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XV Broken/Isla: Difference between revisions
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|description= * | |description= * Standard anti-hop normal. Able to hit crouching opponents too. | ||
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|description= * | |description= * Good close range harassment poke. Not much reward without spending meter. | ||
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|description= * | |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= * | |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= * | |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
Command Normals
Special Moves
Drips Forward - + / (Midair Only)
Drips Backward - + (Midair Only)
Drips Vertical - + (Midair Only)
Piecing A - + (Midair Only) (*)
Piecing C - + / (Midair Only) (*)
- ┗Brake -
- ┗Throwie A - (After To Front or EX)
- ┗Throwie B - (After To Front or EX)
- ┗Throwie C - (After To Front or EX)
Super Special Moves
Back to Back - + / (Air OK) (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
cl. C, fwd+A, air qcb B/D |
( = 184 |
1 Meter |
cr. B, cr. A, qcf B, qcf qcf A/C, qcf D, A |
( = 302 |
1.5 Meter |
cl. C, fwd+A, air qcf BD, dp D, air qcf qcf B/D |
( = 430 |
2 Meters |
df+D, quick max, cl. C, fwd+A, air qcf BD, dp BD, air qcf D, air qcf qcf B/D |
( = 449 |
3 Meters |
far C, qcf B, qcf qcf A/C, qcf D, qcf qcf BD |
( = 518 |
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 |
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Far B |
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Far C |
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Far D |
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Close Standing Normals
Close A |
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Close B |
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Close C |
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Close D |
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Crouch Normals
Crouch A |
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Crouch B |
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Crouch C |
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Crouch D |
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Jump Normals
Jump A |
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Jump B |
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Jump C |
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Jump D |
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Hop Normals
Hop A |
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Hop B |
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Hop C |
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Hop D |
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Blowback
Stand CD |
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Jump CD |
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Hop CD |
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Throws
All-City |
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Crossing Out |
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Command Moves
Cloud 6B |
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Designs 6D |
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Special Moves
Drips Forward j.236A/C |
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Drips Backward j.214A |
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Drips Vertical j.214C |
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Piecing A j.236B |
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Piecing B j.236D |
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Piecing C j.214B/D |
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Fill-In 236A/C |
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Scribe 623B/D |
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To Front 236B/D |
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Brake D during To Front |
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Throwie A A after D or EX To Front |
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Throwie B B after D or EX To Front |
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Throwie C C after D or EX To Front |
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Piecing A 236B after Throwie C |
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Piecing B 236D after Throwie C |
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Piecing C 214B/D after Throwie C |
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Super Special Moves
Back to Back j.236236B/D |
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Wild Style 236236A/C |
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King of Piece:I&A 2141236CD |
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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)