* Incredible poke that can be canceled into qcb 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.
* Incredible poke that can be canceled into qcb B on block or hit for easy confirms. Very difficult (in many cases impossible without meter) to whiff punish on reaction. Vulnerable to being jumped or hopped over but the opponent must input the jump before any visual indication of this move coming out.
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 - (close) / +
Crossing Out - (close) / +
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 - + / (*)
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+B, air qcb+B/D
cr. B, cr. A, qcb B
( = 184
( = 125
1 Meter
cr. B, cr. A, qcb B, qcb qcb A/C, qcb D, A
cl. C, fwd+B, air qcf BD, dp BD, air qcf D
( = 302
( = 351
1.5 Meter
cl. C, fwd+B, air qcf BD, dp D, air qcf qcf B/D
cr. B, cr. A, qcb BD, A, dp B, air qcf qcf B/D
( = 430
( = 344
2 Meters
df+D, quick max, cl. C, fwd+B, air qcf BD, dp BD, air qcf D, air qcf qcf B/D
cl. C, fwd+B, air qcf BD, dp BD, air qcf D, air qcf qcf B/D
Far C with qcb+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 remaining relatively safe behind the long blockstun of the jump CD. Counterhit jump CD's can be picked up into juggles with qcb B from midscreen or dp D near the corner. Jump D is an unorthodox jumping normal which hits at a downwards angle behind her. This uniquely gives her a way to attack from nasty crossup ranges similarly to Iori's j. 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 upwards angle above and in front of her. Her dp is somewhat slow which makes it more difficult - though not impossible - to use as an anti-hop tool.
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. Qcbqcb 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 qcb D afterwards.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
6
4
12
-1
-3
-
30
60
Standard anti-hop normal. Able to hit crouching opponents too.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Mid
super
6
4
11
0
-2
-
30
60
Good close range harassment poke. Not much reward without spending meter but useful for halting enemy movement and resetting to neutral situation.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
special
12
4
19
-2
-4
-
70
120
Incredible poke that can be canceled into qcb B on block or hit for easy confirms. Very difficult (in many cases impossible without meter) to whiff punish on reaction. Vulnerable to being jumped or hopped over but the opponent must input the jump before any visual indication of this move coming out.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
super
7
6
21
-6
-8
-
70
120
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
4
6
+5
+3
-
30
60
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Low
command
5
4
8
+3
+1
-
30
60
Standing low that can be chained into other lights. Very useful button for establishing close-range pressure and a potential combo starter as well.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
command
5
4
16
+1
-1
-
70
120
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
command
6
4
18
-1
-3
-
70
120
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. Does more damage than close C which makes it useful for punishes.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Fantastic air-to-ground button. Vertical range is pretty large and begins large combos. Might be able to instant overhead some characters (didn't think to test this)
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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.
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 or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. 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 to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
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 while the hopping version is especially useful for applying quick, hard-to-stop pressure.
Throws
All-City
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Given how useful Isla's C buttons are, this throw will be a common sight. Hard knockdown allows for a safejump that can leave Isla outside of opponent's (normal) throw range even if Isla doesn't perform a jumping attack. The safe jump loses that anti-reversal throw property if the opponent is thrown close to the corner.
Crossing Out
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Useful throw for repositioning self or opponent but somewhat higher risk due to the less versatile/forgiving nature of Isla's D normals. Also allows for a safe jump that leaves Isla outside of opponent's throw range if performed mid screen. Like C throw, if opponent is thrown into the corner the safe jump might lose to wakeup reversal throw if done empty.
Command Moves
Cloud f+B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
45
40
17
-
-
-
-5
Some low invulnerability. Allows Isla to access her air special moves in the middle of combos and blockstrings. This makes her pressure less linear and her combos more rewarding. Combos off of close heavy normals as well as cr. C.
Designs df+D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
65
60
15
-
-
-
-7~0
Slide designed to sneak in an unexpected low if done raw or as combo filler for quick max routes. Highly effective low poke especially when backed up with 2+ bar for quick max to keep it safe or convert into damage. Doesn't low profile very well (needs more testing)
Special Moves
Drips Forward
Drips Forward j.qcf+A/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
A
-
-
-
-
-
-
-
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
C
-
-
-
-
-
-
-
Isla jumps forward off the purple hands in midair. Button strength controls distance with A going far and C going short. Isla is allowed to perform a jumping normal afterwards. This move is useful for altering her air trajectory and attacking at unexpected times and angles.
Drips Backward
Drips Backward j.qcb+A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
The reverse of j. qcf A/C - this move makes Isla jump backwards off the purple hands in midair instead of forwards.
Drips Vertical
Drips Vertical j.qcb+C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Isla jumps vertically off the purple hands in midair.
Piecing A
Piecing A j.qcf+B/BD
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
B
80
60
14
-
-
-
-
Isla performs a dive kick aimed at an angle down and in front of her. Slightly negative on block which makes it useful for ending forward+B pressure sequences while minimizing risk at farther spacings. Punishable if done too close. Can be performed from a backdash.
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
BD
20*2+70
0
11
-
-
-
-
EX version is useful in combos as it gains a followup that launches the opponent into the air. Becomes unsafe on block.
Piecing B
Piecing B j.qcf+D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
65/20*2+70
60/0
24/11
-
-
-
-
Isla performs an arcing drop kick that propels her horizontally some distance while falling. Covers a large amount of space depending on the height from which it was performed and is safe on block with a bit of spacing. Can be canceled into her jumping qcf qcf B/D/BD super on hit. Can be performed from a backdash.
Piecing C
Piecing C j.qcb+B/D
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
B
80
60
21
-
-
-
-
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
D
80
60
21
-
-
-
-
Isla briefly halts her air momentum and attacks directly beneath her. Hits overhead and is especially useful for double "overhead" sequences by canceling jump CD or forward+B on block to sneak in an overhead. Awards a hard knockdown on hit which allows for safe jumps. Also safe on block (I think - someone confirm)
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
BD
138
0
21
-
-
-
-
EX version gains a followup that launches the opponent but requires opponent to be cornered to continue combos. Becomes unsafe on block (I think)
Fill-In
Fill-In qcf+A/C/AC
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
A
60
40
19
-
-
-
-9
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
C
60
40
19
-
-
-
-15
Angled fireball that launches towards the ground at an angle from high above Isla's head. Angle is determined by button strength with A going short and C going long. Upon contact with the ground the can explodes expelling another hitbox on the ground for a short time and distance past the initial contact point. The can itself also has a hitbox which allows this move to anti-air reasonably well if done proactively. Projectile hits can be canceled into super.
Version
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
AC
80
0
19
-
-
-
-9
EX version's followup paint explosion travels much faster and farther. Also gains more projectile durability (I'm pretty sure but didn't test)
Scribe
Scribe dp+B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
80/120/120
80/80/0
10/12/14
-
-
-
-29/-33/-33
Isla's "dragon punch" move. Does not become active until Isla is about 90 degrees in to her backflip which makes this move feel somewhat sluggish. B version is faster and has upper-body invincibility which makes it a good anti-air while D version is slower but has full body invincibility. D version is her best meterless reversal option on wakeup or during block pressure.
EX version is only upper-body invincible and even slower than both versions making it a poor reversal but allows Isla to act in the air after she completes her backflip. She can combo into j. qcf D on hit.
To Front
To Front qcb+B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
80/60/60
80/60/0
14/18/14
-
-
-
-5/-5/-5
B version makes Isla dash forward and perform a kick if she reaches her opponent during the dash. If she doesn't then she enters a fairly long recovery period. D version is slower to start up than B but also has followups which will be discussed below.
Brake D during To Front
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Isla halts her forward dash and is able to act again after a brief recovery.
Throwie A A after D or EX To Front
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
60/90
60/0
7/7
-
-
-
-15/-8
The purple hands hit the opponent for a hard knockdown. Combos on hit and is the preferred meterless ender for qcb D. Punishable on block.
If done after qcb BD the purple hands dribble the opponent and leave them in a ground bounce state allowing Isla to juggle into dp+B or any normal for a reset.
Throwie B B after D or EX To Front
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
40/60
40/0
10/7
-
-
-
-7/-2
The purple hands perform a quick sweep leading to a soft knockdown on hit. Combos on hit but highly punishable on block making this a risky move to perform especially because defending against it is trivial.
EX version is safe on block.
Throwie C C after D or EX To Front
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Isla jumps forward off the purple hands. While airborne she is able to perform her air special moves that don't involve jumping off the hands.
If done after qcb BD Isla has access to her jumping normals as well.
Piecing A qcf+B after Throwie C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
80
60
14
-
-
-
-
Probably has the same properties as air qcf B.
Piecing B qcf+D after Throwie C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
65/20n+70
60
24/11
-
-
-
-
Probably has the same properties as air qcf D.
Piecing C qcb+B/D after Throwie C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
80/138
60/0
21/21
-
-
-
-
Probably has the same properties as air qcb B/D.
Super Special Moves
Back to Back (j.)qcfx2+B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
170/300
-
12/10
-
-
-
-46/-54
Ground version: Isla launches herself horizontally full screen. Best use case is likely to end combos after you've already hit them with the qcbqcb+A/C super. Leads to a safe jump. EX version is fully invincible.
Air version: Isla launches herself horizontally full screen. Can be useful for catching people committing to jumps but most frequently will be used to end combos. EX version probably invincible. Usually side switches and poor frame advantage afterwards.
Wild Style qcbx2+A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
110/240
-
13/11
-
-
-
-15/-25
The purple hands extend horizontally from Isla for a bit and a successful hit leads to an animation super. Isla can combo after this super finishes. EX version gains some strike invincibility and full projectile invincibility. Useful to punish fireballs from about half screen.
King of Piece:I&A qcb,hcf+CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
450
-
12
-
-
-
-42
Fully invincible and hits a short distance in front of Isla. Fairly standard climax super.
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)
qcb D, A: Wait for a moment and forward hop
qcb 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:
qcb B: Immediate hyper hop forward (Must connect early to be in range)