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Isaac is a newcomer starter character in Super Smash Flash 2. He was revealed on the McLeodGaming Direct stream on July 21, 2014. He was also seen and playable by fans at APEX 2015. His sprites are custom-made and based on his Assist Trophy appearance in Super Smash Bros. Brawl and Super Smash Bros. Ultimate, but with a completely custom moveset. He is voiced by Darcy Maguire-Wheelahan, being the only playable characater who has a custom voice actor.

Isaac is ranked 9th on the current tier list, a large rise from the 32nd place in the previous tier list. Thanks to his sword and his powers, Isaac possesses great disjointed range in several of his attacks, like his forward tilt or his neutral special, which keeps the opponent in place. He also has strong KO moves in his smash attacks, forward aerial, back aerial and up aerial, a good punish game, and several offensive and defensive mix-ups with down tilt's long-lasting hitbox or using Move or Gaia, which are useful to get out of a disadvantage state.

However, Isaac's movement speed is average and has issues in approaching fast opponents like Captain Falcon. He also has poor frame data in his moveset, as seen in his long-ranged attacks, and despite his good options to get out of a disadvantage state, he is vulnerable to combos due to him being tall and quite heavy and falling rather quickly. His recovery move, Scoop, while long-distanced, is also quite linear without Move and has a hitbox only on the hand below him, giving him poor coverage during his recovery.

Attributes
Isaac is a very unique character compared to the rest of the roster.

Fittingly for a swordfighter of Isaac's own weight class, perhaps Isaac's single most biggest strength involves his prominent punishing game, which is a method to overcome Isaac's lack of. His moveset involves a combination of attacks that originate from the Golden Sun series, along with his relatively long sword that is slightly at the same length of Ike's sword, and most notably, the Psynergy Hand. This gives Isaac a staple asset: deceptively long range, disjointed hitboxes and an exceptional spacing game, which is often citied for his top-tier placement in SSF2. He can punish exceptionally well with his neutral special move, Vine, and smash attacks (with down smash being his quickest, and all of them provide notable disjoints) and his down tilt, the latter of which provides a long-lasting hitbox that uniquely doesn't run out of power, especially when stale, leading to various mix-up opportunities or KO confirms or simply KOing outright with this move at high precents. It can also shield stab relatively well, making it relatively safe on shield in combination of its low ending lag. Dash attack Isaac is also exceptionally good in the neutral game with his side special move, Move, and forward tilt. Due to this, Isaac boasts some of the highest amount of options to escape disadvantage, despite his vulnerability to combos.

Isaac's air game is comparatively solid for a swordfighter. His aerial attacks combo and string well into each other, making him very deadly at close-quarters to mid-ranges and giving him impressive offensive and damage-racking capabilities, with his neutral air unleashing a wide coverage at all areas and dealing good knockback and exceptional damage-output, especially considering its multi-hit nature, which gives Isaac one of the best landing and edgeguarding options in his kit, and forward air and back air being both decent spacers, up air being a brutal, yet sluggish KO and juggling option with immense pressure, and down air being a multi-hit meteor smash that can gimp recoveries efficiently or secure early KOs off-stage.

Isaac's grab game is the least overwhelming among the rest of his moveset, but still nevertheless packs its own utility. Unlike most other swordfighters' grab games, Isaac's grab game is comparatively solid. Isaac has a very solid grab, with great range and merely moderate ending lag, alongside a relatively fast pummel with moderate damage-output. Isaac can chain grab with his down throw (which deals high damage and has multiple hits for extension), forcing his opponents to rely on DI mix-ups to escape. His up throw, down throw and, by extension up tilt, are great combo starters (down throw being the more reliable of the two, and up tilt providing the most range and knockback out of the two, while also being a good KO option), and his forward throw and back throw, while providing the least usefulness out of all of his throws, can force opponents off-stage, set up an edgeguard or serve as situational KO throws at high precents by the edge. Up throw is also Isaac's strongest throw, dealing enough knockback to KO middleweights under 146%. Isaac is also complimented by a great grab-range, making it easy to get his chain-grabs and start combos.

He can also box aggressive players out by throwing out his long-lasting hitboxes, giving him a heavily great offensive game. Isaac is perhaps best known for his diverse special moveset: his neutral special move, Vine, is a pseudo-command grab that ensnares/traps the opponent in vines, allowing for guaranteed follow-ups, read-based combos and leading into guaranteed KO confirms, especially with his smash attacks. Vine also provides deceptive range that surprisingly beats out tether grabs, rendering Vine as the longest pseudo-command grab and the longest-ranged non-tether grab in the game. His side special move, Move, is considered to be Isaac's single-best move. It is a long-lasting, yet slow-moving projectile that even covers all of the length of any stage in the entire game upon holding down the special button, even when hit. This is one of the best tools for controling the stage, camping and zoning. It is a long-lasting move that consists of separate, short-living hitboxes that push the opponent forward, and upon pressing any move-button (aside from the corresponding button of where it was previously held to initiate Move), it will turn into a powerful attack that either flings the opponent upward (up); meteor smashes the opponent downward (down) or reverses its direction to shove the opponent at the opposite direction the move was held at (forward/back), which makes it excellent at KOing/anti-airing (up); edgeguarding/gimping/ledge-trapping (down); and mix-ups and complicating approaches (forward/back). It also causes Isaac to float in mid-air, allowing him His up special move, Scoop, is a exceptionally long-ranged recovery that flings Isaac very high, and the Psynergy Hand is rendered a hitbox below Isaac that deals moderate knockback, and it has active edge-sweetspots during ascent. Finally, his down side special, Gaia, is deceptively tough to avoid. He is also difficult to juggle due to this, as the move causes Isaac to summon a giant rock from the ground from anywhere from the stage, forcing opponents to rethink their approach and play extra defensively/cautiously.

Although he has well-rounded strengths for a swordfighter, he still has his weaknesses. Despite his overall mobility being respectable for a swordfighter of his weight class, his overall raw mobility and movement-speed are still only mediocre, with the eighth-slowest air acceleration and only average running speed. His high short hop also complicates his ability to approach, making his approach comittial. This makes him especially susceptible to rushdowners with superior mobility (i.e., and ). This is further worsened by his otherwise good attacks (such as forward air) lack low-reaching hitboxes to work without delaying initially. His frame-data is also rather awkward for a swordfighter, making it difficult to perform combos in a more traditional manner. For example: some of his moveset, notably his up smash, forward smash, forward aerial, back aerial and neutral special, are burdened with either considerable lag or awkward hitbox-placements, respectively, or potentially even both. This forces Isaac to make utility of his moveset cautiously, and allows characters with superior frame-data (i.e. and ) to heavily pressure him with their fast attack-speed.

Despite possessing some of the best ability to escape disadvantage, not all of its areas are completely perfect. His above-average weight and high gravity give him vulnerability to combos and juggling, although his slow falling speed make him espeicially vulnerable to Star KOs. His recovery is also very easy to exploit. Despite Scoop's long distance, Scoop is fairly linear, travels a rather slow distance and aside from the Psynergy Hand at the beginning, no hitbox is provided other than that during the move, giving it poor coverage and making it vulnerable to edgeguarding and gimping, forcing him to over-rely on Move's mix-ups and floating technique in order to get back on stage. Additionally, due to his relatively slow speed, he is easy to camp out, giving him poor matchups against characters with powerful projectile-camping abilities, like, , and.

While he boasts some of the best special moveset, not all of its areas are perfect and is easily counteracted when met with proper reaction. Vine has considerable start-up,