| cl.D > 6B || 122 || Most damaging combo starter. Use when you can in punishes. Otherwise a worse cl.C.
| cl.D > 6B || 122 || Most damaging combo starter. Use when you can in punishes. Otherwise a worse cl.C.
|-
|-
| 2C || 70 || Good jump-in follow-up. 2 Hits give you extra time to confirm. Best used to confirm into a grounded special when outside of cl.C > 6B range.<br/>Combos into 6B but you're always better off using cl.C for that.<br/>'''Does not work with any generic "Heavy Starter" combo listed below.'''
| 2C || 70 || Just a slightly slower cl.C. easier to confirm from thanks to being 2 Hits. Best used to confirm into a grounded special when outside of cl.C > 6B range.<br/>'''Does not work with any generic "Heavy Starter" combo listed below.'''
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be canceled before it finishes.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input.
X * N
Repeat 'X' input 'N' amount of times.
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2B > f.A
80
Fantastic low light confirm thanks to f.A's great range and good cancel routes.
j.A/B/C > f.A
63/93
Another amazing starter that combines both the speed and range of her jump-ins with the amazing range of her far A. You can pick up combos from incredibly spaced jump-ins.
f.C
70
Long and cancelable button that uses mostly the same cancels as f.A. Single hit confirmable into 214B and 214BD.
Heavy Starters
Combo
Damage
Notes
j.C/D > cl.C > 6B
176
Standard jump-in starter. 6B will whiff at some ranges even when cl.C hits. Try to recognise this spacing and opt for a different combo after cl.C. If 6B connects on block, cancel into 236B for safety. 6B may whiff in some strings leaving Isla very vulnerable.
cl.D > 6B
122
Most damaging combo starter. Use when you can in punishes. Otherwise a worse cl.C.
2C
70
Just a slightly slower cl.C. easier to confirm from thanks to being 2 Hits. Best used to confirm into a grounded special when outside of cl.C > 6B range. Does not work with any generic "Heavy Starter" combo listed below.
Other Starters
Combo
Damage
Notes
CD
75
3D > MAX
65
Low with great range. Good pressure starter if blocked. Does not low profile as much as you'd think.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
6B Notes
6B combos from c.C, c.D, and both hits of 2C.
6B chains for a lose frame trap from c.A, c.B, 2A, f.A.
Loses to 4 frame buttons
Loses to reversals
Trades with 5 frame attacks
Beats 6 frames or slower
6B is special cancelable into all of her air specials as she is considered airborne during this move.
j.236BD is commonly used for extensions after 6B.
j.214B/D is used for hard knockdowns after 6B, is an overhead, and is generally safe on block due to pushback.
Other Notes
c.C is one frame faster than 2C or c.D and is generally recommended after jump-ins.
c.D has 10 more damage but is generally only recommended for hard punishes up close
Jump-ins add ~50 damage to the combos listed below noted by ...
Rush Auto Combo
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
cl.A > A > A > B
138
0
Anywhere
Rush combo ending in a special move
cl.A > A > A > C
214
1
Anywhere
Rush combo ending in a super
cl.A > A > A > D
325
2
Anywhere
Rush combo ending in a Max super
cl.A > A > A > A
449
3
Anywhere
Rush combo ending in a Climax super
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
2B, 2B, > f.A > 214B
148
Anywhere
Basic low confirm
f.C > 214B
146
Anywhere
f.C > 214D~A
181
Anywhere
Must be close, max range f.C will not connect in time