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The King of Fighters XV/Isla: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV Isla Profile. | <section begin="image"/>[[File:KOFXV Isla Profile.png|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.<br/>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. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 32f | |||
<br>'''Backdash:''' 23f | |||
<br>'''Run Speed Ranking:''' 3 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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{| border="1" align="center" style="font-size:90%" | {| border="1" align="center" style="font-size:90%" | ||
|+ | |+ | ||
===Quick Combo Reference=== | === Quick Combo Reference === | ||
'''Notation''' | '''Notation''' | ||
|- | |- | ||
| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
5C > 6B > j.214B/D<br/> | 5C > 6B > j.214B/D = 184 dmg<br/> | ||
2B > 2A > 214B | |||
2B > 2A > 214B = 125 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
2B > 2A > 214B > [SC] 214214P, 214D~A<br/> | 2B > 2A > 214B > [SC] 214214P, 214D~A = 302 dmg<br/> | ||
5C > 6B > j.236BD > 623BD~236D | |||
5C > 6B > j.236BD > 623BD~236D = 351 dmg<br/> | |||
|- | |- | ||
| '''1.5 Meter''' | | '''1.5 Meter''' | ||
| | | | ||
5C > 6B > j.236BD > 623D > [SC] j.236236K<br/> | 5C > 6B > j.236BD > 623D > [SC] j.236236K = 430 dmg<br/> | ||
2B > 2A > 214BD~A > 623B > [SC] j.236236K | |||
2B > 2A > 214BD~A > 623B > [SC] j.236236K = 344 dmg<br/> | |||
|- | |- | ||
| '''2 Meters''' | | '''2 Meters''' | ||
| | | | ||
3D > BC > [MAX] 5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K<br/> | 3D > BC > [MAX] 5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K = 449 dmg<br/> | ||
5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K | |||
5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K = 470 dmg<br/> | |||
|- | |- | ||
| '''3 Meters''' | | '''3 Meters''' | ||
| | | | ||
(far) 5C > 214B > [SC] 214214P > 214D > [SC] 236236BD<br/> | (far) 5C > 214B > [SC] 214214P > 214D > [SC] 236236BD = 518 dmg<br/> | ||
3D > BC > [MAX] 5C > 214B > [SC] 214214P > 214D > 2141236CD | |||
3D > BC > [MAX] 5C > 214B > [SC] 214214P > 214D > 2141236CD = 568 dmg<br/> | |||
|} | |} | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Fast air-to-ground normal that can cross up ambiguously when used from a jump (not a hop). Converting crossup hits into combos requires late jump in timing. Also useful for hitting air-to-air when Isla is above the opponent. | |description2=* Fast air-to-ground normal that can cross up ambiguously when used from a jump (not a hop). Converting crossup hits into combos requires late jump in timing. Also useful for hitting air-to-air when Isla is above the opponent. | ||
}} | }} | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* Fantastic air-to-ground button. Vertical range is pretty large and begins large combos | |description2=* Fantastic air-to-ground button. Vertical range is pretty large and begins large combos. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description= | |description= | ||
*Placeholder | *Placeholder | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=isla_214cd | |||
|description= | |||
*Same animation and range as her CD. | |||
}} | }} | ||
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|name=Piecing A | |name=Piecing A | ||
|input=j.236B/BD | |input=j.236B/BD | ||
|captions= Normal Version (Hitbox), EX Version (Hitbox) | |||
|description= * Isla performs a dive kick aimed at an angle down and in front of her. Slightly negative on block which makes it useful for ending forward+B pressure sequences while minimizing risk at farther spacings. Punishable if done too close. Can be performed from a backdash, where it's typically plus on block. | |description= * Isla performs a dive kick aimed at an angle down and in front of her. Slightly negative on block which makes it useful for ending forward+B pressure sequences while minimizing risk at farther spacings. Punishable if done too close. Can be performed from a backdash, where it's typically plus on block. | ||
|description2= * EX version is useful in combos as it gains a followup that launches the opponent into the air. Becomes unsafe on block. | |description2= * EX version is useful in combos as it gains a followup that launches the opponent into the air. Becomes unsafe on block. | ||
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|name=Piecing C | |name=Piecing C | ||
|input=j.214B/D/BD | |input=j.214B/D/BD | ||
|captions= Normal Version (Hitbox), EX Version (Hitbox) | |||
|description= * Isla briefly halts her air momentum and attacks directly beneath her. Hits overhead. You can sneak in blockstrings by cancelling it from j.CD, tiger knee'ing the move, or performing the move form a backdash. Awards a hard knockdown on hit which allows for safe jumps. Safe on block, but is typically too slow to be a true blockstring. Be wary of reversals. | |description= * Isla briefly halts her air momentum and attacks directly beneath her. Hits overhead. You can sneak in blockstrings by cancelling it from j.CD, tiger knee'ing the move, or performing the move form a backdash. Awards a hard knockdown on hit which allows for safe jumps. Safe on block, but is typically too slow to be a true blockstring. Be wary of reversals. | ||
|description2= * EX version gains a followup that launches the opponent but requires the opponent to be cornered to continue combos. Becomes less safe on block but still fairly safe when done low enough. | |description2= * EX version gains a followup that launches the opponent but requires the opponent to be cornered to continue combos. Becomes less safe on block but still fairly safe when done low enough. | ||
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|name=Fill-In | |name=Fill-In | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|captions= A Version (Hitbox),,C Version,,EX Version | |||
|description2= | |description2= | ||
* Angled fireball that launches towards the ground at an angle from high above Isla's head. Essentially a weird fireball with a unique trajectory - starting above Isla's head, going downwards at an angle towards the floor then traveling parallel to the floor. | * Angled fireball that launches towards the ground at an angle from high above Isla's head. Essentially a weird fireball with a unique trajectory - starting above Isla's head, going downwards at an angle towards the floor then traveling parallel to the floor. | ||
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|name=Scribe | |name=Scribe | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|captions= B Version (Hitbox), D Version, EX Version | |||
|description2= * Isla's "dragon punch" move. Does not become active until Isla is about 90 degrees in to her backflip which makes this move feel somewhat sluggish. B version is faster and has upper-body invincibility which makes it a good anti-air while D version is slower but has full body invincibility. D version is her best meterless reversal option on wakeup or during block pressure. | |description2= * Isla's "dragon punch" move. Does not become active until Isla is about 90 degrees in to her backflip which makes this move feel somewhat sluggish. B version is faster and has upper-body invincibility which makes it a good anti-air while D version is slower but has full body invincibility. D version is her best meterless reversal option on wakeup or during block pressure. | ||
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|name=To Front | |name=To Front | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|captions= Normal Version (Hitbox),, EX Version | |||
|description3= * Isla dashes forward and performs a kick if she reaches her opponent during the dash. If she doesn't then she enters a fairly long recovery period. B version is quick, comboing from lights and leads to an easy super cancel. This is usually safe if spaced properly due to pushback. When cancelled from far C at further ranges, this won't be a true blockstring, meaning savvy opponents can reversal through and punish. | |description3= * Isla dashes forward and performs a kick if she reaches her opponent during the dash. If she doesn't then she enters a fairly long recovery period. B version is quick, comboing from lights and leads to an easy super cancel. This is usually safe if spaced properly due to pushback. When cancelled from far C at further ranges, this won't be a true blockstring, meaning savvy opponents can reversal through and punish. | ||
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|moveId=isla_214d_a,isla_214bd_a | |moveId=isla_214d_a,isla_214bd_a | ||
|name=Throwie A | |name=Throwie A | ||
|captions= Normal Version (Hitbox), EX Version | |||
|input=214D/BD~A | |input=214D/BD~A | ||
|description2= * The purple hands hit the opponent for a hard knockdown. Combos on hit and is the preferred meterless ender for 214D, leading to a safe jump. Punishable on block. | |description2= * The purple hands hit the opponent for a hard knockdown. Combos on hit and is the preferred meterless ender for 214D, leading to a safe jump. Punishable on block. | ||
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|name=Throwie B | |name=Throwie B | ||
|input=214D/BD~B | |input=214D/BD~B | ||
|captions= Normal Version (Hitbox), EX Version | |||
|description2= * The purple hands perform a quick sweep leading to a soft knockdown on hit. Combos on hit and only -7 on block and pushes out pretty well, making it pretty difficult for most of the cast to punish on block. | |description2= * The purple hands perform a quick sweep leading to a soft knockdown on hit. Combos on hit and only -7 on block and pushes out pretty well, making it pretty difficult for most of the cast to punish on block. | ||
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|name=Back to Back | |name=Back to Back | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|captions= Normal Version (Hitbox),,Max Version | |||
|description2= * Ground version: Isla launches herself horizontally full screen. Best use case is likely to end combos after you've already hit them with the 214214AC super. Leads to a safe jump. EX version is fully invincible but only very briefly and often struggles to pass fireballs. | |description2= * Ground version: Isla launches herself horizontally full screen. Best use case is likely to end combos after you've already hit them with the 214214AC super. Leads to a safe jump. EX version is fully invincible but only very briefly and often struggles to pass fireballs. | ||
}} | }} | ||
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|name=Air Back to Back | |name=Air Back to Back | ||
|input=j.236236B/D/BD | |input=j.236236B/D/BD | ||
|captions= Normal Version (Hitbox),Max Version | |||
|description2= *Air version: Isla launches herself horizontally full screen. Can be useful for catching people committing to jumps but most frequently will be used to end combos. EX version probably invincible. Usually side switches and poor frame advantage afterward. | |description2= *Air version: Isla launches herself horizontally full screen. Can be useful for catching people committing to jumps but most frequently will be used to end combos. EX version probably invincible. Usually side switches and poor frame advantage afterward. | ||
}} | }} | ||
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|name=Wild Style | |name=Wild Style | ||
|input=214214A/C/AC | |input=214214A/C/AC | ||
|captions= Normal Version (Hitbox), Max Version | |||
|description= | |description= | ||
* The purple hands extend horizontally from Isla for a bit and a successful hit leads to an animation super. Isla can combo after this super finishes. | * The purple hands extend horizontally from Isla for a bit and a successful hit leads to an animation super. Isla can combo after this super finishes. |
Latest revision as of 14:59, 4 January 2025

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.
Hop: 32f
Backdash: 23f
Run Speed Ranking: 3
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 dmg 2B > 2A > 214B = 125 dmg |
1 Meter |
2B > 2A > 214B > [SC] 214214P, 214D~A = 302 dmg 5C > 6B > j.236BD > 623BD~236D = 351 dmg |
1.5 Meter |
5C > 6B > j.236BD > 623D > [SC] j.236236K = 430 dmg 2B > 2A > 214BD~A > 623B > [SC] j.236236K = 344 dmg |
2 Meters |
3D > BC > [MAX] 5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K = 449 dmg 5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K = 470 dmg |
3 Meters |
(far) 5C > 214B > [SC] 214214P > 214D > [SC] 236236BD = 518 dmg 3D > BC > [MAX] 5C > 214B > [SC] 214214P > 214D > 2141236CD = 568 dmg |
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 |
---|
Far B
stand B
st.B
st.B |
---|
Far C
stand C
st.C
st.C |
---|
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 |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
All-City
(close) 4/6C
(close) 4/6C |
---|
Crossing Out
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Cloud
6B
6B |
---|
Designs
3D
3D |
---|
Special Moves
Drips Forward
Drips Forward
j.236A/C
j.236A/C |
---|
Drips Backward
Drips Backward
j.214A
j.214A |
---|
Drips Vertical
Drips Vertical
j.214C
j.214C |
---|
Piecing A
Piecing A
j.236B/BD
j.236B/BD |
---|
Piecing B
Piecing B
j.236D
j.236D |
---|
Piecing C
Piecing C
j.214B/D/BD
j.214B/D/BD |
---|
Fill-In
Fill-In
236A/C/AC
236A/C/AC |
---|
Scribe
Scribe
623B/D/BD
623B/D/BD |
---|
To Front
To Front
214B/D/BD
214B/D/BD |
---|
Brake
Brake
214B/D~D
214B/D~D |
---|
Throwie A
Throwie A
214D/BD~A
214D/BD~A |
---|
Throwie B
Throwie B
214D/BD~B
214D/BD~B |
---|
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 |
---|
Climax Super Special Moves
King of Piece: I&A
King of Piece: I&A
214236CD
214236CD |
---|
Misc
Alternate Colors
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