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 - / +
Crossing Out - / +
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 - [image:qcb.gif]] + / (*)
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, qcf B
( = 184
( = 125
1 Meter
cr. B, cr. A, qcf B, qcf qcf A/C, qcf 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, qcf 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 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
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Standard anti-hop normal. Able to hit crouching opponents too.
Far B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Good close range harassment poke. Not much reward without spending meter but useful for halting enemy movement and resetting to neutral situation.
Far C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Far D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Close Standing Normals
Close A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Close B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Standing low that can be chained into other lights. Very useful button for establishing close-range pressure and a potential combo starter as well.
Close C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Close D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Crouch Normals
Crouch A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Crouch B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Crouch C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Crouch D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Jump Normals
Jump A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Great horizontal range and speed. Excels at air-to-air exchanges where opponent is about level with Isla.
Jump B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Jump C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
Hitbox
Invincibility
-
-
-
-
-
-
-
-
-
Fantastic air-to-ground button. Vertical range is pretty large and begins large combos.
Jump D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Hop Normals
Hop A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Hop B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Fast air-to-ground normal that can cross up ambiguously. Converting crossup hits into combos requires late jump in timing.
Hop C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Fantastic air-to-ground button. Vertical range is pretty large and begins large combos.
Hop D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Blowback
Stand CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Jump CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
Hop CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
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.
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 6B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Designs 6D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Special Moves
Drips Forward j.236A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Drips Backward j.214A
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Drips Vertical j.214C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Piecing A j.236B
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Piecing B j.236D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Piecing C j.214B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Fill-In 236A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Scribe 623B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
To Front 236B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Brake D during To Front
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Throwie A A after D or EX To Front
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Throwie B B after D or EX To Front
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Throwie C C after D or EX To Front
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Piecing A 236B after Throwie C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Piecing B 236D after Throwie C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Piecing C 214B/D after Throwie C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Super Special Moves
Back to Back j.236236B/D
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
Wild Style 236236A/C
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
King of Piece:I&A 2141236CD
Damage
Stun
Startup
Active
Recovery
Hit Adv
Block Adv
-
-
-
-
-
-
-
Enter move description here.
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)