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The King of Fighters XV/Isla/Data: Difference between revisions
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Line 6: | Line 6: | ||
| input = cl.A | | input = cl.A | ||
| images = XV_isla_cla_ima.png | | images = XV_isla_cla_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_cla_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 25: | Line 25: | ||
| input = cl.B | | input = cl.B | ||
| images = XV_isla_clb_ima.png | | images = XV_isla_clb_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_clb_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Low | | guard = Low | ||
Line 44: | Line 44: | ||
| input = cl.C | | input = cl.C | ||
| images = XV_isla_clc_ima.png | | images = XV_isla_clc_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_clc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 63: | Line 63: | ||
| input = cl.D | | input = cl.D | ||
| images = XV_isla_cld_ima.png | | images = XV_isla_cld_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_cld_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 83: | Line 83: | ||
| input = st.A | | input = st.A | ||
| images = XV_isla_fa_ima.png | | images = XV_isla_fa_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_fa_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = Mid | | guard = Mid | ||
Line 102: | Line 102: | ||
| input = st.B | | input = st.B | ||
| images = XV_isla_fb_ima.png | | images = XV_isla_fb_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_fb_hb.png | ||
| damage = 30 | | damage = 30 | ||
| guard = Mid | | guard = Mid | ||
Line 121: | Line 121: | ||
| input = st.C | | input = st.C | ||
| images = XV_isla_fc_ima.png | | images = XV_isla_fc_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_fc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = Mid | | guard = Mid | ||
Line 140: | Line 140: | ||
| input = st.D | | input = st.D | ||
| images = XV_isla_fd_ima.png | | images = XV_isla_fd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_fd1_hb.png, XV_isla_fd2_hb.png, XV_isla_fd3_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = Mid | | guard = Mid | ||
Line 160: | Line 160: | ||
| input = 2A | | input = 2A | ||
| images = XV_isla_2a_ima.png | | images = XV_isla_2a_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_2a_hb.png | ||
| damage = 25 | | damage = 25 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 179: | Line 179: | ||
| input = 2B | | input = 2B | ||
| images = XV_isla_2b_ima.png | | images = XV_isla_2b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_2b_hb.png | ||
| damage = | | damage = 15 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]] | ||
| cancel = super | | cancel = super | ||
Line 189: | Line 189: | ||
| blockadv = -1 | | blockadv = -1 | ||
| invul = | | invul = | ||
| stun = | | stun = 15 | ||
| guardDamage = | | guardDamage = 30 | ||
}} | }} | ||
Line 198: | Line 198: | ||
| input = 2C | | input = 2C | ||
| images = XV_isla_2c_ima.png | | images = XV_isla_2c_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_2c1_hb.png, XV_isla_2c2_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = command | | cancel = command | ||
| startup = | | startup = 8 | ||
| active = 5 | | active = 5 | ||
| recovery = 18 | | recovery = 18 | ||
Line 217: | Line 217: | ||
| input = 2D | | input = 2D | ||
| images = XV_isla_2d_ima.png | | images = XV_isla_2d_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_2d_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Low]] | ||
| cancel = | | cancel = command | ||
| startup = 7 | | startup = 7 | ||
| active = 4 | | active = 4 | ||
| recovery = 17 | | recovery = 17 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+28) | ||
| blockadv = -2 | | blockadv = -2 | ||
| invul = | | invul = | ||
Line 240: | Line 240: | ||
| input = h.A | | input = h.A | ||
| images = XV_isla_ja_ima.png | | images = XV_isla_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_ja_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 261: | Line 261: | ||
| input = j.A | | input = j.A | ||
| images = XV_isla_ja_ima.png | | images = XV_isla_ja_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_ja_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 283: | Line 283: | ||
| input = h.B | | input = h.B | ||
| images = XV_isla_jb_ima.png | | images = XV_isla_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_hb_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 304: | Line 304: | ||
| input = j.B | | input = j.B | ||
| images = XV_isla_jb_ima.png | | images = XV_isla_jb_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_jb_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 327: | Line 327: | ||
| input = h.C | | input = h.C | ||
| images = XV_isla_jc_ima.png | | images = XV_isla_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_jc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 348: | Line 348: | ||
| input = j.C | | input = j.C | ||
| images = XV_isla_jc_ima.png | | images = XV_isla_jc_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_jc_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|High]] | ||
Line 369: | Line 369: | ||
| input = h.D | | input = h.D | ||
| images = XV_isla_jd_ima.png | | images = XV_isla_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_jd_hb.png | ||
| damage = 70 | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 391: | Line 391: | ||
| input = j.D | | input = j.D | ||
| images = XV_isla_jd_ima.png | | images = XV_isla_jd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_jd_hb.png | ||
| damage = | | damage = 70 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
Line 411: | Line 411: | ||
| input = 6B | | input = 6B | ||
| images = XV_isla_6b_ima.png | | images = XV_isla_6b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_6b_hb.png | ||
| damage = 45 | | damage = 45 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 430: | Line 430: | ||
| input = 3D | | input = 3D | ||
| images = XV_isla_3d_ima.png | | images = XV_isla_3d_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_3d_hb.png | ||
| damage = 65 [50] | | damage = 65 [50] | ||
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | ||
Line 437: | Line 437: | ||
| active = 8 | | active = 8 | ||
| recovery = 18 | | recovery = 18 | ||
| hitadv = -6 [ | | hitadv = -6~2 [SKD +28] | ||
| blockadv = -8~0 | | blockadv = -8~0 | ||
| invul = | | invul = | ||
Line 450: | Line 450: | ||
| input = CD | | input = CD | ||
| images = XV_isla_cd_ima.png | | images = XV_isla_cd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_cd_hb.png | ||
| damage = | | damage = 75 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = special | | cancel = special | ||
Line 457: | Line 457: | ||
| active = 5 | | active = 5 | ||
| recovery = 25 | | recovery = 25 | ||
| hitadv = Wall | | hitadv = Wall Splat (Ground hit) / Soft Knockdown (Air hit) | ||
| blockadv = -7 | | blockadv = -7 | ||
| invul = | | invul = | ||
Line 469: | Line 469: | ||
| input = 236CD | | input = 236CD | ||
| images = XV_isla_236cd_ima.png | | images = XV_isla_236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_236cd1_hb.png, XV_isla_236cd2_hb.png | ||
| damage = | | damage = 75 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
Line 482: | Line 482: | ||
| guardDamage = 200 | | guardDamage = 200 | ||
}} | }} | ||
====AdvanceStrike==== | |||
{{MoveData-KOFXV | character = Isla | moveId = isla_214cd | |||
| name = AdvanceStrike | |||
| input = 214CD | |||
| images = XV_isla_214cd_ima.png | |||
| hitboxes = XV_isla_214cd1_hb.png, XV_isla_214cd2_hb.png | |||
| damage = 100 | |||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | |||
| cancel = | |||
| startup = 28 | |||
| active = 6 | |||
| recovery = 37 (on whiff) / Recovers faster on hit and block. | |||
| hitadv = HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | |||
| blockadv = 3 | |||
| invul = Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | |||
| stun = 0 | |||
| guardDamage = 150 | |||
}} | |||
====hop CD==== | ====hop CD==== | ||
{{MoveData-KOFXV | character = Isla | moveId = isla_hcd | {{MoveData-KOFXV | character = Isla | moveId = isla_hcd | ||
Line 490: | Line 510: | ||
| input = h.CD | | input = h.CD | ||
| images = XV_isla_jcd_ima.png | | images = XV_isla_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_jcd_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 511: | Line 531: | ||
| input = j.CD | | input = j.CD | ||
| images = XV_isla_jcd_ima.png | | images = XV_isla_jcd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_jcd_hb.png | ||
| damage = 90 | | damage = 90 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 576: | Line 596: | ||
| input = (close) 4/6C | | input = (close) 4/6C | ||
| images = XV_isla_cthrow_ima.png | | images = XV_isla_cthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_cthrow_hb.png | ||
| damage = 100 (25+25+50) | | damage = 100 (25+25+50) | ||
| guard = N/A | | guard = N/A | ||
Line 583: | Line 603: | ||
| active = 1 | | active = 1 | ||
| recovery = 0 | | recovery = 0 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown (+50) | ||
| blockadv = Unblockable | | blockadv = Unblockable | ||
| invul = | | invul = | ||
Line 595: | Line 615: | ||
| input = (close) 4/6D | | input = (close) 4/6D | ||
| images = XV_isla_dthrow_ima.png | | images = XV_isla_dthrow_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_dthrow_hb.png | ||
| damage = 100 (25+25+50) | | damage = 100 (25+25+50) | ||
| guard = N/A | | guard = N/A | ||
Line 602: | Line 622: | ||
| active = 1 | | active = 1 | ||
| recovery = 0 | | recovery = 0 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown (+39) | ||
| blockadv = Unblockable | | blockadv = Unblockable | ||
| invul = | | invul = | ||
Line 620: | Line 640: | ||
| input = j.236A | | input = j.236A | ||
| images = XV_isla_j236a_ima.png | | images = XV_isla_j236a_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j236a_hb.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
Line 642: | Line 662: | ||
| input = j.236C | | input = j.236C | ||
| images = XV_isla_j236a_ima.png | | images = XV_isla_j236a_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j236a_hb.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
Line 662: | Line 682: | ||
| input = j.214A | | input = j.214A | ||
| images = XV_isla_j214a_ima.png | | images = XV_isla_j214a_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j214a_hb.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
Line 684: | Line 704: | ||
| input = j.214C | | input = j.214C | ||
| images = XV_isla_j214c_ima.png | | images = XV_isla_j214c_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j214c_hb.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
Line 707: | Line 727: | ||
| input = j.236B | | input = j.236B | ||
| images = XV_isla_j236b_ima.png | | images = XV_isla_j236b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j236b_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 729: | Line 749: | ||
| input = j.236BD | | input = j.236BD | ||
| images = XV_isla_j236bd_ima.png | | images = XV_isla_j236bd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j236bd_hb.png | ||
| damage = 106~146 (20*4+70) | | damage = 106~146 (20*4+70) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 736: | Line 756: | ||
| active = 61 (Active til landing) | | active = 61 (Active til landing) | ||
| recovery = 19 on ground | | recovery = 19 on ground | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+47) | ||
| blockadv = -11 | | blockadv = -11 | ||
| invul = | | invul = | ||
Line 749: | Line 769: | ||
| input = j.236D | | input = j.236D | ||
| images = XV_isla_j236d_ima.png | | images = XV_isla_j236d_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j236d_hb.png | ||
| damage = 65 | | damage = 65 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 757: | Line 777: | ||
| recovery = 17 on ground | | recovery = 17 on ground | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown | ||
| blockadv = -6 (Point | | blockadv = -6 (Point-blank at lowest height), +1 (Spaced at the tip) | ||
| invul = | | invul = | ||
| stun = 60 | | stun = 60 | ||
Line 772: | Line 792: | ||
| input = j.214B/D | | input = j.214B/D | ||
| images = XV_isla_j214b_ima.png | | images = XV_isla_j214b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j214b_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = High | | guard = High | ||
Line 779: | Line 799: | ||
| active = 5 | | active = 5 | ||
| recovery = 14 on ground | | recovery = 14 on ground | ||
| hitadv = | | hitadv = Soft Knockdown [] (After 6B) | ||
| blockadv = +2 (Instant air), -1 (After 6B) | | blockadv = +2 (Instant air), -1 (After 6B) | ||
| invul = | | invul = | ||
Line 794: | Line 814: | ||
| input = j.214BD | | input = j.214BD | ||
| images = XV_isla_j236bd_ima.png | | images = XV_isla_j236bd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j214bd_hb.png | ||
| damage = 138 (75+65) | | damage = 138 (75+65) | ||
| guard = High | | guard = High | ||
Line 801: | Line 821: | ||
| active = 5 (First hit) | | active = 5 (First hit) | ||
| recovery = 18 on ground | | recovery = 18 on ground | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+38) | ||
| blockadv = -2 (Instant air), -5 (After 6B) | | blockadv = -2 (Instant air), -5 (After 6B) | ||
| invul = | | invul = | ||
Line 817: | Line 837: | ||
| input = 236A | | input = 236A | ||
| images = XV_isla_236a_ima.png | | images = XV_isla_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_236a_hb.png, XV_isla_236a2_hb.png | ||
| damage = 60 | | damage = 60 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = super | | cancel = super | ||
| startup = 16 (Air), 19 (Ground) | | startup = 16 (Air), 19 (Ground) | ||
| active = Diagonal Projectile | | active = 13 (Diagonal Projectile) / 20 (Ground) | ||
| recovery = 30 | | recovery = 30 | ||
| hitadv = -7 (Earliest ground hit) | | hitadv = -7 (Earliest ground hit) to 13 (Max range) | ||
| blockadv = -9 (Earliest ground hit) | | blockadv = -9 (Earliest ground hit) to 11 (Max range) | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 | ||
Line 839: | Line 859: | ||
| input = 236C | | input = 236C | ||
| images = XV_isla_236a_ima.png | | images = XV_isla_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_236c_hb.png, XV_isla_236c2_hb.png | ||
| damage = 60 | | damage = 60 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = super | | cancel = super | ||
| startup = 16 (Air), 19 (Ground) | | startup = 16 (Air), 19 (Ground) | ||
| active = Diagonal Projectile | | active = 13 (Diagonal Projectile) / 20 (Ground) | ||
| recovery = 34 | | recovery = 34 | ||
| hitadv = -11 (Earliest ground hit) | | hitadv = -11 (Earliest ground hit) to 9 (Max range) | ||
| blockadv = -13 (Earliest ground hit) | | blockadv = -13 (Earliest ground hit) to 7 (Max range) | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 | ||
Line 861: | Line 881: | ||
| input = 236AC | | input = 236AC | ||
| images = XV_isla_236a_ima.png | | images = XV_isla_236a_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_236ac_hb.png, XV_isla_236ac2_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
| cancel = | | cancel = | ||
| startup = 16 (Air), 19 (Ground) | | startup = 16 (Air), 19 (Ground) | ||
| active = Diagonal Projectile | | active = 13 (Diagonal Projectile) / 31 (Ground) | ||
| recovery = | | recovery = 27 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+36) | ||
| blockadv = - | | blockadv = -7 (Earliest ground hit) to 17 (Max range) | ||
| invul = | | invul = | ||
| stun = 0 | | stun = 0 | ||
Line 884: | Line 904: | ||
| input = 623B | | input = 623B | ||
| images = XV_isla_623b_ima.png | | images = XV_isla_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_623b_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 891: | Line 911: | ||
| active = 6 | | active = 6 | ||
| recovery = 42 (23 on ground) | | recovery = 42 (23 on ground) | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+19) | ||
| blockadv = -29 | | blockadv = -29 | ||
| invul = Full body against non-projectile air moves: 1 to 11 (11 frames) | | invul = Full body against non-projectile air moves: 1 to 11 (11 frames) | ||
Line 906: | Line 926: | ||
| input = 623D | | input = 623D | ||
| images = XV_isla_623b_ima.png | | images = XV_isla_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_623d_hb.png | ||
| damage = 120 | | damage = 120 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 913: | Line 933: | ||
| active = 6 | | active = 6 | ||
| recovery = 46 (23 on ground) | | recovery = 46 (23 on ground) | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (19: Tech / 46: Non-tech) | ||
| blockadv = -33 | | blockadv = -33 | ||
| invul = Full Body: 1 to 17 (17 | | invul = Full Body: 1 to 17 (17 frames) | ||
| stun = 80 | | stun = 80 | ||
| guardDamage = 100 | | guardDamage = 100 | ||
Line 928: | Line 948: | ||
| input = 623BD | | input = 623BD | ||
| images = XV_isla_623b_ima.png | | images = XV_isla_623b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_623bd_hb.png | ||
| damage = 120 | | damage = 120 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 935: | Line 955: | ||
| active = 6 | | active = 6 | ||
| recovery = 42 (23 on ground) | | recovery = 42 (23 on ground) | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+26) | ||
| blockadv = -33 | | blockadv = -33 | ||
| invul = Full body against non-projectile air moves: 4 to 16 (13 frames) | | invul = Full body against non-projectile air moves: 4 to 16 (13 frames) | ||
Line 951: | Line 971: | ||
| input = 214B | | input = 214B | ||
| images = XV_isla_214b_ima.png | | images = XV_isla_214b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214b_hb.png, XV_isla_214b2_hb.png | ||
| damage = 80 | | damage = 80 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 957: | Line 977: | ||
| startup = 14 | | startup = 14 | ||
| active = 8 | | active = 8 | ||
| recovery = 16 | | recovery = 16 [24] | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+30) | ||
| blockadv = -5 | | blockadv = -5 | ||
| invul = | | invul = | ||
Line 973: | Line 993: | ||
| input = 214D | | input = 214D | ||
| images = XV_isla_214b_ima.png | | images = XV_isla_214b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214b_hb.png, XV_isla_214b2_hb.png | ||
| damage = 60 | | damage = 60 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 979: | Line 999: | ||
| startup = 18 | | startup = 18 | ||
| active = 8 | | active = 8 | ||
| recovery = 16 | | recovery = 16 [29] | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
Line 995: | Line 1,015: | ||
| input = 214BD | | input = 214BD | ||
| images = XV_isla_214b_ima.png | | images = XV_isla_214b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214bd_hb.png, XV_isla_214bd2_hb.png | ||
| damage = 60 | | damage = 60 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 1,001: | Line 1,021: | ||
| startup = 14 | | startup = 14 | ||
| active = 8 | | active = 8 | ||
| recovery = 16 | | recovery = 16 [24] | ||
| hitadv = -3 | | hitadv = -3 | ||
| blockadv = -5 | | blockadv = -5 | ||
Line 1,015: | Line 1,035: | ||
| input = 214B/D~D | | input = 214B/D~D | ||
| images = XV_isla_214k_d_ima.png | | images = XV_isla_214k_d_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214k_d_hb.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
Line 1,021: | Line 1,041: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 12 | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
Line 1,038: | Line 1,058: | ||
| input = 214D~A | | input = 214D~A | ||
| images = XV_isla_214d_a_ima.png | | images = XV_isla_214d_a_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214d_a_hb.png | ||
| damage = 60 | | damage = 60 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 1,044: | Line 1,064: | ||
| startup = 7 | | startup = 7 | ||
| active = 5 | | active = 5 | ||
| recovery = | | recovery = 29 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown (+29) | ||
| blockadv = -15 | | blockadv = -15 | ||
| invul = | | invul = | ||
Line 1,060: | Line 1,080: | ||
| input = 214BD~A | | input = 214BD~A | ||
| images = XV_isla_214d_a_ima.png | | images = XV_isla_214d_a_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214bd_a_hb.png | ||
| damage = 84 (20+30+40) | | damage = 84 (20+30+40) | ||
| guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | | guard = [[The_King_of_Fighters_XV/Defense#Mid|Mid]] | ||
Line 1,066: | Line 1,086: | ||
| startup = 7 | | startup = 7 | ||
| active = 3 (3) 2 (6) 3 | | active = 3 (3) 2 (6) 3 | ||
| recovery = | | recovery = 21 | ||
| hitadv = Ground Bounce (+68) | | hitadv = Ground Bounce (+68) | ||
| blockadv = -7 | | blockadv = -7 | ||
Line 1,083: | Line 1,103: | ||
| input = 214D~B | | input = 214D~B | ||
| images = XV_isla_214d_b_ima.png | | images = XV_isla_214d_b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214d_b_hb.png | ||
| damage = 40 | | damage = 40 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | ||
Line 1,089: | Line 1,109: | ||
| startup = 10 | | startup = 10 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 22 | ||
| hitadv = Soft Knockdown | | hitadv = Soft Knockdown (+23) | ||
| blockadv = - | | blockadv = -7 | ||
| invul = | | invul = | ||
| stun = 40 | | stun = 40 | ||
Line 1,105: | Line 1,125: | ||
| input = 214BD~B | | input = 214BD~B | ||
| images = XV_isla_214d_b_ima.png | | images = XV_isla_214d_b_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214bd_b_hb.png | ||
| damage = 60 | | damage = 60 | ||
| guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | | guard = [[The_King_of_Fighters_XV/Defense#Low|Low]] | ||
Line 1,111: | Line 1,131: | ||
| startup = 7 | | startup = 7 | ||
| active = 4 | | active = 4 | ||
| recovery = | | recovery = 17 | ||
| hitadv = Hard Knockdown (+53) | | hitadv = Hard Knockdown (+53) | ||
| blockadv = -2 | | blockadv = -2 | ||
Line 1,125: | Line 1,145: | ||
| input = 214D/BD~C | | input = 214D/BD~C | ||
| images = XV_isla_214d_c_ima.png | | images = XV_isla_214d_c_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214d_c_hb.png, XV_isla_214d_c2_hb.png | ||
| damage = | | damage = | ||
| guard = | | guard = | ||
Line 1,131: | Line 1,151: | ||
| startup = | | startup = | ||
| active = | | active = | ||
| recovery = | | recovery = 71 (12 on ground) | ||
| hitadv = | | hitadv = | ||
| blockadv = | | blockadv = | ||
| invul = | | invul = Full Body: 1 to 10 (10 frames) | ||
| stun = | | stun = | ||
| guardDamage = | | guardDamage = | ||
Line 1,149: | Line 1,169: | ||
| input = 236236B/D | | input = 236236B/D | ||
| images = XV_isla_236236k_ima.png | | images = XV_isla_236236k_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_236236k_hb.png, XV_isla_236236k2_hb.png | ||
| damage = 170 | | damage = 170 | ||
| guard = Mid | | guard = Mid | ||
Line 1,155: | Line 1,175: | ||
| startup = 12 | | startup = 12 | ||
| active = 22 | | active = 22 | ||
| recovery = | | recovery = 39 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown (+58) | ||
| blockadv = -46 | | blockadv = -46~-29 | ||
| invul = Full Body: 1 to | | invul = Full Body: 1 to 10 (10 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,171: | Line 1,191: | ||
| input = 236236BD | | input = 236236BD | ||
| images = XV_isla_236236k_ima.png | | images = XV_isla_236236k_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_236236bd_hb.png, XV_isla_236236bd2_hb.png | ||
| damage = 300 | | damage = 300 | ||
| guard = Mid | | guard = Mid | ||
Line 1,177: | Line 1,197: | ||
| startup = 10 | | startup = 10 | ||
| active = 31 | | active = 31 | ||
| recovery = | | recovery = 38 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown (+59) | ||
| blockadv = -54 | | blockadv = -54~-35 | ||
| invul = Full Body: 1 to 11 (11 | | invul = Full Body: 1 to 11 (11 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,194: | Line 1,214: | ||
| input = j.236236B/D | | input = j.236236B/D | ||
| images = XV_isla_236236k_ima.png | | images = XV_isla_236236k_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j236236k_hb.png | ||
| damage = 170 | | damage = 170 | ||
| guard = Mid | | guard = Mid | ||
Line 1,200: | Line 1,220: | ||
| startup = 12 | | startup = 12 | ||
| active = 21 | | active = 21 | ||
| recovery = | | recovery = 50 on ground | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = | | blockadv = -72 (Lowest height) | ||
| invul = Full Body: 1 to 3 (3 | | invul = Full Body: 1 to 3 (3 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,216: | Line 1,236: | ||
| input = j.236236BD | | input = j.236236BD | ||
| images = XV_isla_236236k_ima.png | | images = XV_isla_236236k_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_j236236bd_hb.png, XV_isla_j236236bd2_hb.png | ||
| damage = 300 | | damage = 300 | ||
| guard = Mid | | guard = Mid | ||
Line 1,222: | Line 1,242: | ||
| startup = 10 | | startup = 10 | ||
| active = 32 | | active = 32 | ||
| recovery = | | recovery = 50 on ground | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown | ||
| blockadv = | | blockadv = -72 (Lowest height) | ||
| invul = Full Body: 1 to 9 (9 | | invul = Full Body: 1 to 9 (9 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = | | guardDamage = | ||
Line 1,239: | Line 1,259: | ||
| input = 214214A/C | | input = 214214A/C | ||
| images = XV_isla_214214p_ima.png | | images = XV_isla_214214p_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214214p_hb.png | ||
| damage = 130 (10*6+70) | | damage = 130 (10*6+70) | ||
| guard = Mid | | guard = Mid | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 22 | ||
| recovery = | | recovery = 26 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown (+94) | ||
| blockadv = -15 | | blockadv = -15~-6 | ||
| invul = Full Body: 1 to | | invul = Full Body: 1 to 6 (6 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,261: | Line 1,281: | ||
| input = 214214AC | | input = 214214AC | ||
| images = XV_isla_214214p_ima.png | | images = XV_isla_214214p_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214214ac_hb.png, XV_isla_214214ac2_hb.png | ||
| damage = 260 (10*16+100) | | damage = 260 (10*16+100) | ||
| guard = Mid | | guard = Mid | ||
| cancel = advanced, climax | | cancel = advanced, climax | ||
| startup = 11 | | startup = 11 | ||
| active = | | active = 24 | ||
| recovery = | | recovery = 24 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown (+93) | ||
| blockadv = -25 | | blockadv = -25~-6 | ||
| invul = Full Body: 1 to | | invul = Full Body: 1 to 10 (10 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 | ||
Line 1,281: | Line 1,301: | ||
| input = 214236CD | | input = 214236CD | ||
| images = XV_isla_214236cd_ima.png | | images = XV_isla_214236cd_ima.png | ||
| hitboxes = | | hitboxes = XV_isla_214236cd_hb.png | ||
| damage = 450 (70+ | | damage = 450 ([70]+[120+280]) Min: 240 | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = | ||
| startup = 12 | | startup = 12 | ||
| active = 13 | | active = 13 | ||
| recovery = | | recovery = 48 | ||
| hitadv = Hard Knockdown | | hitadv = Hard Knockdown (+42) | ||
| blockadv = -42 | | blockadv = -42~-30 | ||
| invul = Full Body: 1 to 19 (19 | | invul = Full Body: 1 to 19 (19 frames) | ||
| stun = 0 | | stun = 0 | ||
| guardDamage = 0 | | guardDamage = 0 |
Latest revision as of 19:01, 8 November 2024
Close Standing Normals
cl.A
Isla isla_cla | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.A
cl.A close A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 4 | 6 | +5 | +3 | - | 30 | 60 |
cl.B
Isla isla_clb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.B
cl.B close B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Low | command | 5 | 4 | 8 | +3 | +1 | - | 30 | 60 |
cl.C
Isla isla_clc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.C
cl.C close C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 5 | 4 | 16 | +1 | -1 | - | 70 | 120 |
cl.D
Isla isla_cld | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
cl.D
cl.D close D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | command | 6 | 4 | 18 | -1 | -3 | - | 70 | 120 |
Far Standing Normals
st.A
Isla isla_sta | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.A
st.A stand A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 6 | 4 | 12 | -1 | -3 | - | 30 | 60 |
st.B
Isla isla_stb | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.B
st.B stand B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
30 | Mid | super | 6 | 4 | 11 | 0 | -2 | - | 30 | 60 |
st.C
Isla isla_stc | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
st.C
st.C stand C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | special | 12 | 4 | 19 | -2 | -4 | - | 70 | 120 |
st.D
Isla isla_std | ||||||||||
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st.D
st.D stand D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 7 | 6 | 21 | -6 | -8 | - | 70 | 120 |
Crouch Normals
cr.A
Isla isla_cra | ||||||||||
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2A
2A crouch A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
25 | Mid | command | 4 | 4 | 7 | +4 | +2 | - | 30 | 60 |
cr.B
Isla isla_crb | ||||||||||
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2B
2B crouch B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
15 | Low | super | 4 | 4 | 10 | +1 | -1 | - | 15 | 30 |
cr.C
Isla isla_crc | ||||||||||
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2C
2C crouch C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | command | 8 | 5 | 18 | 0 | -2 | - | 70 | 120 |
cr.D
Isla isla_crd | ||||||||||
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2D
2D crouch D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Low | command | 7 | 4 | 17 | Soft Knockdown (+28) | -2 | - | 70 | 120 |
jump normals
hop A
Isla isla_ha | ||||||||||
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h.A
h.A hop A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 6 | 4 | 1 on ground | - | - | - | 30 | 50 |
jump A
Isla isla_ja | ||||||||||
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j.A
j.A jump A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 6 | 6 | 1 on ground | - | - | - | 30 | 60 |
hop B
Isla isla_hb | ||||||||||
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h.B
h.B hop B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | High | - | 5 | 7 | 1 on ground | - | - | - | 30 | 50 |
jump B
Isla isla_jb | ||||||||||
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j.B
j.B jump B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | High | - | 5 | 7 | 1 on ground | - | - | - | 30 | 60 |
hop C
Isla isla_hc | ||||||||||
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h.C
h.C hop C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 5 | 1 on ground | - | - | - | 70 | 100 |
jump C
Isla isla_jc | ||||||||||
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j.C
j.C jump C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | High | - | 7 | 6 | 1 on ground | - | - | - | 70 | 120 |
hop D
Isla isla_hd | ||||||||||
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h.D
h.D hop D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 6 | 4 | 1 on ground | - | - | - | 70 | 100 |
jump D
Isla isla_jd | ||||||||||
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j.D
j.D jump D | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 | Mid | - | 6 | 4 | 1 on ground | - | - | - | 70 | 120 |
Command normals
Cloud
Isla isla_6b | ||||||||||
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6B
6B Cloud | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
45 | Mid | special | 17 | 4 | 20 | -2 | -5 | - | 40 | 80 |
Designs
Isla isla_3d | ||||||||||
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3D
3D Designs | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
65 [50] | Low | super | 12 [15] | 8 | 18 | -6~2 [SKD +28] | -8~0 | - | 60 | 100 |
Blowback
Blowback
Isla isla_cd | ||||||||||
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CD
CD Blowback | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | special | 14 | 5 | 25 | Wall Splat (Ground hit) / Soft Knockdown (Air hit) | -7 | - | 100 | 160 |
ShatterStrike
Isla isla_236cd | ||||||||||
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236CD
236CD ShatterStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
75 | Mid | - | 15 | 6 | 28 | Crumple (Ground Hit) / Wall Bounce (Air hit) | -10 | Armor: 4 to 14 (11 frames) | 0 | 200 |
AdvanceStrike
Isla isla_214cd | ||||||||||
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214CD
214CD AdvanceStrike | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 | Mid | - | 28 | 6 | 37 (on whiff) / Recovers faster on hit and block. | HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) | 3 | Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) | 0 | 150 |
hop CD
Isla isla_hcd | ||||||||||
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h.CD
h.CD hop CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | special | 13 | 5 | 1 on ground | Soft Knockdown | - | - | 80 | 120 |
jump CD
Isla isla_jcd | ||||||||||
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j.CD
j.CD jump CD | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
90 | Mid | special | 13 | 7 | 1 on ground | Soft Knockdown | - | - | 80 | 140 |
Rush
Rush 1
Isla isla_rush1 | ||||||||||
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c.AA
c.AA Rush 1 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
48 (25+25) | Mid | Rush | 6 | 4 | - | -5 | -7 | - | 30 | 120 (60+60) |
Rush 2
Isla isla_rush2 | ||||||||||
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c.AAX
c.AAX Rush 2 | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
70 (25+25+25) | Mid | Rush | 6 | 5 | - | -5 | -7 | - | 30 | 180 (60+60+60) |
Throws
All-City
Isla isla_cthrow | ||||||||||
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(close) 4/6C
(close) 4/6C All-City | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 (25+25+50) | N/A | - | 1 | 1 | 0 | Hard Knockdown (+50) | Unblockable | - | 0 | 0 |
Crossing Out
Isla isla_dthrow | ||||||||||
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(close) 4/6D
(close) 4/6D Crossing Out | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
100 (25+25+50) | N/A | - | 1 | 1 | 0 | Hard Knockdown (+39) | Unblockable | - | 0 | 0 |
Specials
Drips Forward
j.236A
Isla isla_j236a | ||||||||||
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j.236A
j.236A Drips Forward | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 12 on ground | - | - | - | - | - |
j.236C
Isla isla_j236c | ||||||||||
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j.236C
j.236C Drips Forward | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 12 on ground | - | - | - | - | - |
Drips Backward
j.214A
Isla isla_j214a | ||||||||||
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j.214A
j.214A Drips Backward | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 12 on ground | - | - | - | - | - |
Drips Vertical
j.214C
Isla isla_j214c | ||||||||||
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j.214C
j.214C Drips Vertical | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 12 on ground | - | - | - | - | - |
Piecing A
j.236B
Isla isla_j236b | ||||||||||
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j.236B
j.236B Piecing A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 14 | 61 (Active til landing) | 15 on ground | +4 (Instant air), 0 (After 6B) | +2 (Instant air), -2 (After 6B) | - | 60 | 60 |
j.236BD
Isla isla_j236bd | ||||||||||
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j.236BD
j.236BD Piecing A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
106~146 (20*4+70) | Mid | - | 11 | 61 (Active til landing) | 19 on ground | Soft Knockdown (+47) | -11 | - | 0 | 160~200 (20*4+120) |
Piecing B
j.236D
Isla isla_j236d | ||||||||||
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j.236D
j.236D Piecing B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
65 | Mid | super | 22 | 13 | 17 on ground | Soft Knockdown | -6 (Point-blank at lowest height), +1 (Spaced at the tip) | - | 60 | 60 |
Piecing C
j.214B/D
Isla isla_j214b/d | ||||||||||
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j.214B/D
j.214B/D Piecing C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | High | super | 21 | 5 | 14 on ground | Soft Knockdown [] (After 6B) | +2 (Instant air), -1 (After 6B) | - | 60 | 60 |
j.214BD
Isla isla_j214bd | ||||||||||
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j.214BD
j.214BD Piecing C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
138 (75+65) | High | - | 21 | 5 (First hit) | 18 on ground | Soft Knockdown (+38) | -2 (Instant air), -5 (After 6B) | - | 0 | 80 |
Fill-in
236A
Isla isla_236a | ||||||||||
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236A
236A Fill-in | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 16 (Air), 19 (Ground) | 13 (Diagonal Projectile) / 20 (Ground) | 30 | -7 (Earliest ground hit) to 13 (Max range) | -9 (Earliest ground hit) to 11 (Max range) | - | 40 | 40 |
236C
Isla isla_236c | ||||||||||
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236C
236C Fill-in | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 16 (Air), 19 (Ground) | 13 (Diagonal Projectile) / 20 (Ground) | 34 | -11 (Earliest ground hit) to 9 (Max range) | -13 (Earliest ground hit) to 7 (Max range) | - | 40 | 40 |
236AC
Isla isla_236ac | ||||||||||
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236AC
236AC Fill-in | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | - | 16 (Air), 19 (Ground) | 13 (Diagonal Projectile) / 31 (Ground) | 27 | Soft Knockdown (+36) | -7 (Earliest ground hit) to 17 (Max range) | - | 0 | 80 |
Scribe
623B
Isla isla_623b | ||||||||||
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623B
623B Scribe | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 10 | 6 | 42 (23 on ground) | Soft Knockdown (+19) | -29 | Full body against non-projectile air moves: 1 to 11 (11 frames) | 80 | 100 |
623D
Isla isla_623d | ||||||||||
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623D
623D Scribe | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
120 | Mid | super | 12 | 6 | 46 (23 on ground) | Soft Knockdown (19: Tech / 46: Non-tech) | -33 | Full Body: 1 to 17 (17 frames) | 80 | 100 |
623BD
Isla isla_623bd | ||||||||||
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623BD
623BD Scribe | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
120 | Mid | - | 14 | 6 | 42 (23 on ground) | Soft Knockdown (+26) | -33 | Full body against non-projectile air moves: 4 to 16 (13 frames) | 0 | 120 |
To Front
214B
Isla isla_214b | ||||||||||
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214B
214B To Front | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
80 | Mid | super | 14 | 8 | 16 [24] | Soft Knockdown (+30) | -5 | - | 80 | 100 |
214D
Isla isla_214d | ||||||||||
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214D
214D To Front | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 18 | 8 | 16 [29] | -3 | -5 | - | 60 | 80 |
214BD
Isla isla_214bd | ||||||||||
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214BD
214BD To Front | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | - | 14 | 8 | 16 [24] | -3 | -5 | - | 0 | 100 |
Brake
214B/D~D
Isla isla_214b/d_d | ||||||||||
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214B/D~D
214B/D~D Brake | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 12 | - | - | - | - | - |
Throwie A
214D~A
Isla isla_214d_a | ||||||||||
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214D~A
214D~A Throwie A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Mid | super | 7 | 5 | 29 | Hard Knockdown (+29) | -15 | - | 60 | 80 |
214BD~A
Isla isla_214bd_a | ||||||||||
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214BD~A
214BD~A Throwie A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
84 (20+30+40) | Mid | - | 7 | 3 (3) 2 (6) 3 | 21 | Ground Bounce (+68) | -7 | - | 0 | 120 (40+40+40) |
Throwie B
214D~B
Isla isla_214d_b | ||||||||||
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214D~B
214D~B Throwie B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
40 | Low | super | 10 | 4 | 22 | Soft Knockdown (+23) | -7 | - | 40 | 60 |
214BD~B
Isla isla_214bd_b | ||||||||||
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214BD~B
214BD~B Throwie B | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
60 | Low | - | 7 | 4 | 17 | Hard Knockdown (+53) | -2 | - | 0 | 60 |
Throwie C
214D/BD~C
Isla isla_214d/bd_c | ||||||||||
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214D/BD~C
214D/BD~C Throwie C | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
- | - | - | - | - | 71 (12 on ground) | - | - | Full Body: 1 to 10 (10 frames) | - | - |
Supers
Back to Back
236236B/D
Isla isla_236236b/d | ||||||||||
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236236B/D
236236B/D Back to Back | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
170 | Mid | advanced, climax | 12 | 22 | 39 | Hard Knockdown (+58) | -46~-29 | Full Body: 1 to 10 (10 frames) | 0 | 0 |
236236BD
Isla isla_236236bd | ||||||||||
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236236BD
236236BD Back to Back | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
300 | Mid | climax | 10 | 31 | 38 | Hard Knockdown (+59) | -54~-35 | Full Body: 1 to 11 (11 frames) | 0 | 0 |
Air Back to Back
j.236236B/D
Isla isla_j236236b/d | ||||||||||
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j.236236B/D
j.236236B/D Air Back to Back | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
170 | Mid | - | 12 | 21 | 50 on ground | Hard Knockdown | -72 (Lowest height) | Full Body: 1 to 3 (3 frames) | 0 | 0 |
j.236236BD
Isla isla_j236236bd | ||||||||||
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j.236236BD
j.236236BD Air Back to Back | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
300 | Mid | - | 10 | 32 | 50 on ground | Hard Knockdown | -72 (Lowest height) | Full Body: 1 to 9 (9 frames) | 0 | - |
Wild Style
214214A/C
Isla isla_214214a/c | ||||||||||
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214214A/C
214214A/C Wild Style | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
130 (10*6+70) | Mid | advanced, climax | 13 | 22 | 26 | Hard Knockdown (+94) | -15~-6 | Full Body: 1 to 6 (6 frames) | 0 | 0 |
214214AC
Isla isla_214214ac | ||||||||||
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214214AC
214214AC Wild Style | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
260 (10*16+100) | Mid | advanced, climax | 11 | 24 | 24 | Hard Knockdown (+93) | -25~-6 | Full Body: 1 to 10 (10 frames) | 0 | 0 |
Climax super
King of Piece: I&A
Isla isla_214236cd | ||||||||||
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214236CD
214236CD King of Piece: I&A | ||||||||||
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 10 is 1%. | Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty. | Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special, command, and/or super cancelable. Empty means it cannot be canceled at all. | StartupNumber of frames for the move to become active, first active frame included. | Activex, (y), z means the move has two his. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for. | RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. | Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent. | Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent. | Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used when matching the frame range. | StunAmount of stun damage done | Guard DamageDamage done to the guard bar when blocked |
450 ([70]+[120+280]) Min: 240 | Mid | - | 12 | 13 | 48 | Hard Knockdown (+42) | -42~-30 | Full Body: 1 to 19 (19 frames) | 0 | 0 |