Difference between revisions of "XV Broken/Isla"
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|name=Back to Back | |name=Back to Back | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|description2= * Ground version: Isla launches herself horizontally full screen. Best use case is likely to end combos after you've already hit them with the 214214AC super. Leads to a safe jump. EX version is fully invincible but only very briefly and often struggles to pass fireballs. | |||
}} | }} | ||
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|input=j.236236B/D/BD | |input=j.236236B/D/BD | ||
|description2= *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 afterward. | |description2= *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 afterward. | ||
}} | }} | ||
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|name=Wild Style | |name=Wild Style | ||
|input=214214A/C/AC | |input=214214A/C/AC | ||
|description= | |||
* | * 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. | ||
* | * The hands themselves can negate normal and EX projectiles. Clashes with other super projectiles. | ||
* On paper, this makes it seem like a good fireball punish. However due to the slow-ish startup and the fact that Isla herself is not invincible, it is almost impossible to use this on reaction as a fireball punish. | |||
** Against faster EX fireballs, you will have to start the super practically at the same time as your opponent. | |||
* However, if you can make a good read on your opponent's fireball, it definitely works well. | |||
|description2= | |||
* MAX version gains some strike invincibility and full projectile invincibility. Useful to punish fireballs from about half screen. | |||
* The hands in this version also negates other super projectiles while clashing with other MAX projectiles. | |||
}} | }} | ||
Revision as of 07:19, 11 April 2022
The King of Fighters XV | |
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
- Fill-in - + / (*)
- Scribe - + / (*)
- To Front - + / (*)
- Drips Forward - + / (Midair Only)
- Drips Backward - + (Midair Only)
- Drips Vertical - + (Midair Only)
- Piecing A - + (Midair Only) (*)
- Piecing B - + (Midair Only)
- Piecing C - + / (Midair Only) (*)
- Super Special Moves
- Back to Back - + / (Air OK) (!)
- Wild Style - + / (!)
- Climax Super Special Moves
- King of Piece: I&A - ++
Quick Combo Reference
0 Meter |
5C > 6B > j.214B/D |
( = 184 |
1 Meter |
2B > 2A > 214B > [SC] 214214P, 214D~A |
( = 302 |
1.5 Meter |
5C > 6B > j.236BD > 623D > [SC] j.236236K |
( = 430 |
2 Meters |
3D > BC > [MAX] 5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K |
( = 449 |
3 Meters |
(far) 5C > 214B > [SC] 214214P > 214D > [SC] 236236BD |
( = 518 |
Gameplay Overview
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 (623D) is rather slow and has a blind spot very close to the ground allowing some characters to low-profile it with certain moves. Far C with 214B 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 214B from midscreen or 623D 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.4B. 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. 2C, cl.C, 5A, and all her jumping buttons besides j.D are good at controlling the air. Additionally she has an upper-body invincible dp (623B) 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 623D being her only meterless option with full-body invincibility. Like 623B her 623D is rather slow and susceptible to being low profiled by some characters. Her 236236BD super has considerable invincibility and moves her forwards quite a bit before losing invincibility. 214214AC 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 236236BD because Isla can juggle into 214D afterwards. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
|
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Far B
stand B
st.B
st.B |
|
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Far C
stand C
st.C
st.C |
|
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Far D
stand D
st.D
st.D |
|
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Close Standing Normals
Close A
close A
cl.A
cl.A |
|
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Close B
close B
cl.B
cl.B |
|
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Close C
close C
cl.C
cl.C |
|
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Close D
close D
cl.D
cl.D |
|
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Crouch Normals
Crouch A
crouch A
2A
2A |
|
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Crouch B
crouch B
2B
2B |
|
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Crouch C
crouch C
2C
2C |
|
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Crouch D
crouch D
2D
2D |
|
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Jump Normals
Jump A
jump A
j.A
j.A |
|
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Jump B
jump B
j.B
j.B |
|
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Jump C
jump C
j.C
j.C |
|
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Jump D
jump D
j.D
j.D |
|
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Blowback
Blowback
Blowback
CD
CD |
|
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ShatterStrike
ShatterStrike
236CD
236CD |
|
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jump CD
jump CD
j.CD
j.CD |
|
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Throws
All-City
(close) 4/6C
(close) 4/6C |
|
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Crossing Out
(close) 4/6D
(close) 4/6D |
|
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Command Moves
Cloud
6B
6B |
|
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Designs
3D
3D |
|
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Special Moves
Drips Forward
Drips Forward
j.236A/C
j.236A/C |
|
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Drips Backward
Drips Backward
j.214A
j.214A |
|
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Drips Vertical
Drips Vertical
j.214C
j.214C |
|
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Piecing A
Piecing A
j.236B/BD
j.236B/BD |
|
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Piecing B
Piecing B
j.236D
j.236D |
|
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Piecing C
Piecing C
j.214B/D/BD
j.214B/D/BD |
|
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Fill-In
Fill-In
236A/C/AC
236A/C/AC |
|
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Scribe
Scribe
623B/D/BD
623B/D/BD |
|
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To Front
To Front
214B/D/BD
214B/D/BD |
|
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Brake
Brake
214B/D~D
214B/D~D |
|
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Throwie A
Throwie A
214D/BD~A
214D/BD~A |
|
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Throwie B
Throwie B
214D/BD~B
214D/BD~B |
|
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Throwie C
Throwie C
214D/BD~C
214D/BD~C |
|
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Super Special Moves
Back to Back
Back to Back
236236B/D/BD
236236B/D/BD |
|
---|
Air Back to Back
Air Back to Back
j.236236B/D/BD
j.236236B/D/BD |
|
---|
Wild Style
Wild Style
214214A/C/AC
214214A/C/AC |
|
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Climax Super Special Moves
King of Piece: I&A
King of Piece: I&A
214236CD
214236CD |
|
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|