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XV Broken/Isla: Difference between revisions
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|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. | |description= * Fairly standard close A. Chains into other lights making it a good button in pressure sequences as stray hits can lead into combos. 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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|description= * | |description= * Standing low that can be chained into other lights. Very useful button for establishing close-range pressure and a potential combo starter as well. | ||
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|description= * | |description= * Phenomenal speed and vertical range while also being cancelable into forward+B and any special/super. Cancelability makes it useful in blockstrings to continue pressure if opponent blocks and on hit can convert into high reward. Speed and verticality allow this button to work well as an anti-air in some situations. | ||
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|description= * | |description= * In many ways this button can be seen as a strictly worse option to close C. Shares many of the same properties (cancelability, fast, vertical) but activation range feels shorter (needs testing!) and vertical hitbox is not nearly as pronounced as close C. Probably does more damage than close C which makes it useful for punishes. | ||
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|description= * | |description= * Relatively standard crouch A. Especially useful to end light chains as it hits from a decent range and is cancelable. Shares many similarities with other cancelable light normals as far as usage. | ||
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|description= * | |description= * Good range, low, and chainable. Similar usage as crouch A except more useful near the beginning of chains due to its low property as well as the fact that it isn't special/super cancelable. | ||
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|description= * | |description= * Solid anti-air. Can be canceled into specials to juggle anti-aired opponents on counterhit and can also be chained into forward+B on grounded hit for big reward or pressure on block. | ||
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|description= * | |description= * Fairly standard KOF sweep but also lacking in range. Short range limits its use as a mid range low poke but remains useful as a staggered low option to catch opponents standing or trying to act during block pressure. Special cancel property allows Isla to end her pressure safely. | ||
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|description= * | |description= * Great horizontal range and speed. Excels at air-to-air exchanges where opponent is about level with Isla. | ||
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|description= * | |description= * Fast air-to-ground normal that can cross up ambiguously. Converting crossup hits into combos requires late jump in timing. Also useful for hitting air-to-air when Isla is above the opponent. | ||
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|description= * | |description= * Fantastic air-to-ground button. Vertical range is pretty large and begins large combos. | ||
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|description= * | |description= * Isla kicks in the opposite direction that she is facing. This move is designed to be used after Isla jumps over the opponent. Strong combo starter but requires a hit closer to the ground in order to convert. Also good to use if opponent crosses under Isla's jumps to make her intended jump in whiff. | ||
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|description= * | |description= * Great horizontal range and speed. Excels at air-to-air exchanges where opponent is about level with Isla. Hop version is especially useful to put a relatively large hitbox on the screen at a spacing that many characters like to occupy. | ||
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|description= * | |description= * Fast air-to-ground normal that can cross up ambiguously. Converting crossup hits into combos requires late jump in timing. | ||
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|description= * | |description= * Fantastic air-to-ground button. Vertical range is pretty large and begins large combos. | ||
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|description= * | |description= * Isla kicks in the opposite direction that she is facing. This move is designed to be used after Isla jumps over the opponent. Strong combo starter but requires a hit closer to the ground in order to convert. (Remember that you cannot hop over opponents that are knocked down!) Very useful for hopping over an opponent who is crouching expecting a low light chain but requires some conditioning. | ||
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|description= * | |description= * Average startup but incredible range and hitbox. Isla can convert stray grounded stand CD hits into combos from just about anywhere on screen. Having meter gives her more potential conversions. | ||
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|description= * | |description= * Decent angle for both air-to-air as well as air-to-ground. Isla's suite of air specials combined with this button's special cancelable property and long blockstun makes this an incredible tool for applying pressure on blocking opponents. Jumping version will likely be used more often to control space than to explicitly attack. | ||
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|description= * | |description= * Decent angle for both air-to-air as well as air-to-ground. Isla's suite of air specials combined with this button's special cancelable property and long blockstun makes this an incredible tool for applying pressure on blocking opponents. Hopping version is especially useful for applying quick, hard-to-stop pressure. | ||
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Revision as of 15:49, 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+B, 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+B, air qcf BD, dp D, air qcf qcf B/D |
( = 430 |
2 Meters |
df+D, quick max, cl. C, fwd+B, 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)