.

Grabs:

Trap foes in transparent wind bonds

Pummel: Cutting wind slashes.

Forward throw: Wind palm strike

Up throw: Trap in tornado throw up.

Down throw: wind slams opponent to the ground. Crushes foe with a little multi-hit damage, then bounces off ground. Could also alternatively be like Snake's dowm throw; wind crushes foe to ground, put in lying down position. Could punish late reaction with down tilt as a jab reset.

Back Throw: A bit like Zero back throw, dashes behind opponent and wind blasts then backwards.

Rationale is that he’s physically weak. He should not be able to lift Donkey Kong. So no physical throws.

Voice clips:

Can be taken from Fire Emblem heroes of other Kyle McCarley voice clips. "Are you ready to die?" Seems like one of the quotes we could use for an adept strike.


lundi 28 juin 2021

Power A Fusion Pro Controller review:




The concept of “third party controllers” has always been a worrisome idea to me. I remember the terrible Madcats Gamecube controllers that wouldn’t even let you dash properly in Melee, or the terrible N64 controllers that had Turbo, sure, but the actual buttons themselves were mushy. The truth is that the bad reputation that third party controllers have gotten is absolutely warranted. More often than not, build quality is an issue, and so it makes it difficult to trust third party controllers. Still, just because most previous attempts were poorly-handled, it doesn’t mean that it isn’t possible for good ones to be made.

 

Power A has recently made an attempt to make a premium controller, much in the same vein as the Xbox Elite controller. As such, it has garnered some attention from the tech and gaming communities. I have perused many so-called “reviews” of this device, on the Internet, but I haven’t exactly found them helpful. They seemed to be closer to “unboxings” than actual serious attempts at stress-testing the controller. Simply pressing buttons a couple of times and saying “Feels good” does not qualify as a review.

 

As such, I have decided to play using this controller extensively. I have played multiple hours of Persona 5 Strikers, Hyrule Warriors: Age of Calamity, Hyrule Warriors Legends, Monster Hunter Rise, and Super Mario Maker 2.

 

Inputs:

ABYX Buttons:

The face buttons are at least as responsive as those available on the pro controller. They require the same amount of pressure, but there is more of a click to it. Comparatively, the original pro controller needs a longer press to get a click and the click is a lot softer. I could average more clicks per second with the Fusion controller if I attempted to tap as quickly as I could. Another minor improvement is that there are anti-friction rings surrounding each individual button, which would make it harder to jam or damage over time. The buttons are a tiny bit closer to each other, which some people with larger hands may not appreciate. However, I have relatively medium to large hands and found it comfortable. Another thing to consider is that the clicks are noticeably louder. There is no texture when it comes to the letters painted on the face buttons. While not an issue for most, it bears mentioning.

 

+/-/Home/Screenshot buttons

They are easy to access, but a key difference is that they are elevated. I personally appreciate being able to feel them more easily, but I have heard multiple accounts of people preferring not having that indentation. They are quite responsive and have a satisfying click to them.

 

L + R buttons:

They are very similar, but side by side with the original pro, there is a bit more of a click. It is a bit less slippery, but not much different aside from that.

 

ZR + ZL buttons:

These are magnetic impulse triggers,. They require noticeably less of a press to get a click, and they return to the default position faster if let go. It is also a bit more angled upwards. I have heard different opinions on whether they like it or not. I like it personally. The texture is less slippery as well.

 

D-pad:

The D-pad has a better pivot, and it is much more difficult to get the wrong direction (E.G. pressing left but actually going up). It clicks sooner, but has a tiny bit more resistance. While it does feel better overall, you might want to apply a little more force to it. This is not the best D-Pad I have used, but it by all means a noticeable improvement.

 

Sticks:

The sticks do not seem to have any dead zones. Testing it side by side with the original pro controller, there does not seem to be any differences with how much tilt is required for input detection. The sticks are a bit longer and have grip, which does give better control and makes it less slippery overall. There is more resistance, which is actually a positive, as this means that repositioning the stick to the default position is faster, and there is just more feedback. There are also two additional replaceable sticks, one without grip, and one that is more concave. They work fine, but I prefer the default configuration. They are easy to replace.

A very positive aspect to it is that there are anti-friction rings on the circumference of the sticks. These slightly improve movement fluency, but also serve to protect the controller against drifting, which is often caused by stick friction generating a white powder that gets stuck inside the controller. These should theoretically be less likely to drift than the official controllers.

The sticks are clickable, and the click has a little more feedback than the pro controller.

Now, one issue that I saw is that in games with a low stick sensitivity, in wireless mode, the shell blocks the sticks from doing tis full range of motion. Removing it gives you this range. Wired though, I have had no issues.  

 

Paddles:



This controller also sports additional programmable inputs in the form of metal paddles at the back of the controller. I was initially very skeptical of the contraption, but I’ve actually found many uses for it. In Monster Hunter: Rise and Hyrule Warriors: Age of Calamity, I assigned the clickable sticks to the back paddles, which made it much easier to move around while switching enemies to target. In Hyrule Warriors Legends, I put the left and right D-pads on two paddles, which has enabled me to switch between items while firmly keeping my hands on the camera stick. I’ve also found it very easy to rapidly tap the paddles, which would be very useful in a game that asks you to mash a button rapidly, like some classic Mario Party minigames. They are easy to access and require some pressure to activate. While it is possible to tap them accidentally at first, I find that I have gotten used to them over time, seldom ever making accidental presses. Programming them is very simple. It is simply a matter of pressing the button on the back of the controller for 3 seconds, and then tapping the button that you want, and then tapping the paddle that you wish to assign it to. To remove that programming, just press the back button for 3 seconds, and then hold the paddle for three seconds. One mildly irksome issue is that you cannot program two inputs pressed (E.G. Macros) at once. For example. L + A. This feels like amissed opportunity.

If four paddles is too much for you, you can remove any number of them, or even remove the back module altogether. I would suggest giving them a chance before removing them altogether, but the option is there.

 

Customization:

As said earlier, the paddles offer a lot quality of life options if used to take awkward input placements and making them more accessible. However, you cannot remap the button configurations through the Switch menu. While this has not caused issues for me yet, I still need to dock points for accessibility reasons.

 

Feel:

The rubberized grips feel nice, and the weight feels very nice. The overall build quality is great, albeit the additional optional faceplate included with this controller makes it feel more plastic. I cannot stress the importance of weight when it comes to a controller’s feel. This would mean that this controller might be less adapted for a small child however. This weight is achieved by two weights inside of the handles. This does mean that it sacrificed the rumble feature. I personally am not bothered by this, as I do not use rumble as all, but some players may not appreciate this. All in all, this feels rather premium.

 

Additional features:



Battery life: This has a 900mAh battery as opposed to s 1300mAh battery that is available in the Pro controller. Instead of around 40 hours of battery from a full charge, I have averaged around 30 hours. It does not last quite as long, but is still a very decent battery life. It uses a USB-C cable to charge and does so very quickly. It comes with a nice and long braided cable.

Auxiliary cable output: Unfortunately, this only works when the controller is plugged into the console in wired mode. I must stress that this is a problem with how Nintendo designed the console. I can’t dock points for this.

Wakeup: The controller does wake up the system.

No rumble: This has no rumble whatsoever. This appears to be due to the fact that where the motors would normally have been (the handles), there are weights to make the controller heavier. I can see why some would dislike this. To me, this is an acceptable sacrifice, as I prefer the weight. For the cost though, I struggle to see why this could not have been implemented.

No NFC: You cannot scan amiibos with this controller. You will therefore require another controller on the side if you use amiibos. While they are rarely used, they still can be useful in games like Bowser’s Fury.

Motion controls: It has motion controls. Works exactly the same (E.G. poorly). To me, this feature is pointless. Still, not real difference. One thing of note is that is doesn't work in wired mode.

Wired/Wireless switch: It is wireless, but switching to wired mode does provide faster response time. The wireless response time is just as good as the pro, but obviously, if you are playing a competitive game, you want to be wired.

Additional parts: The package includes a soft shell carrying case that is fairly durable. It also contains a nice and long braided USB-C cable and two extra interchangeable sticks. For the sticks, I would have at least liked two of each kind, as this would have enabled more customizability. It also includes a white plastic faceplate with orange rings that I plan to paint. It is very easy to remove and replace, using strong magnets to clamp everything together. It is an interesting addition, and I wish Nintendo had this feature for their official pro controllers. This would make them quite a lot of money and allow for incredible customization.

PC compatible: This works on PC. On Steam, you must use the Switch gamepad mode.

 

Is it worth it?:

It depends how much you value certain things. It is a very expensive controller. It cost me a whopping 129.99$ CAD. The lack of rumble, NFC and slightly lower battery life could bother some people, and it becomes harder to justify the price despite the more premium parts. They should have included them. The inability to remap buttons in the menu is the biggest disappointment.

However, if you are like me and mostly care about the core essential parts of a controller, those essentials are a definite improvement. The sticks, D-pad, buttons, triggers, shoulders, etc… are all very solid. There are no inputs that are worse in any way, and the paddles are surprisingly useful. It is very easy to set up and unlike some early 8Bitdo controllers, connecting it to the system is not a hassle. The auxiliary output has proven useful to me when playing next to my girlfriend who was watching videos (we have a two TVs setup). While there were other ways I could have done this, it did remove the need for an auxiliary extension cable. The weight of the controller feels very good. It is unfortunate that it came at the cost of sacrificing features, however. The grip feels very nice and stable, but I have also heard of a single account stating that it would rip and tear over time. I have not experienced this at all, but this is worth keeping in mind.

This is definitely very expensive, and it could provide a little more for what it costs. I do however very much like using it and would use it over a regular pro controller in almost every instance. I do not exactly regret my decision and so far, this is a very good controller. I personally care a lot about the quality and build of my controllers and I am willing to spend more for that. Could it be better? Absolutely. Is it better than a Pro controller? Arguably. In the rare event that you absolutely must use one of its missing features and you already own a Pro controller, you could switch between controllers. If money is a problem, stick to the original Pro controller, or even some of the more recent 8Bitdo controllers like the SN30 Pro+. They tend to be sold at a cheaper price and have most of the required features, and even some additional improvements.

To me, this was worth a buy, but I will keep using this and if anything comes up, I will update this review.

vendredi 19 février 2021

Game Design analysis: Why Fire Emblem Three House's Garreg Mach Monastery is plain salad


The Garreg Mach Monastery was one of the most notable additions to Fire Emblem: Three Houses, asides from Claude being upside down on the box art. Jesting aside, I do remember many people being very excited about this addition, likening it to a more in-depth version of the My Castle from Fates. Personally, I feel it is more akin to an explorable version of the base castles from Genealogy of the Holy War, where you could shop, enter the arena, and do various things before your characters could leave for battle. Of course, there are many differences between the two, but the gist of the inspirations seems there.



In theory, exploring a base camp, talking to your units, forging bonds with them, and engaging in a multitude of activities is appealing, but over time, you end up realizing that you spend a lot of time in the monastery, and very little time is actually doing what was otherwise the focus of the game: tactical RPG combat. It is like being served a meal where the sides would be more prevalent than the main dish. As the game progresses, you gain more and more resources to use at the monastery, and the time you spend there increases, exponentially. It’s like they keep adding more and more salad on your steak platter. You try to eat all of the sides, but it quickly gets you full, and it spoils the main dish for you. Salad in end of itself isn’t the issue; it’s that there is just too darn much of it. If you watch let’s plays of Three Houses, entire episodes are spent just preparing for the next chapter, and not actually making any progress, story-wise. And as the let’s play progresses, their episodes can go over the hour mark just to get past that specific point of the game. You get to fish, eat with your allies, go to a sauna, feed dogs and cats, cook, forge, watch longwinded supports, play where’s Waldo with blue shiny spots, get tutelage, change learning focuses for weapon ranks, do some gardening, sing at a choir, give gifts to allies, give them terrible life advice at an advice box, etc…



Having options is great, and I generally advocate for them. However, when one option yields overwhelmingly better results than the alternative, it really becomes an illusion of choice. Yes, you could choose to skip most of the monastery phases, but you would lose out on valuable weapons, items, support points, weapon experience, student motivation, passive buffs, stat boosters, divine pulse charges, quests, side missions, forging, the actual ability to forge, battalions, various shops, gold, and more. The entire game was made with the assumption that you would use this feature extensively. While one could potentially get by a very challenging hard mode without it. Maddening makes it almost a requirement. It “is” possible to beat it with minimal monastery use, but it requires very creative shenanigans. In a sense, the point of a tactical game is “tactics”. You should generally be expected to try to make the best of the situations presented to you. Few will play optimally, but most will make a conscious effort to try to win, even when using meme builds. With the monastery system, however, it is a tedious affair, and foregoing it is tantamount to kneecapping yourself.

 

The tedium leaves players with a conundrum. On one hand, it is optimal to explore at Garreg Mach and get as much as you can from it. In the other hand, one might just want to move on to the next map much quicker. Now, how do we fix this?

 

In essence, most of what is possible at the monastery can actually easily be conducted through a mere menu interaction. Moving the cursor in a split-second to select a character / shops, is essentially replaced by running around for minutes. Collecting random objects is now a Where is Waldo minigame, and fishing could literally just be removed and just give you’re the items instead. I do believe that that is some value in exploring an area, but there could definitely be an option to simply auto-collect all of the lost items at Garreg Mach, and manage the various monastery-specific activities through a few menu presses. The Tellius games had a base camp system that exemplifies how this could work.

 


The thing is, I actually enjoy parts of Three Houses. It is a game that feels good to play. The menu is snappy, the quality of life changes give you more information than ever before, and while the objectives are not very varied in the main game, there are very solid side missions that do. Despite all of these positives, every fiber of my being recoils at the idea of going back to this game. The monastery prevents me from going back to a game that I legitimately enjoy. I would in fact be more likely to play the DLC, as it dials down on the exploration aspect. And while some may point out to games like Persona as being very much the same in that regard, there is one distinct difference; for Persona, the relationship building and immersing yourself in the world is its entire point. Its style of game is better suited for it. A tactical RPG fan is less likely to be looking for this kind of element in their games.

 

This may have seemed like a scathing view on Three Houses, but I did enjoy this game far more than I did Awakening and Fates for instances. It is less a criticism of the whole game itself, but rather of a specific aspect of the game that prevents the player from delving into some of what are arguably some of its better aspects. It is a pacing issue. I wish that the game allowed me to experience it on my own terms. 


samedi 9 janvier 2021

More on Isaac and other Project M additions



Anyone with a vested interest in Project M would likely be aware that while Roy and Mewtwo were added into Project M, more characters were meant to follow later. Knuckles eventually made it into Project +, but there are several others who simply never made it in.


When we were selecting potential newcomers, there were many considerations, and I will list some of the more important ones:


1. Moveset:

An interesting concept and playstyle was an obvious thing to think about when implementing a new character. What would the character bring to the roster? Does the character fit an under-represented niche? Did we have some inspiration for a potential moveset? There was little point in adding a character if they were not fun to play as. Patching up missing playstyles in the roster, or creating a brand-new playstyle was something that could influence our decision.


2. Popularity / Series representation:

Does the character hail from a series that has no / few reps? Would people be happy to see the character in the game? Was there any demand for them? For example, there was a large demand for Isaac in the Smash ballot for Smash 4. That was a big reason for a serious consideration.


3. IP already in the game:

We had no desire to gain the ire of overzealous publishers who would strong-arm us into ceasing development. As such, we limited our choices to characters already in the game, such as assist trophies, stickers, etc... More companies involved, means more of a likelihood of painting a target on us. As such, we tried to stay within IPs already featured in the game, since we had not been targeted by any of these IP holders at the time.


4. Feasibility:

When the clone engine was first being used, there were many limitations that aren't quite as prominent today. We also were considering feature-creep as a potential roadblock. The game could not be in development forever. There needed to be a definitive release one day. We needed to consider how long it would take to make said character and how difficult it would be to make them and balance them. We also had to consider limitations at the time. If we had an easy model to port it over, (such as Roy over Marth) that had all of the essentials, like articles (projectiles, effects), physics-affected features, etc... In other words, the more reasonable to do, the better. None of these characters were easy per se to add, but some were easier than others.



There were other considerations, but there were especially prevalent. Roy was quite easy to implement compared to say... Mewtwo. He has a similar body type and animations to Marth, we had the idea of taking what made him unique and expand on those features, he was relatively popular, and Fire Emblem was under-represented at the time. He also did not require any projectiles, and adding a fire effect was quite a reasonable ask.


Mewtwo was more demanding. He was cloned over Lucario who had everything required to make Mewtwo work, but it demanded a lot more editing from the source character. The one advantage was Melee's Frame data and animations actually existing. The reference material did help in terms of feasability.


Knuckles was a semi clone of Sonic, and the moves that were added were more physical in nature. They were simpler, and definitely reasonable to implement. Knuckles also had a lot of motivation behind him, and I would take a gander in saying that this relative ease of feasability compared to other options under consideration very likely helped in propelling progress on the character. It also helped that Sega approved of the addition of Knuckles through their social media. As for being an existing IP in the game, he was a sticker. As for the moveset being of interest, the potential of having a Sonic-style character that is slower, has more of a bruiser moveset, and that has unique mechanics such as gliding and wall-climbing.


Lyn was actually considered for many reasons. She was essentially the Marth of North America. For many people, the character of Lyn was their first introduction to the Fire Emblem series. While we were not trying to make a political statement, there was the feeling that there were not many female characters in the roster. Furthermore, the female characters in the game tended to be very slow and floaty in general (Notwithstanding Zero Suit Samus or Sheik), not providing many alternatives for people who may have wanted to play as female characters. Some ideas for the character were to use aikido as inspiration to make Lyn into a waller type character that could also sheathe her sword between attacks. Wallers tend to have precise attacks that can neuter approaches. For example, if you try to approach from above, your character can slash diagonally upwards, if they try to attack from below, you can slash diagonally downwards, etc... think Johnny from Guilty Gear. Do remember that I was not in charge of this character, and I have no idea if the members behind this character had other ideas they did not share with me, but these were ideas put forward. She would have had a command arrow shot influenced by where you tapped your stick as well. Tapping a button at the right moment would sheathe her sword, and the next attack would be stronger. If she stopped attacking for a bit, the sword would sheathe itself. Command-Sheathing the sword would require an animation, so it would interrupt potential comboes, but in exchange, you would get power for the next hit.


Sami, I knew the least about. I know that she was going to be heavily-inspired by Snake, but would be more up-close and personal. A machine-gun from the infantry units in Advance Wars was considered as a special. The idea of a rocket jump for a recovery was also thrown around. Sami was considered over Andy mostly due to her role as a commander in the games. She was an infantry specialist, so it was surmized that she would be at home fighting on foot. One important idea in using the clone engine was to provide alternative playstyles, and a commando CQC movest that was less reliant on putting distance between yourself and the foe fit the bill.


Now, finally, we get to Isaac. I cannot say that we had completely agreed on a direction for him considering how we did not get too far into his development, but I can at least attest to the ideas I had been putting forth.


His codename was Vlad the Conqueror, as a reference to his name in French versions of Golden Sun. He was going to be, by far, one of the most ambitious project we would undertake, and there was no guarantee that Isaac would even get finished. The reason is that at the time, Isaac was going to be a big time-sink. His moveset was going to be completely different from anything present in Smash so far, he would have required a brand new model since the assist trophy model was far too low-res to use (The same could have been said about Lyn as well). We were intending to add subtle sun-inspired designs to the seams of his clothes, and detail him further. The sword he came equipped with was merely a placeholder, and we had intentions to make him use the Sol Blade, albeit redesigned as we felt that the low res reference material might not translate to a game that is far more-detailed. 


These are from an early design doc I had written. Those are opinions I held at the time on how we could proceed. When proposing new characters, we were asked to find simpler, more reasonable solutions to more ambitious ideas. That is because there was no guarantee that they could be achieved. This is why many moves shown below have multiple options to choose from. This was more of a… proof of concept more than anything. Characters change massively during development, and there was no guarantee that any of these ideas would have even been used at all. Those were my interpretations of the character, but I know other members had their own.


---


Isaac:


Isaac’s core concept is reminiscent of traditional fighting games, heavily inspired by the likes of Ky Kiske and Jin Kiraragi from Guilty Gear and Blazblue, respectively. His core physics are similar to those of Link, but he has a wide range of magical-based attacks that can be delayed in order to capitalize on an opponent’s habits. He also has a disjointed grab, which will require a mechanic to offset his weakness to pressure. It will not necessarily render his weakness null, but will instead be a tool for him to fight it off differently in spite of his weakness to it.


Delayed Projectiles :

Isaac will have access to various forms of psynergy. As the default class for Isaac tends to be heavily Earth-inspired, I suggest focusing on Earth psynergy as the majority of players have a tendency to use the default elemental builds on their first playthrough of Golden Sun. While not mandatory, I think that the essence of the character ought to represent the experience of the player with said character.


When using a special move, Isaac will have options to delay the activation of a projectile. The key reason that would drive Isaac to want to delay his projectile is to set up traps, as a fake out, and to potentially set up comboes by controlling a small area of the stage.

Initially, I thought to use a Smash versus tilt input, not unlike Samus’ missiles, but this kind of input would leave neutral B without an alternate version. Instead, we can make the input dependent on how long the button is held. Tapping the B button lightly, much in the same way as what we do when initiating a short hop would initiate a faster version of the move (I will refer to it as a light version of the move), while holding it any longer would initiate a delayed or different version of the move (which I will refer to as a heavy version of the move).


Examples : 


Neutral B : Ragnarok / Odyssey

Light : Ragnarok : Summons a fiery earth blade over Isaac’s head. Falls diagonally. It will pop the enemy upwards, slightly toward the user for aerial comboes.


Heavy : Odyssey : Summons a magic blade where Isaac stands It is delayed in place, and will only have a damaging hitbox when it is on the move. After a brief pause, it will travel forward, horizontally. It can be dash-cancelled at the end of the casting animation. The delayed projectile will allow Isaac to run alongside the blade, let it past him, or be used as a pressure tool.


Side B : Move / Force

Light : Move : Sends a magical hand (much smaller than the assist trophy, about Isaac’s height, to push the enemy away. It should not offer so much resistance that someone running at full speed will be completely pushed back, but it should push back someone jumping towards you from neutral. It should be used to hinder recoveries, mess up approach timings, etc…


Heavy : Force : Instead of a push, this is a fist that actually has a hitbox and actually does some damage. Not necessarily good at killing, and weaker than Odyssey. Faster travel time, however.


Down B : Spire :

Light : Stalactite summoned above Isaac, diagonally, when grounded, or in front of Isaac (aerial). Falls almost immediately.


Heavy : Same, but stays airborne for several frames before falling.


Up B : Retreat :

Light : Teleport, not unlike Zelda’s. Short range.

Heavy : Longer range, but not supposed to be very long. His recovery is not meant to be spectacular.


Disjointed grab:

Distance grab that cannot grab at close range. A large psynergy hand grabs the foe, and Iaac interacts with it at times.


Pummel: hand crushes foe, dealing damage.

Down: Pound psynergy. Slams into the ground, then launching foe in the air. If no ground is available, sends downwards. Meteor cancelable.

Back: throws foes at Isaac. He then swings with his blade. Almost baseball-like. Or throw towards him.

Forward: Isaac jumps in for slash or throws away.

Up:  Throws up.


This mechanic prevents him from shield-grabbing. However, it will increase his mid range game. I fully expect very unbalanced initial builds.


Burst shield


Loosely based off the granite Djinn, but also inspired by 2D anime fighters. Isaac will have a long-range grab, and as such, will be very weak to characters that can dish out relentless pressure… perhaps too much so.

2D fighters often have a burst mechanic meant to stave off pressure. It allows players to get out of being comboed to death when in a tight spot, but it is also something that you spend… a sort of trump card.

Isaac's shield system would therefore need to be re-imagined. In Golden Sun, there is a very useful Djinn called Granite, which greatly reduces the damage the party takes for a turn. 

The shield would be solid, like Yoshi's. It would be made of stone.  The size would remain static. It would crack when taking some degrees of damage (3 stages?), and darken. The shield would have the highest Health in the game, but also recovers its health at a much slower rate.

You will have the option to press B while shielding. This will prompt Isaac to break out of the shield. It will cause a large hitbox to come up, that will do a small amount of damage (or perhaps none). The knockback would be fixed, send the enemy back and a bit upwards (diagonally, preferably) so that it does not gimp the foe and does not kill. Multiple hitboxes could also be implemented so that if you are attacked from behind, it sends diagonally behind you for instances.

Using a burst will drain your shield to near shattering point. At this point, you will lose the ability to burst until your shield has fully recovered. Considering shield recovery is slow, I would not expect Isaac to use it more than once per stock… maybe twice if Isaac manages to survive long enough. Using your shield in the burst recovery phase will of course delay the recovery of the burst, since the shield must reach 100% HP to reset it.

Why the limitations?

A spammable burst would be grossly unbalanced. The point of the burst is to give Isaac an option to fight off pressure, but not in a way that trivializes that weakness. The burst requires resource management. Using it is a calculated risk.


Taunts:


One idea would be to include a Venus Djinn as part of a taunt, similar to Link's Navi taunt.

Another would be to have him cross his arms, and then cause a shockwave on the ground, tripping foes and doing 1% damage. Imagine DBZ style flexing of power.

A third would be interacting with the psynergy hand, a high five, for instances.


The Scarf:

As silly as it sounds, clipping will be a problem. Lyn's hair has caused many headaches, but her hair at least flows behind her. Isaac's scarf is in front of his chest. It will therefore clip into his body with the current physics engine. In the event that fixing this becomes too much of a hurdle, I propose that his intro animation has Isaac adjusting it behind him, a flip. This would be a good compromise between showing Isaac's original design and actual feasibility 


Design:

Shadic has already been adamant about wanting to work on Isaac, and he has extensive enough knowledge of the series. Having led Link development, he seems suitable to the task. He has been leading development for characters like Link, who have a bevy of projectiles.

StarWaffle is already working on a model. He will be based on Toon Link's file due to his access to multiple projectiles, but we will use Ike's bone structure, made shorter. Ike's bandana tassels will be reworked to serve as a base for Isaac's scarf.

As for the sword he would use, the Sol blade would be the most iconic, followed by the Gaia blade as a potential second choice. More detailed models can be found in Golden Sun: Dark Dawn. My understanding is that StarWaffle is going to give Isaac a placeholder sword for the time being.

We cannot use the Assist Trophy model since they are far less detailed than character models.

We were thinking of adding subtle fabric details to upscale his model. Refer to FireballStars' recent drawing.


Other possible moveset references:

Jab could be two sword slashes followed by a magic palm strike. Earth shattering crack.

Down smash could be inspired by the earthquake psynergy, and act similar to Wario's Down smash.

Forward Smash could reference his jumping crit animation.

Another idea is to have Flint or even Echo Slash, which would work similar to Link, but faster, less damaging on first hit, but more damage on second (the speed is admittedly a way to save frames of animation).

Up Smash… I have fewer ideas for this one. Perhaps something inspired by Lucas. Perhaps Isaac summoning rising stones from the ground. Gaia might be a good psynergy to reference this on.

Forward air could be echo slash. One forward slash similar to Roy's or Marth's, but with a less powerful hitbox. A second magical sword trail would appear as an echo and deal damage right after.

Down air could be Gravity. Isaac slamming his palm down and creating a ball of dark energy that spikes or meteors downwards. Perhaps more powerful if hits in middle of hitbox 

Back air: I imagine a hand behind him and an explosion of magic. Powerful, a kill move at reasonably high percent. Not very fast, but good if timed.

Neutral air should be good at staving off pressure, and hit on all sides. Horizontal spin slash? Rocks floating around Isaac in a spin? Sex kick might also be good.

Side tilt: a magic palm strike to distance enemies to reset neutral and put in mid-range?


Alts and colours:

For colours, I would go…. Default, and costumes based off party member colours schemes. Garret, Ivan and Mia would conveniently serve as good team colours too. Then one based off Felix with brown hair, and one based off Saturos with blue skin. For alts… perhaps the Dark Dawn trench coat, or Matthew's clothes?

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As you can see from that design doc, I did not include a djinn system and put it in the moveset. I had considered an entire summoning system that would essentially let you use Djinns to cancel a move into a stronger attack, possibly using A+B as an input, each being tied to a specific Djinn. One would have high damage (Flint), but would lower your damage output after use. One would poison the enemy (Bane) but also make you slightly slower, one would heal you a little (Sap), but also reduce your launching power, and one would ground or meteor the enemy if they are airborne (Petra), but would reduce the max height of your jumps. 

Now, the reason I thought this was hard to even pull off is because of the idea that came after. Using an A+B input a second time would have then summoned one of the four Venus elementals, depending on how many Djinns were used. This would have required an insane amount of work, so I did not even deem it worthy of presenting to anyone. This was not thought through very much as a result.


The only other element to this concept was that using the summons would put you on a timer and then your stats would gradually return to normal in the order the Djinns were used. This was meant to replicate the in-game RPG battle system.


However, there were so many potential ideas involved, that it may have been unreasonable to ask that if the team at that point. 


As for my personal motivations, they were very similar to the rest of those who were involved. They liked Golden Sun. A small part of me hoped that by adding Isaac into Project M, it would help spark some discussion on the series, and perhaps create enough buzz for a revival, but that was just a little bit of wishful thinking on my part. Of course, liking a character wasn’t quite enough. We were making this game for an audience too. Still, I am sad that we have not gotten to finish the character, as I am sure that with current tools, we could have done something great.