Depending on how many Djinni Isaac has set, he gains more weight and deals more damage. Everything on here is assuming Isaac has all 4 Djinni, excluding the summons. The first "lost" Djinn lowers Isaac's attack by -1%, the second lets him lose -5 Weight, the third lets him lose -1% yet again, his fourth lets him lose -5 Weight again.
Jab "Power Charge"
Instead of having a normal jab, Isaac unleashes the weakest attack of his Gaia Blade. He leaps forward a bit, holding his sword onto the ground. Quick startup, moderate endlag. Has some good range. 10% damage.
Forward Strong Attack "Quick Strike"
Isaac quickly swings his sword forward horizontally. The attack has not much endlag, but less range than his jab. 11% damage.
Up Strong Attack "Geode"
A Djinn attack. With the help of "Geode", Isaac forms a ball of earth over his head and smashes it diagonally down. After using this attack, he cannot use it again until "Geode" is set again. Laggy, but really strong, use with caution. Great for edgeguards. 20% damage.
Down Strong Attack "Spire"
Isaac casts a spire up from the ground. Fast startup and barely any endlag, great for combos. 6% damage.
Dash Attack "Helm Splitter"
Isaac lunges forward. If the hit connects at the sweetspot at the blade's base, it deals 10% damage. The sweetspot does great shield damage as well. If Isaac hits with the tip, it does 8% damage and hasn't got much shield damage.
Forward Smash Attack "Flint"
A Djinn attack. Very quick smash attack with high knockback that does 16% damage uncharged, 22% fully charged. After using this attack, he cannot use it again until "Flint" is set again.
Up Smash Attack "Grand Gaia"
Isaac casts a pillar of earth energy before him. It has more range and does more damage at the base, but it extends high up into the air. Slow startup, but high damage. 18% damage uncharged at the base, 25% damage charged. 15% damage at the tip of the attack, 20% damage charged.
Down Smash Attack "Quake Sphere"
Isaac raises his sword up and pillars of earth rise up around him; three on each side. The first pillars on each side do only minimal damage of 6% and have no hitstun, the second pillars do 11% damage and put the enemy into hitstun, and the third pillars next to Isaac to 15% damage and launch the enemy. (8%, 14% and 20% damage charged, respectively.)
Neutral Aerial "Demon Night"
Isaac summons a bunch of ghosts around him that deal 8% damage and don't have much knockback, making it great for combos. Almost no landing lag.
Forward Aerial "Sky Diver"
Isaac slashes forward with his blade, then a bird-shaped projectile emerges from the blade. When it hits an enemy or the ground, it explodes. The slash of the blade does 6%, the explosion of the projectile 8%. Moderate landing lag.
Back Aerial "Shuriken"
Isaac throws 4 Shuriken behind his back that do 3% damage per hit each. Low landing lag.
Up Aerial "Fire Bomb"
Isaac rises his palm into the air and creates an explosion that pulls enemies in. It does 12% damage and has good knockback. Moderate landing lag.
Down Aerial "Planetary"
Isaac dives diagonally down, wreathed in flames. If Isaac hits an opponent, it does 14% damage and meteor smashes. High landing lag.
Neutral Special "Vine"
A Djinn attack. Isaac summons thick vines in front of him. If an opponent walks into them, it gets slowed down as long as he's in the vines. After using this attack, he cannot use it again until "Vine" is set again.
Side Special "Sap"
A Djinn attack. Isaac does a leaking slash, doing damage depending on your own % (up to 20% damage). Isaac always heals half of the damage done. After using this attack, he cannot use it again until "Sap" is set again.
Down Special "Summon"
Isaac summons a mythological being, depending on how many Djinn are on "stand-by".
Venus summons 5 blasts of earth from the ground, juggling the opponent in the air. Each blast does 2% damage.
Ramses smashes the ground three times, each hit doing 3% damage, then launches his fist as a projectile which deals 6% damage.
Cybele's frog spits out seeds that sprout into vines lifting the enemy up. While the opponent is hold in midair, he cannot act, which is your chance to attack. When it falls down again, it gets additional 5% damage.
Judgement flies over Isaac and shoots an charged shot right in front of him. The shot does 24% damage, has high knockback, and the explosion meteor smashes enemies in the air.
After a summon, the used Djinni are in "recovery" mode. They need 4 seconds to recharge each. They recharge in the order:
Flint > Vine > Sap > Geode.
Up Special "Growth"
Isaac whips into the air diagonally with vines that deal 9% damage. It works as a tether recovery as well.
Grab "Catch"
Isaac grabs his opponents with a psychic hand. It has very high range, but considerable end lag.
Pummel
Isaac squeezes the grabbed opponent with the psychic hand. 4% damage per pummel.
Forward Throw "Move"
Isaac tosses his opponent forward and pushes it back. 7% damage, great for creating distance from the opponent.
Back Throw "Scoop"
Isaac throws the opponent behind him and buries it into the ground. 6% damage.
Up Throw "Lift"
do u even lift bro
Isaac summons a second hand to lift the opponent above him. 6% damage.
Down Throw "Pound"
Isaac releases the opponent, the smashes the psychic hand on it. 9% damage with high knockback.
Up Taunt "Set Djinn"
Isaac raises his sword and smiles while he lays his other hand at his hip. If a Djinn is in "stand-by" mode, it is set again, indicated by a shine and the characteristic soundeffect when setting a Djinn, in the order of the Djinn you have used the earliest to the ones you've used the latest.
Final Smash "Odyssey"
Isaac casts the "Force" Psynergy to hit the enemy upwards with a psychic fist, then he smashes 4 rapiers into the enemy, then lifts up a giant sword and crashes it down into the enemy. It does 52% damage (8% with each rapier, 20% on the final hit) and meteor smashes on the final hit.