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[size=+2]Alchemy is afoot! Isaac has joined the brawl![/size]
Isaac is a character from the Golden Sun series on the GBA. He is an adept, which is a character that can use psynergy, which is another name for magic. Isaac can take on a variety of classes in the game, from samurai or ninja to necromancer or acrobat, but he prefers to use Venus (earth) attacks. Isaac wields a variety of weapons including swords, maces, and axes. In the games, the characters also use a species of creatures known as Djinn to power up.
A Venus Djinni
Before viewing the moveset, I’ll suggest loading these videos for reference, as I will refer to them. You don’t have to by any means (I’ve included links in the actual move details), but they will make your mind-blowing experience smoother if you load them early.
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Weapon Unleashes
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Psynergy 1
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Psynergy 2
I’m also going to provide everyone with a decent list of frame comparisons, so everybody can be more familiar with how much startup lag is really present on Isaac’s moves. The list below does not represent when the animations begin, but when the hitboxes come out.
1: Squirtle's Jab
2: MK's UAir, Lucas's Jab
3: ZSS's UTilt, Ike's Jab, Lucas's DTilt
4: ROB's DSmash
5: MK's UpB
6: Mario and Luigi’s BAir
7: Link’s Jab/NAir
8: Link's UTilt
9: Wario’s FSmash
10: Bowser's FTilt
15: Pikachu's FSmash
20: Rob's DAir
Isaac has a slightly defensive bias in the games. He is a sturdy fighter that can still do damage in a variety of ways. Granted, a lot of Golden Sun is based on the chosen class, but Isaac’s base clase is somewhat defensive. In Brawl, this will influence him to play a more defensive style. If you want more, I added an advanced playstyle later on, but you should probably read the moveset first.
Size: Same height as Marth, but bulkier
Weight: 7/10
Run Speed: 5/10
Air Speed: 4/10
Power: ?/10
First Jump: 3/10
Second Jump: 6/10
Floatiness: 3/10
Wall Cling: No
Wall Jump: Yes
Crouch: Yes
Crawl: No
Gliding: No
-Standing: Isaac stands slightly couched in the ready position with both hands on his weapon.
-Crouch: Isaac bends down on one knee, resting his weapon on the ground.
-Jump: Isaac hops up and lets go of his weapon with his right hand.
-Jump 2: Isaac pushes down with his right foot, which sparks, causing him to almost glide upward.
-Dash: Isaac closes his shoulders and runs carrying his weapon behind.
-Dodge: Isaac pulls back slightly and turns the end of his appendages into sand, causing the enemies attacks to go through them.
-Roll: Isaac rolls towards the ground, steadily transforming into sand and reemerges in the desired direction.
-Air Dodge: Isaac turns sideways and raises his free arm out of the way.
-Grounded: Isaac lays spread eagle, with parts of his body half turned into sand.
-Ledge: Isaac hangs on with his off hand, his weapon dangling below.
[size=+1]<A Attacks>[/size]
Jab: Rapid Smash
Description: Isaac pulls his weapon over his shoulder and sweeps downward.
Damage: 2%
Startup: 3
Recovery: Very low
Knockback: Virtually none
Stun: Medium low
Detail: I’ll post a link to the attack in the Jab 3 section if you want to see it.
Use: A basic jab attack. Nothing special, but Isaac can use it to jab cancel into his other attacks, which is always nice. It has a very low startup time and low recovery, so Isaac can use it as an, “Aah! Get away from me!” kinda deal.
Jab 2: Sonic Smash 1
Description: Isaac leans forward and sweeps his weapon back up over his shoulder.
Damage: 3%
Startup: 4
Recovery: Very low
Knockback: Virtually none
Stun: Medium low
Detail: Again, I’ll post the vid in Jab 3.
Use: Continuation of Rapid Smash. Just for a little extra damage, range, and a way to get to Sonic Smash 2.
Jab 3: Sonic Smash 2
Description: Isaac takes a step forward and sweeps his weapon back down.
Damage: 4%
Startup: 5
Recovery: Low
Knockback: Medium (horizontal)
Stun: Medium
Detail:
Weapon Unleashes (1:36)
Use: The third jab, which helps for racking damage. Also, since this has the most range of Isaac’s jabs, it is a good spacing tool. Be careful though, once you execute the third jab, the extra knockback will not allow you to cancel into another move. The situation should affect just how many jabs Isaac throws out.
Dash Attack: Raiden’s Wrath
Description: Isaac dashes forward, leading with his shoulder. An apparition of a phantom pirate (about as tall as Isaac) appears over Isaac’s body.
Damage: 6% (8% sweetspotted)
Startup: 6
Recovery: Medium low
Knockback: Medium (diagonally up, horizontal direction depends on which side of the hitbox the foe was hit by)
Stun: Medium low
Detail:
Weapon Unleashes 2:19
Sweetspot is on Isaac’s shoulder and deals slightly increased knockback.
Use: This move helps out Isaac’s defense a lot. It gives him another option out of a dash, and the fairly large hitbox combined with low lag makes it hard to punish. Can combo at lower percentages, and when linked from a jab cancel, Isaac can start a juggle. It becomes much less useful at mid to higher percentages though, as it stops comboing, but doesn’t have enough knockback to KO.
Ledge Attack (<100%): Echo
Description: Isaac rolls up onto the ledge and a brief flash of an ethereal Venus Djinni appears, swinging his weapon overhead. At the bottom of his swing, he pulls his weapon back upward in a motion similar to Ike’s UTilt.
Damage: 3%, 5%
Startup: 9
Recovery: Medium low
Knockback: Virtually none (first hit), Medium low (second hit-upward)
Stun: low
Detail: See the picture of the Venus Djinni up top if you don’t know what it is.
Use: A way to get back onto the ledge, but it doesn’t lead to much of anything. It is just another option for Isaac to help make all of his options more effective (mindgames!).
Ledge Attack (>100%): Zagan
Description: Isaac hops onto the stage, and an apparition of Zagan appears and swings its axe.
Damage: 10%
Startup: 12
Recovery: Medium low
Knockback: Medium (diagonally up)
Stun: Medium
Detail:
Zagan is about a head taller than Isaac.
Use: This is a much more powerful ledge option, and it actually quite effective due to the large hitbox of Zagan’s axe. However, it is a bit laggy and can become predictable, so be careful.
Get Up: Vine
Description: Another Venus Djinni flashes and a couple of energy vines shoot out from where Isaac was downed.
Damage: 5%
Startup: 8
Recovery: Low
Knockback: Medium low (horizontal)
Stun: Low
Detail: See the Venus Djinni pictured above if you don’t know what it is.
Use: Again, just options. These attacks aren’t going to be coming out all of the time, but keeping your opponent off balance and guessing is vital to defensive play.
[size=+1]<Tilts>[/size]
FTilt: Asura
Description: Isaac pulls his weapon by his waist and swings out and upward. While doing so, an apparition of Asura appears over Isaac.
Damage: 7% (9% sweetspotted)
Startup: 7
Recovery: Low
Knockback: Low (diagonally up)
Stun: Low
Detail:
Weapon Unleashes 1:04
Sweetspot is on Isaac’s weapon and does a bit more knockback. Asura is rescaled to a smaller size, close to Isaac’s.
Use: This is a fairly quick tilt, and it has good range. Good for racking up damage and trying to start combos, although it doesn’t truly combo due to the low stun time. Isaac will have to trick his opponent into getting hit by the next attack.
DTilt: Ground
Description: A Venus Djinni flashes and Isaac casts his off hand downward, creating a small spark at the tip. If it connects, a couple of golden energy orbs briefly surround the opponent and close in.
Damage: 5%
Startup: 10
Recovery: Low
Knockback: n/a (see detail)
Stun: n/a (see detail)
Detail: This move causes guaranteed knockdown. The entire move only executes if the initial spark hitbox connects.
Use: It is a bit laggy and not very powerful, but it is guaranteed to knock the opponent on the ground. Isaac can use this to his advantage to start a tech chase and (hopefully) rack up some damage. Be careful though, as the small hitbox, decent startup lag, and very short range make it punishable if used carelessly.
UTilt: Punji Trap
Description: Three punjis (think bamboo chutes) emerge from the ground under Isaac.
Damage: 8%
Startup: 6
Recovery: Medium
Knockback: Medium (upward)
Stun: Medium Low
Detail:
Psynergy 1 5:58
Use: This is probably the worst of Isaac’s tilts, and, quite frankly, won’t be used that often. However, it is his only quick option for attacking foes directly above him on the ground. Isaac’s only other real option is shielding or hoping to land a USmash.
[size=+1]<Smash Attacks>[/size]
FSmash: Grand Golem
Description: Isaac gathers his energy for a moment, then an explosion of golden energy appears on his hand. Isaac takes a big swing forward as the energy amplifies and then burns out.
Damage: 18% (24% charged)
Startup: 22 (DK’s FSmash)
Recovery: High
Knockback: High (diagonally up)
Stun: High
Detail: This attack does some heavy shield stun and pushes the opponent back. KOs at around 85-90%
Use: Isaac’s most powerful, but most laggy smash. It isn’t something that you want to spam, but when used correctly, can become a powerful force in Isaac’s arsenal. Combined with some later moves, this can put some shield pressure on the opponent.
DSmash: Gaia
Description: Isaac floats up a bit and spins around, with wind whipping around him (not actually wind push). While spinning, waves of shattered rock spray from Isaac along the ground on both sides.
Damage: 3%, 2%, 2%, 2%, 2%, 4% (all damages increase 1.5x rounded down at full charge)
Startup: 5
Recovery: Medium low
Knockback: Low (horizontal)
Stun: Low
Detail: If you’ve ever played Tales of Symphonia, the rock waves are similar to the one created by Botta’s Rock Breaker.
Use: This move fills a similar role to ROB’s downsmash. It is a quick, “Get away!” attack with good range. It doesn’t pack a whole lot of punch, but is good for punishing rollers, spacing opponents, and can actually deal some damage if they get too close. The hitbox goes to about half of Isaac’s height, but can be punished from above. Be careful not too use too much or it will become predicable.
USmash: Stone Spire
Description: Isaac builds power, causing a stone spire to emerge from the ground below his body.
Damage: 13% (20% charged)
Startup: 13
Recovery: Medium
Knockback: Medium High (mainly upward, sides push horizontally a bit more)
Stun: Medium High
Detail: The most knockback is caused at the tip of the spire just when it peaks. KOs off of an average ceiling at about 120%. Has weak hitboxes at Isaac’s feet while the spire is rising.
Use: Noticing a pattern? Isaac struggles when his opponents are above him and he is stuck on the ground. It is ok, but nothing special. The hitbox isn’t too big for such a laggy move, and Isaac’s dash attack doesn’t provide enough of a boost to make Dash Attack Canceling a really viable option, though it might be a decent surprise every once and a while. Although the recovery lag is only medium, the long attack duration makes it fairly punishable.
[size=+1]<Aerials>[/size]
NAir: Magnet
Description: Isaac brings his hands together and does a spinning kick forward. While doing so, a brief flash of a ghostly magnet appears between his hands.
Damage: 10%
Startup: 7
Recovery: Low to medium low
Knockback: Very low (diagonally up)
Stun: Medium Low
Detail: This attack has a decently strong pulling effect on all nearby objects and people. The magnet pulls foes in to be hit by the kick.
Use: A very unique aerial that is the basis of much of Isaac’s aerial game. The magnet will suck the opponent in, bringing the foe into Isaac’s forte. It links to a lot of Isaac’s other moves when used at the right time. However, be wary of using this at the wrong time. You might pull the opponent in but not land the kick, or the opponent might be ready and airdodge the attack, leaving Isaac open.
FAir: Pound
Description: Isaac uses one of his infamous hand synergies. He pulls his fist in front of his body while making a hand appear. The hand then clenches into a fist.
Damage: 9%
Startup: 17
Recovery: Medium low
Knockback: Medium high (spike)
Stun: Medium High
Detail: If you haven’t seen the hand synergy yet, think along the lines of the master hand in smaller form. Or you could just think of a smaller version of the move Isaac uses in Brawl as an AT (except white). Attack only hits when the hand clenches.
Use: Isaac can either use this move to spike or bring the combat back down to the ground (since he doesn’t particularly deal with the opponent being above him very well). It’s actually relatively quick as far a spikes go, but there isn’t much range and it has a short window. Fun fact, using Magnet to pull them in and then land a Pound is always a fun mindgame.
BAir: Helm Splitter
Description: Isaac rolls backwards, bringing his weapon down behind his body.
Damage: 12%
Startup: 6
Recovery: Low
Knockback: Medium (diagonally up)
Stun: Medium
Detail: Nothing to see here…
Use: This is Isaac’s WoP aerial. It is probably his most solid overall, with a wide hitbox, quick startup, and very good damage. Unfortunately, Isaac has to turn around in order to use this move, so it is quite predictable, and it doesn’t have tremendous range. Isaac players will likely find this as a solid approach and defensive move, as well as a good attack to mix in to keep combos fresh.
DAir: Planetary
Description: Isaac pulls his weapon out and crashes, shoulder first, towards the stage. During the animation, a fiery dragon appears over his body. When Isaac lands, a small explosion occurs.
Damage: 11%, 4%
Startup: 12
Recovery: Medium
Knockback: Medium (diagonally up)
Stun: Medium Low
Detail: This move modifies Isaac’s fall speed like G&W’s key and Link’s DAir. The second hitbox occurs when (and if) Isaac hits a platform.
Use: This can help Isaac get himself back to the ground quickly, whether it is for his own reasons or just to escape a juggle. Also, this move can actually help Isaac gain some shield pressure, as the second hitbox may shield poke the opponent.
UAir: Apocalypse
Description: Isaac throws an uppercut and turns a bit. An apparition of a girl with a tether appears over Isaac.
Damage: 8%
Startup: 4
Recovery: Low
Knockback: Low
Stun: Low
Detail:
Weapon Unleashes 3:38
This move sweetspots on Isaac’s fist for a bit of extra knockback, but still doesn’t have any KO potential unless the opponent is already very high up. The attack also provides a small upward boost.
Use: This move is a pretty good juggle attack and is EXTREMELY quick. It’s the best move Isaac can use to hit an opponent above him, but the hitbox is still shifted to the front and Isaac needs to get into the air in order to use it. He is still limited on the ground.
[size=+1]<Grabs>[/size]
Grab: Catch
Description: Another of the hand attacks. This time, the psynergy hand reaches out and grabs at the foe.
Startup: (It’s a grab)
Recovery: Medium
Detail: Grab range is about the length of three quarters of a stage builder block.
Use: Grabs are essential for most defensive-based characters. Isaac has a lot of good options out of his grab, so use it when you can. However, it’s got a decent amount of lag if you miss, so don’t.
Grab Attack: Mind Reader
Description: Isaac stares at the opponent and a flash appears over their head.
Damage: 1%
Detail: This is a very quick pummel attack, much like Lucario’s.
Use: Builds some extra damage and really helps to keep Isaac’s moves fresh.
FThrow: Vorpal Slash
Description: Isaac pushes the opponent forward and slashes, leaving a trail of greenish energy.
Damage: 8%
Startup: 7
Recovery: Low
Knockback: Medium low (horizontal forward)
Stun: Medium low
Detail: Nothing to see here…
Use: It’s weak, but it links to the most moves in Isaac’s arsenal and keeps the opponent in front of him, which is always good. Use this one to start some combos.
BThrow: Carry
Description: Isaac moves his hand backwards, drawing the hand to throw the opponent behind him.
Damage: 10%
Startup: 7
Recovery: Medium low
Knockback: Medium high (horizontally backward, and slightly up)
Stun: Medium
Detail: You should know what the psynergy hand is by now.
Use: Has the potential to kill at higher percentages (around 120%). It also does some pretty good damage, but Isaac can’t really follow up due to the amount of knockback.
DThrow: Ragnarok
Description: Isaac raises his hands, summoning and energy sword that crashes into the ground and emits a burst of energy as it continues to crash.
Damage: 14%
Startup: 14
Recovery: Medium high
[b[Knockback[/b]: None (causes knockdown, but pushes the opponent a bit forward on the ground)
Stun: Medium
Detail:
Psynergy 1 0:00
Once the sword hits the ground, Isaac gains invincibility until the sword disappears.
Use: This move does a whopping 14%, which is never overlooked. Use this throw to deal some heavy damage very quickly, guaranteed. The best use is combining this attack with Ground (the DTilt) to tech chase the opponent and deal heavy damage. However, that requires very good prediction. Also, in teams matches, the high amount of startup means that the other player may have just enough time to interrupt you.
UThrow: Lift
Description: The hand disappears and Isaac glows with energy. He then lifts his hands, throwing the opponent into the air.
Damage: 9%
Startup: 10
Recovery: Medium
Knockback: Medium to medium high
Stun: Medium low
Detail: I got nothin’…
Use: Isaac’s worst throw, and pretty much only used as a mindgame. Isaac can’t do much with the opponent above him, but it is at least gives enough distance for Isaac to get into the air, where he can take advantage of a pretty solid UAir or other aerials.
[size=+1]<Specials>[/size]
B: Artifact Weapon
Description: Isaac does a basic horizontal swing.
Damage: 5%
Startup: 5
Recovery: Low
Knockback: Very low
Stun: Very low
Detail: What, where’s the creativity?!? This move looks boring, but let me get into the detail a bit. The basic slash only occurs if B is tapped before Isaac’s Artifact Weapons are charged. This move charges once every 30 seconds. Once charged, Isaac’s hand glows with an aura. The color of the aura shows which attack is unleashed. Each charged attack has its own unique properties. Every 15 seconds once the attack is charged, the aura color is chosen randomly from all available colors (it may stay the same). All colors have a 25% chance of being chosen. Holding B down causes Isaac to charge his artifact weapons, reducing the charge time by 2 additional seconds per second of charge (it would take 10 seconds to completely charge from 0). Holding B also causes the change time of an aura to decrease 1 second for every second of charging. Also, when Isaac uses an attack, he will pull out a different weapon (short sword, long sword, axe, or mace). Each weapon affects each of Isaac’s attacks differently.
-Hammersphere (orange aura)
Description: Isaac pulls out a mace and swings horizontally. The mace leaves an orange energy trail behind as hit moves.
Damage: 15%
Startup: 19
Recovery: Medium
Knockback: Medium high (primarily horizontal, but slightly up)
Stun: Medium high
Detail: This moves deals heavy shield damage, heavy shield stun, and heavy shield push. While Isaac has a mace out, all of his attacks lose 1% damage (except the pummel attack), but have slightly increased shield stun and shield damage. Unfortunately, the range of the mace is slightly shorter than the long sword.
Use: Yep, you guessed it, shield punisher! When Isaac has a Hammersphere loaded, his game gains increased shield pressure. Not only must the opponent be prepared to deal with a potentially devastating shield hit, but after it is unleashed, all of Isaac’s moves will be putting more pressure on the opponent’s shield.
-Life Nourish (green aura)
Description: Isaac pulls out a short sword overhead and slams it straight into the ground, point first. If it connects, spheres of dark green energy move from the opponent to Isaac, collecting near Isaac’s chest.
Damage: 7%
Startup: 13
Recovery: Low (if missed), Medium (if it hits)
Knockback: Medium low (diagonally up)
Stun: Medium
Detail: This move will heal Isaac 7% if it lands. It has some potential to shield poke and has invincibility on frames 12-13. While Isaac has a short sword out, he deals 1% less damage and his moves decay faster, but the startup lags on all attacks (except pummel) are reduced by 1 frame. The short sword has shorter range than the long sword.
Use: Although 7% isn’t a lot of damage, the heal makes this move cause a large swing. Also, wielding a short sword increased Isaac’s combo potential, although it decreases his killing ability. This is a solid move to use after you have recently stocked your opponent, so Isaac has time to use the increased combo potential, heal, and build up for a weapon switch.
-Void Beam (blue aura)
Description: Isaac pulls out a long sword and points it straight forward, releasing a beam of slightly bluish energy straight forward.
Damage: 12%
Startup: 16
Recovery: Medium high
Knockback: Medium (mostly upward, but slightly horizontal), Medium High (sweetspot)
Stun: Medium
Detail: The beam has a range of roughly 1.75 stage builder blocks, and is funnel shaped, with the beginning being about half the size of Isaac and the tip being slightly about twice as wide as a long sword. The sweetspot is at the tip. Using this move in the air halts Isaac’s aerial momentum. The long sword is Isaac’s starting weapon.
Use: This move is probably the most useful of Isaac’s unleashes, but it doesn’t provide a weapon change. It has great damage and range, and can kill at the sweetspot at higher percents. The recovery lag is a bit high, but it has a huge hitbox and range to make up for it. It is also very helpful to Isaac because the opponent has more difficulty approaching.
-Meltdown (red aura)
Description: Isaac pulls out an axe, dashes a small distance and grabs. If he connects, Isaac glows with fiery power and lifts the opponent up a bit with his psynergy. He then heaves his axe forward, causing a molten explosion upon contact.
Damage: 12%
Startup: 9 (dash)
Recovery: Medium high
Knockback: Medium high (diagonally up on ground, straight up in air)
Stun: High
Detail: Isaac will automatically grab the opponent during his dash if they are in range. As a grab, Meltdown cannot be shielded. The dash is about the distance of 2.5 stage builder blocks on the ground, and 1 stage builder block in the air. The axe has the longest range and deals slightly increased knockback, but adds 1 frame of lag onto every attack (except pummel).
Use: This move instantly gives Isaac a quick approach option, and keeps the opponent wary of using his shield. The most important part of Meltdown, however, is the axe. This move allows Isaac to kill and space easier, but requires better timing and slightly decreases Isaac’s combo potential.
Side B: Move
Description: Isaac puts his off-hand forward and a psynergy hand appears, moving straight forward.
Damage: 4%
Startup: 18
Recovery: Medium
Knockback: Very Low
Stun: Medium
Detail: This is like Isaac’s AT in Brawl, but smaller, and the hand is a white color. The hand is roughly the size of Isaac’s head. As it moves, it accelerates until it disappears after traveling about half the distance of FD. There is some wind in front of the hand.
Use: This move not only Isaac’s projectile, but it is also a key spacing move. The wind and mild stun help Isaac control the distance between him and his opponent. The damage isn’t all the great, but it isn’t about damage racking. It’s decent for edgeguarding, but the wind isn’t strong enough to cause major problems.
Down B: Granite
Description: Isaac puts his hand directly in front of him and a Venus Djinni flashes. Then, a golden magic barrier appears in front of Isaac’s body.
Damage: 0%
Startup: 8
Recovery: None
Knockback: None
Stun: None (kinda, see below)
Detail: Ok, this move has maximum priority and a disjointed hitbox. Therefore, it “clanks” with every move in the same. Although it doesn’t deal any real stun, the clank has somewhat increased stun for the opponent. The barrier remains up as long as Isaac is holding B.
Use: Granite is a great defensive tool. It works like an alternate air dodge in a sense. The startup lag is higher, but it guarantees a free punish whenever Isaac executes it correctly. One big help for the move is the opening animation, which looks the same as Move. This allows Isaac to mindgame the opponent and force guesses as what move is coming out.
Up B: Death Leap
Description: Isaac jumps and does a 540 somersault forward. While he is turning backwards, he flashes to his front. (i.e., the attack comes out backwards of the original direction Isaac is facing)
Damage: 9%
Startup: 10 (when slash actually hits, jump occurs on frame 3)
Recovery: Low
Knockback: Medium-high (horizontal)
Stun: Medium
Detail: Frames 1-3 are invincibility frames. On the ground, Isaac jumps slightly about the same as a roll animation and moves in an arc that causes the attack to finish right as he lands. In the air, the horizontal distance is slightly lessened, and the vertical height is better. Isaac can grab the ledge facing backwards, just in case there was any doubt.
Use: Obvious recovery is obvious. This is a pretty good move out of shield, and always forces the opponent to watch their back. The decent knockback makes it a good kill move, but it is often awkward to land. The unique movement of the attack, however, allows Isaac to attempt some interesting combos.
[size=+1]<Final Smash>[/size]
Final Smash: ]Judgement Wise One
Description: A floating rock with one eye appears in the middle of the stage. A beacon of light erupts in the background, and the ray crashes down on Isaac’s location. He’s been imbued with the power of the Golden Sun!
Detail: For the next 15 seconds, Isaac has a fully charged Artifact weapon that immediately recharges and changes whenever he uses it. All of his non-weapon (this includes apparitions) attacks have larger hitboxes and well, and he no longer receives knockback.
[size=+1]<Taunts>[/size]
-Up Taunt: Isaac summons a psynergy hand, which promptly slicks his hair back like a greaser for him.
-Side Taunt: Isaac looks at the screen and a speech bubble pops up. The classic sweat drop image appears inside, and Isaac rolls his eyes.
-Down Taunt: A Venus Djinni pops onto the stage and dances around Isaac for a bit.
Isaac is a defensive character, but that’s a bit generic. Specifically, Isaac’s defense lies in his ability to space properly. However, he only has a somewhat defensive bias. Defensive Isaacs will be a lot more conservative with more choice, but someone who chooses to be more aggressive could take advantage of several of Isaac’s moves that combo well into each other. Regardless, the basic of his spacing lies in the use of four moves: Helm Splitter, Gaia, Magnet, and Move.
Gaia is mainly about panic mode situations and keeping opponents right on the edge. It pushes away people who have gotten too close and keeps people far away where they are. It won’t do a whole lot of damage if the opponent DIs correctly, but it maintains control. Move also is big in the spacing war. It helps control campers as the wind messes with their projectiles. Plus, the projectile and wind effect also help keep the opponent either too far away or approaching in an awkward position. Helm Splitter doesn’t have the best range, but its WoP ability is useful at any time. Naturally, Magnet’s pulling wind has a big effect on spacing. Judicious use of Magnet will pull the opponent into Isaac’s strongest zone where his sweetspots are, close range.
However, small hits are going to take forever to add up, and Isaac will still get out camped by many characters. This is why good Isaacs will be able to take advantage of his counter combo game. What I mean by counter combo is that Isaac usually doesn’t return fire with one attack. He works his opponent into a poor situation (usually through spacing) and then fires off a return combo. This could either be a real combo, or a tech chase.
[size=+1]Possible combo games:[/size]
-Rapid (& Sonic) Smash, Ground, and Ragnarok-
Isaac’s tech chase game. Following the opponents with repeated knockdowns and jabs is always frustrating. Some players will prefer to rack up percentages while the opponent is on the ground. If Isaac has a Meltdown loaded as his artifact attack, this will only add to his chasing game.
-Magnet, Pound-
A simple game that the opponent always has to be aware of. Isaac can bate the opponent into getting too close and then punish with a free spike from the Magnet pull. This move has a high reward, but is also quite risky due to small hitboxes and exact timing.
-Move, Raiden’s Wrath, Apocalypse-
This is a great approach for Isaac. Fire off a Move, immediately fastfall and begin a dash. The opponent will probably expect a grab attack or boost smash. Instead, start an early dash attack and hit them with the weak hitbox, which will combo into a free Apocalypse. You can either try for another or retreat and repeat.
-Magnet, Meltdown-
This is a fun one. Meltdown’s range is limited in the air, so the opponent will probably try and approach from there. If Isaac has a Meltdown loaded, retreat and use Magnet. This should leave the opponent right on the edge of Meltdown’s range, so unleash and deal some heavy knockback.
-Asura, Raiden’s Wrath, Apocalypse, Death Leap-
Probably the coolest killing combo I could think of. If your opponent is at a high enough percent, try and land an Asura (optional). Follow with an instant dash attack (won’t sweetspot) which should combo into Apocalypse. Apocalypse should put the opponent right in range to land a Death Leap for the kill. Remember though, Death Leap will knock the opponent behind your original facing, so this combo should likely be started with Isaac’s back to the edge or the opponent can DI enough to survive. Plus, nothing beats the awesomeness of linking three apparition attacks in a row.
Those are just some that I thought of. I’m sure you guys could come up with more (I imagine that there is a heavy shield damage combo in there somewhere). Try and think of some for different weapons, too!
Symbol: A 16-pointed star
Entrance: An assist trophy is lying on the ground. Suddenly, it opens and Isaac jumps out! Isaac teleports in while spinning, releasing tons of multicolored energy orbs.
Colors:
Kirby Hat:
-Kirby gains Isaac’s golden hair! Unfortunately, this Kirby hat kinda sucks, since Kirby only gains the uncharged Artifact Weapon attack.
Snake Codec:
Snake: Not another sword user!
Colonel: Snake, this isn’t just any sword user. He’s an adept.
Snake: An…adept?
Colonel: Yes, he can use psynergy to attack.
Snake: Psynergy? Is that like…
Colonel: No, Snake, it has nothing to do with fire.
Snake: …
Venus Lighthouse:
Isaac returns to the Venus Lighthouse aerie to do battle!
The lighthouse has a slightly raise section (not too much) in the center of the stage. As you move toward the edges, there is a short staircase. Near each edge is a floating platform that works like the falling blocks in Rainbow Cruise, but it is larger. They will fall after standing on them for 5 seconds. The platforms take about 10-15 seconds to respawn.
Music:
-Golden Sun Music:Super Smash Bros. Brawl Remix
-Venus Lighthouse
-Gaia Rock
-The Elemental Stars