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  |description= * Enter move description here.
  |description= * Standard anti-hop normal. Able to hit crouching opponents too.
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  |description= * Enter move description here.
  |description= * Good close range harassment poke. Not much reward without spending meter.
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  |description= * Enter move description here.
  |description= * Incredible poke that can be canceled into qcf B on block or hit for easy confirms. Covers hops very effectively and is very difficult (in many cases impossible without meter) to whiff punish on reaction. Vulnerable to being jumped over but the opponent must input the jump before any visual indication of this move coming out.
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  |description= * Enter move description here.
  |description= * Situational anti-air button that hits right above and in front of Isla's head. Stops hops and some jump ins but somewhat difficult to use because she isn't invincible and doesn't lower her hurtbox while performing this move.
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  |description= * Enter move description here.
  |description= * Fairly standard close A. Has a good hitbox above her head which makes it a serviceable anti-air in some situations. Can be canceled into forward+B during pressure sequences to access her jumping special moves.
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Revision as of 15:10, 20 December 2021

Introduction

Isla is an extremely energetic graphic artist based in South America. Though she lives a life of solitude, she has developed a deep and trusting relationship with her phantom arms, Amanda.

However, when push comes to shove, Isla is no joke as she uses Amanda and her spray cans to mix up whoever gets in her way. She has a bright and cheery personality, but for some reason, she seems to really have it out for Shun’ei.

Isla is a highly mobile character with excellent pokes to complement her tricky approach options. Her high run speed and variety of ways to attack from different air angles makes her offense difficult to predict while her formidable pokes and unorthodox fireball can help convince the opponent to stand still long enough for Isla to get her rushdown game started. Isla spends meter quite effectively but isn't helpless without it as many of her meterless combos can end with a hard knockdown into a safe jump. On defense she has an above-average suite of anti-air normals but her full-body invincible reversal (dp+D) is rather slow and has a blind spot very close to the ground allowing some characters to low-profile it with certain moves.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

(Air OK) = Can be done on both the ground and in the air.

Throws

All-City - / +

Crossing Out - / +

Command Normals

Cloud - +

Designs - +

Special Moves

Drips Forward - + / (Midair Only)

Drips Backward - + (Midair Only)

Drips Vertical - + (Midair Only)

Piecing A - + (Midair Only) (*)

Piecing B - + (Midair Only)

Piecing C - + / (Midair Only) (*)


Fill-in - + / (*)

Scribe - + / (*)


To Front - + / (*)

┗Brake -
┗Throwie A - (After To Front or EX)
┗Throwie B - (After To Front or EX)
┗Throwie C - (After To Front or EX)
┗Piecing A - + (*)
┗Piecing B - +
┗Piecing C - [image:qcb.gif]] + / (*)

Super Special Moves

Back to Back - + / (Air OK) (!)

Wild Style - + / (!)

Climax Super Special Moves

King of Piece: I&A - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

cl. C, fwd+A, air qcb B/D
cr. B, cr. A, qcf B

( = 184
( = 125

1 Meter

cr. B, cr. A, qcf B, qcf qcf A/C, qcf D, A
cl. C, fwd+A, air qcf BD, dp BD, air qcf D

( = 302
( = 351

1.5 Meter

cl. C, fwd+A, air qcf BD, dp D, air qcf qcf B/D
cr. B, cr. A, qcf BD, A, dp B, air qcf qcf B/D

( = 430
( = 344

2 Meters

df+D, quick max, cl. C, fwd+A, air qcf BD, dp BD, air qcf D, air qcf qcf B/D
cl. C, fwd+A, air qcf BD, dp BD, air qcf D, air qcf qcf B/D

( = 449
( = 470

3 Meters

far C, qcf B, qcf qcf A/C, qcf D, qcf qcf BD
df+D, quick max, cl. C, qcf B, qcf qcf A/C, qcf D, qcb hcf CD

( = 518
( = 568

Gameplay Overview

Far C with qcf+B buffered behind it is an excellent poke that is safe on block and difficult to punish. Many of her air specials alter her jumping trajectory and allow her to approach unpredictably from the air. Jump CD can be canceled into air specials which allows her to add another layer of unpredictability to her offense while safe behind the long blockstun of the jump CD. Jump D is an unorthodox jumping normal which hits at a downwards angle behind her. This uniquely gives her a way to attack from nasty crossup ranges similarly to Iori's j. back+B.

She has an exceptional stand CD with ways to convert stray grounded hits into combos from almost any position on screen.

Isla's combos are highly versatile and she has options to spend just about any quantity of meter off of most situations to perfectly cash out your resources into damage and okizeme as the situation necessitates.

cr. C, cl. C, stand A, and all her jumping buttons besides j. D are good at controlling the air. Additionally she has an upper-body invincible dp (dp+B) which hits at a decent angle in above her head. Her dp is somewhat slow which makes it more difficult - though not impossible - to use as an anti-hop tool.

Isla's reversal options are relatively weak with dp+D being her only meterless option with full-body invincibility. Like dp+B her dp+D is rather slow and susceptible to being low profiled by some characters. Her qcfqcf BD super has considerable invincibility and moves her forwards quite a bit before losing invincibility. Qcfqcf AC has strike invincibility until startup but does nothing if it trades. It does have full projectile invincibility which makes it quite useful for punishing fireballs on reaction from about half to 3/4 screen distance and leads to better damage than qcfqcf BD because Isla can juggle into qcf D afterwards.


Normals

Far Standing Normals

Far A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Standard anti-hop normal. Able to hit crouching opponents too.


Far B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Good close range harassment poke. Not much reward without spending meter.


Far C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Incredible poke that can be canceled into qcf B on block or hit for easy confirms. Covers hops very effectively and is very difficult (in many cases impossible without meter) to whiff punish on reaction. Vulnerable to being jumped over but the opponent must input the jump before any visual indication of this move coming out.


Far D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Situational anti-air button that hits right above and in front of Isla's head. Stops hops and some jump ins but somewhat difficult to use because she isn't invincible and doesn't lower her hurtbox while performing this move.


Close Standing Normals

Close A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Fairly standard close A. Has a good hitbox above her head which makes it a serviceable anti-air in some situations. Can be canceled into forward+B during pressure sequences to access her jumping special moves.


Close B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Close C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Close D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch Normals

Crouch A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crouch D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump Normals

Jump A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump C
Damage Stun Startup Active Recovery Hit Adv Block Adv Hitbox Invincibility
- - - - - - - - -
  • Enter move description here.


Jump D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop Normals

Hop A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Blowback

Stand CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Jump CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Hop CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Throws

All-City
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Crossing Out
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

Cloud
6B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Designs
6D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Special Moves

Drips Forward
j.236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Drips Backward
j.214A
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Drips Vertical
j.214C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Piecing A
j.236B
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Piecing B
j.236D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Piecing C
j.214B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Fill-In
236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.



Scribe
623B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


To Front
236B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Brake
D during To Front
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Throwie A
A after D or EX To Front
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Throwie B
B after D or EX To Front
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Throwie C
C after D or EX To Front
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Piecing A
236B after Throwie C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Piecing B
236D after Throwie C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Piecing C
214B/D after Throwie C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

Back to Back
j.236236B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Wild Style
236236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


King of Piece:I&A
2141236CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Misc

Safe jumps on hard knockdown:

Forward throw: Running hyper hop forward (out of range for reversal throw if done midscreen) Backward throw: Wait for a moment and super jump (out of range for reversal throw if done midscreen) qcf D, A: Wait for a moment and forward hop qcf BD, B: cr. A, hyper hop forward air qcb B/D (on standing or crouching opponent): Wait for a moment, cr. A, forward hop

Safe jumps on soft knockdown with recovery roll: qcf B: Immediate hyper hop forward (Must connect early to be in range)


Videos

Isla Reveal Trailer

Navigation

The King of Fighters XV
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