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Information for "The King of Fighters XV/Isla"
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Display title | The King of Fighters XV/Isla |
Default sort key | The King of Fighters XV/Isla |
Page length (in bytes) | 25,624 |
Namespace ID | 0 |
Page ID | 13476 |
Page content language | en - English |
Page content model | wikitext |
Indexing by robots | Allowed |
Number of redirects to this page | 0 |
Counted as a content page | Yes |
Number of subpages of this page | 3 (0 redirects; 3 non-redirects) |
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Edit | Allow all users (infinite) |
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Edit history
Page creator | Franck Frost (talk | contribs) |
Date of page creation | 19:44, 18 May 2023 |
Latest editor | AmedoS310 (talk | contribs) |
Date of latest edit | 03:54, 9 April 2024 |
Total number of edits | 20 |
Total number of distinct authors | 3 |
Recent number of edits (within past 90 days) | 0 |
Recent number of distinct authors | 0 |
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Description | Content |
Article description: (description )This attribute controls the content of the description and og:description elements. | 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. |
Article image: (image )This attribute controls the content of the og:image element. This image is mostly displayed as a thumbnail on social media. | KOFXV Isla Profile.jpg|thumb|Isla is an extremely energetic graphic artist based in South America. Though she lives a life of solitude, she has developed a deep and trusting relationship with her phantom arms, Amanda.However, when push comes to shove, Isla is no joke as she uses Amanda and her spray cans to mix up whoever gets in her way. She has a bright and cheery personality, but for some reason, she seems to really have it out for Shun’ei. Jump: 40f Hop: 32f Backdash: 23f Run Speed Ranking: 3 ]] |