Difference between revisions of "XV Broken/Isla"
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2C, cl.C, 5A, and all her jumping buttons besides j.D are good at controlling the air. Additionally she has an upper-body invincible dp (623B) which hits at a decent upwards angle above and in front of her. Her dp is somewhat slow which makes it more difficult - though not impossible - to use as an anti-hop tool. | 2C, cl.C, 5A, and all her jumping buttons besides j.D are good at controlling the air. Additionally she has an upper-body invincible dp (623B) which hits at a decent upwards angle above and in front of her. Her dp is somewhat slow which makes it more difficult - though not impossible - to use as an anti-hop tool. | ||
| pros= | | pros= | ||
* | * '''Unique Mobility''': On top of her fast running speed, Isla has exclusive access to double jump specials, allowing her to play neutral and arrange pressure in ways no other character can. | ||
* | * '''Stellar Normals''': Isla possesses great normals for just about any situation. Of particular note are her long cancellable pokes (f.C, CD), fast defensive normals (f.B, 2A, 2C) and excellent air-to-ground normals (j.C, j.D, j.CD). | ||
* '''Daunting Vortex''': Due to her sheer amount of offensive options, Isla can very easily run circles around opponents with just a tiny bit of proper conditioning. | |||
* '''Unique Projectile''': 236P is the only long-range projectile that catches jumps and low-profile moves at once. It can even be used as corner combo filler. | |||
* | * '''Incredible Resource Management''': Isla functions perfectly no matter which position she's placed in. She's blessed with meterless hard knockdown (2C > 214D~A), efficient half-bar combos, a combo-extending super (214214P) and a climax super that's mind-numbingly easy to combo into. | ||
| cons= | | cons= | ||
* | * '''Delicate''': Unlike her defensive normals, Isla's defensive specials are less than ideal. Her dedicated anti-air and DP are both very slow, while her only reversal super costs two bars and is very prone to trading past point-blank range. | ||
* | * '''Unique Projectile''': No version of 236P goes fullscreen, preventing it from effectively dealing with projectile zoners. Additionally, its slow startup and odd trajectory make it a colossal risk at point-blank range. | ||
* '''Hurtbox Woes''': Ironically, not a single normal that involves Amanda (the floating hands) is disjointed, making misuse of them a quick way to get knocked into the middle of next week. | |||
}} | }} | ||
Revision as of 22:38, 22 February 2023
The King of Fighters XV | |
Contents
- 1 Movelist
- 2 Quick Combo Reference
- 3 Gameplay Overview
- 4 Normals
- 5 Rush Moves
- 6 Throws
- 7 Command Moves
- 8 Special Moves
- 9 Super Special Moves
- 10 Climax Super Special Moves
- 11 Misc
- 12 Videos
- 13 Navigation
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Air OK) = Can be done on both the ground and in the air.
- Throws
- All-City - (close) / +
- Crossing Out - (close) / +
- Command Normals
- Cloud - +
- Designs - +
- Special Moves
- Fill-in - + / (*)
- Scribe - + / (*)
- To Front - + / (*)
- Drips Forward - + / (Midair Only)
- Drips Backward - + (Midair Only)
- Drips Vertical - + (Midair Only)
- Piecing A - + (Midair Only) (*)
- Piecing B - + (Midair Only)
- Piecing C - + / (Midair Only) (*)
- Super Special Moves
- Back to Back - + / (Air OK) (!)
- Wild Style - + / (!)
- Climax Super Special Moves
- King of Piece: I&A - ++
Quick Combo Reference
0 Meter |
5C > 6B > j.214B/D |
( = 184 |
1 Meter |
2B > 2A > 214B > [SC] 214214P, 214D~A |
( = 302 |
1.5 Meter |
5C > 6B > j.236BD > 623D > [SC] j.236236K |
( = 430 |
2 Meters |
3D > BC > [MAX] 5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K |
( = 449 |
3 Meters |
(far) 5C > 214B > [SC] 214214P > 214D > [SC] 236236BD |
( = 518 |
Gameplay Overview
Isla is a highly mobile character with excellent pokes to complement her tricky approach options. Her high run speed and variety of ways to attack from different air angles makes her offense difficult to predict while her formidable pokes and unorthodox fireball can help convince the opponent to stand still long enough for Isla to get her rushdown game started. Isla spends meter quite effectively but isn't helpless without it as many of her meterless combos can end with a hard knockdown into a safe jump. On defense she has an above-average suite of anti-air normals but her full-body invincible reversal (623D) is rather slow and has a blind spot very close to the ground allowing some characters to low-profile it with certain moves. Far C with 214B buffered behind it is an excellent poke that is safe on block and difficult to punish. Many of her air specials alter her jumping trajectory and allow her to approach unpredictably from the air. Jump CD can be canceled into air specials which allows her to add another layer of unpredictability to her offense while remaining relatively safe behind the long blockstun of the jump CD. Counterhit jump CD's can be picked up into juggles with 214B from midscreen or 623D near the corner. Jump D is an unorthodox jumping normal which hits at a downwards angle behind her. This uniquely gives her a way to attack from nasty crossup ranges similarly to Iori's j.4B. She has an exceptional stand CD with ways to convert stray grounded hits into combos from almost any position on screen. Isla's combos are highly versatile and she has options to spend just about any quantity of meter off of most situations to perfectly cash out your resources into damage and okizeme as the situation necessitates. 2C, cl.C, 5A, and all her jumping buttons besides j.D are good at controlling the air. Additionally she has an upper-body invincible dp (623B) which hits at a decent upwards angle above and in front of her. Her dp is somewhat slow which makes it more difficult - though not impossible - to use as an anti-hop tool. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
|
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Far B
stand B
st.B
st.B |
|
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Far C
stand C
st.C
st.C |
|
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Far D
stand D
st.D
st.D |
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
|
---|
Close B
close B
cl.B
cl.B |
|
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Close C
close C
cl.C
cl.C |
|
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Close D
close D
cl.D
cl.D |
|
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Crouch Normals
Crouch A
crouch A
2A
2A |
|
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Crouch B
crouch B
2B
2B |
|
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Crouch C
crouch C
2C
2C |
|
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Crouch D
crouch D
2D
2D |
|
---|
Jump Normals
Jump A
jump A
j.A
j.A |
|
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Jump B
jump B
j.B
j.B |
|
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Jump C
jump C
j.C
j.C |
|
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Jump D
jump D
j.D
j.D |
|
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Blowback
Blowback
Blowback
CD
CD |
|
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ShatterStrike
ShatterStrike
236CD
236CD |
|
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jump CD
jump CD
j.CD
j.CD |
|
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Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
|
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Throws
All-City
(close) 4/6C
(close) 4/6C |
|
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Crossing Out
(close) 4/6D
(close) 4/6D |
|
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Command Moves
Cloud
6B
6B |
|
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Designs
3D
3D |
|
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Special Moves
Drips Forward
Drips Forward
j.236A/C
j.236A/C |
|
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Drips Backward
Drips Backward
j.214A
j.214A |
|
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Drips Vertical
Drips Vertical
j.214C
j.214C |
|
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Piecing A
Piecing A
j.236B/BD
j.236B/BD |
|
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Piecing B
Piecing B
j.236D
j.236D |
|
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Piecing C
Piecing C
j.214B/D/BD
j.214B/D/BD |
|
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Fill-In
Fill-In
236A/C/AC
236A/C/AC |
|
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Scribe
Scribe
623B/D/BD
623B/D/BD |
|
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To Front
To Front
214B/D/BD
214B/D/BD |
|
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Brake
Brake
214B/D~D
214B/D~D |
|
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Throwie A
Throwie A
214D/BD~A
214D/BD~A |
|
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Throwie B
Throwie B
214D/BD~B
214D/BD~B |
|
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Throwie C
Throwie C
214D/BD~C
214D/BD~C |
|
---|
Super Special Moves
Back to Back
Back to Back
236236B/D/BD
236236B/D/BD |
|
---|
Air Back to Back
Air Back to Back
j.236236B/D/BD
j.236236B/D/BD |
|
---|
Wild Style
Wild Style
214214A/C/AC
214214A/C/AC |
|
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Climax Super Special Moves
King of Piece: I&A
King of Piece: I&A
214236CD
214236CD |
|
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|