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The King of Fighters XV/Isla/Combos: Difference between revisions
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| 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.<br/>You can pick up combos from incredibly spaced jump-ins. | | 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.<br/>You can pick up combos from incredibly spaced jump-ins. | ||
|- | |||
| j.X > cl.C || 136 || When outside of cl.C > 6B range, you have to stop at cl.C and use a grounded special.<br/>Apart from the 214D cancel in meterless combos, this starter behaves as a '''"Light Starter"''' | |||
|- | |- | ||
| f.C || 70 || Long and cancelable button that uses mostly the same cancels as f.A. Single hit confirmable into 214B and 214BD. | | f.C || 70 || Long and cancelable button that uses mostly the same cancels as f.A. Single hit confirmable into 214B and 214BD. |
Revision as of 21:17, 6 April 2022
Combo Notation Guide
Notation | Meaning |
---|---|
{X Starter} | 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. |
j.X > cl.C | 136 | When outside of cl.C > 6B range, you have to stop at cl.C and use a grounded special. Apart from the 214D cancel in meterless combos, this starter behaves as a "Light Starter" |
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.X > 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. |
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 | |||
... > c.C > 6B > j.214D | 184 | Anywhere | Meterless hard knockdown |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B, 2B, f.A > 214BD~A > 623B | 249 | .5 | .3 | Anywhere | ||
... c.C > 6B > j.236BD > 623D | 303 | .5 | .3 | Anywhere |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B, 2B, > f.A > 214B > 214214A > 214D~A | 317 | Anywhere | ||||
f.C > 214B > 214314A > 214D~A | 338 | Anywhere | ||||
... > c.C > 6B > j.214BD > 623BC > j.236D | 351 | Anywhere | ||||
... > c.C > 214B > 214214A > 236A > 623D | 383 | Corner | 623D link after 236A |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
... c.C > 6B > j.236BD > 214B > 214214A > 214D~A | 425 | 1.5 | .4 | Anywhere | ||
... c.C > 214B > 214214AC > 214D~A | 455 | 2 | .3 | Anywhere | ||
... c.C > 6B > j.236BD > 623BD > j.236D > 236236K | 470 | 2 | .2 | Anywhere | ||
j.C, 2C > 214B > 214214A > 236A > 623BD > j.236D > 236236K | 538 | 2.5 | - | Corner | Needs the j.C, 2C to build the extra .5 meter required. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |