Difference between revisions of "XV Broken/Isla"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV Isla Profile.jpg|thumb|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.<br/>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.]] | <section begin="image"/>[[File:KOFXV Isla Profile.jpg|thumb|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.<br/>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.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}} 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 ( | | intro = {{SUBPAGENAME}} 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. | 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. | ||
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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. | 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 | 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= | | pros= | ||
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|moveId=isla_sta | |moveId=isla_sta | ||
|description= | |description= | ||
* | * Decent range for a standing jab and can hit crouchers. Cancellable so end your light normal chains in this and convert into your special moves. | ||
}} | }} | ||
====Far B==== | ====Far B==== | ||
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|moveId=isla_stb | |moveId=isla_stb | ||
|description= | |description= | ||
* Good close range harassment poke. Not much reward without spending meter but useful for halting enemy movement and resetting to neutral situation. | * Good close range harassment poke. Has the longest range out of all of Isla's lights. Not much reward without spending meter but useful for halting enemy movement and resetting to neutral situation. | ||
}} | }} | ||
====Far C==== | ====Far C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|moveId=isla_cla | |moveId=isla_cla | ||
|description= | |description= | ||
* 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 6B during pressure sequences to access her jumping special moves. | * 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 6B during pressure sequences to access her jumping special moves. Links into cl.C. | ||
}} | }} | ||
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|moveId=isla_cld | |moveId=isla_cld | ||
|description= | |description= | ||
* | * Shares many of the same properties as close C (cancelability, fast, vertical), but has a shorter activation range and longer startup. Does more damage than close C which makes it useful for punishes. | ||
}} | }} | ||
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|moveId=isla_cra | |moveId=isla_cra | ||
|description= | |description= | ||
* | * Very good 2A. Plus on block and 4f start-up makes this a great button for mashing out of pressure or keeping your own pressure up. The range is the smallest out of all of her light normals so be wary of your spacing. | ||
}} | }} | ||
====Crouch B==== | ====Crouch B==== | ||
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|moveId=isla_crb | |moveId=isla_crb | ||
|description= | |description= | ||
* Good range, low, and chainable. Similar usage as 2A 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 | * Good range, low, and chainable. Similar usage as 2A 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==== | ====Crouch C==== | ||
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|moveId=isla_crc | |moveId=isla_crc | ||
|description= | |description= | ||
* Solid anti-air. | * Solid anti-air. Hits twice and can be chained into 6B on grounded hit for big reward or pressure on block. Using this at close ranges is less risky than using far C. | ||
}} | }} | ||
====Crouch D==== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=isla_crd | |moveId=isla_crd | ||
|description= | |description= | ||
* 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. | * 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, but this cannot cancel on whiff so hops are a death sentence. | ||
}} | }} | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|description2=* 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. | |description2=* 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. Impossible to hit most crouchers with, unless they're large like KoD. | ||
}} | }} | ||
====Jump B==== | ====Jump B==== | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* 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. | |description2=* Fast air-to-ground normal that can cross up ambiguously when used from a jump (not a hop). 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==== | ====Jump C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|description2=* Fantastic air-to-ground button. Vertical range is pretty large and begins large combos. | |description2=* Fantastic air-to-ground button. Vertical range is pretty large and begins large combos. Can act as an instant overhead when done immediately from a hop. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2=* Isla kicks | |description2=* Isla kicks behind her. 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. Very useful for hopping over an opponent who is crouching expecting a low light chain but requires some conditioning. Remember that you can't hop over a standing or knocked down opponent. If they call you out simply by standing, you'll whiff your j.D entirely and could potentially get punished as you land. This move hits mid, unlike most jumping normals which hit high. | ||
}} | }} | ||
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====ShatterStrike==== | ====ShatterStrike==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=isla_236cd | ||
|input = 236CD | |||
|description= | |description= | ||
*Placeholder | *Placeholder | ||
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|input=j.CD | |input=j.CD | ||
|description2=* 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. | |description2=* 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. | ||
}} | |||
==Rush Moves== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=isla_rush1,isla_rush2 | |||
|name=rush | |||
|input=cl.AA/c.AAX | |||
|description2=* Placeholder | |||
}} | }} | ||
==Throws== | ==Throws== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=isla_cthrow | |||
|description= * 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. | |||
* | * | ||
* | * | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | |||
|moveId=isla_dthrow | |||
|description= * 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== | ==Command Moves== | ||
{{ | {{FrameDataCargo-KOFXV | ||
|moveId=isla_6b | |||
|description= * 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 2C. True blockstring from Heavy normals, trades with 5f moves from Light normals. | |||
* | * | ||
* | * | ||
}} | }} | ||
{{FrameDataCargo-KOFXV | |||
|moveId=isla_3d | |||
|description= * 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== | ==Special Moves== | ||
===Drips Forward=== | ===Drips Forward=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=isla_j236a,isla_j236c | ||
|name=Drips Forward | |name=Drips Forward | ||
|input=j.236A/C | |input=j.236A/C | ||
|description2= * 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=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=isla_j214a | ||
|name=Drips Backward | |name=Drips Backward | ||
|input=j.214A | |input=j.214A | ||
|description= * The reverse of j. 236A/C - this move makes Isla jump backwards off the purple hands in midair instead of forwards. | |description= * The reverse of j. 236A/C - this move makes Isla jump backwards off the purple hands in midair instead of forwards. | ||
* | * | ||
* | * | ||
}} | }} | ||
===Drips Vertical=== | ===Drips Vertical=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=isla_j214C | ||
|name=Drips Vertical | |name=Drips Vertical | ||
|input=j.214C | |input=j.214C | ||
|description= * Isla jumps vertically off the purple hands in midair. | |description= * Isla jumps vertically off the purple hands in midair. | ||
* | * | ||
* | * | ||
}} | }} | ||
===Piecing A=== | ===Piecing A=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=isla_j236b,isla_j236bd | ||
|name=Piecing A | |name=Piecing A | ||
|input=j.236B/BD | |input=j.236B/BD | ||
|description= * 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, where it's typically plus on block. | |||
|description2= * EX version is useful in combos as it gains a followup that launches the opponent into the air. Becomes unsafe on block. | |||
|description= * 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. | |||
| | |||
}} | }} | ||
===Piecing B=== | ===Piecing B=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=isla_j236d | ||
|name=Piecing B | |name=Piecing B | ||
|input=j.236D | |input=j.236D | ||
|description= * Isla performs an arcing dropkick that propels her horizontally some distance while falling. Covers a large amount of space depending on the height it was used, is active for awhile, and is safe on block with a bit of spacing. Can be canceled into her jumping 236236 B/D/BD super on hit. Can be performed from a backdash. | |||
|description= * Isla performs an arcing | |||
* | * | ||
* | * | ||
}} | }} | ||
===Piecing C=== | ===Piecing C=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=isla_j214b/d,isla_j214bd | ||
|name=Piecing C | |name=Piecing C | ||
|input=j.214B/D | |input=j.214B/D/BD | ||
|description= * Isla briefly halts her air momentum and attacks directly beneath her. Hits overhead. You can sneak in blockstrings by cancelling it from j.CD, tiger knee'ing the move, or performing the move form a backdash. Awards a hard knockdown on hit which allows for safe jumps. Safe on block, but is typically too slow to be a true blockstring. Be wary of reversals. | |||
|description2= * EX version gains a followup that launches the opponent but requires the opponent to be cornered to continue combos. Becomes less safe on block but still fairly safe when done low enough. | |||
| | |||
| | |||
}} | }} | ||
===Fill-In=== | ===Fill-In=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=isla_236a,isla_236c,isla_236ac | ||
|name=Fill-In | |name=Fill-In | ||
|input=236A/C/AC | |input=236A/C/AC | ||
| | |description2= | ||
* Angled fireball that launches towards the ground at an angle from high above Isla's head. Essentially a weird fireball with a unique trajectory - starting above Isla's head, going downwards at an angle towards the floor then traveling parallel to the floor. | |||
* 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. Can be super cancelled regardless of whether the can hits the opponent or not. | |||
*You can cancel into the A version from an airborne normal to cause the projectile to hit ematy as they land, giving you some free chip damage and some plus frames to work with. This will whiff if directly in the corner however. | |||
* While the grounded "mist" hitbox is easily hopped over, it is still able to clash with high/normal height fireballs such as those from Robert or King. | |||
|description3= *EX version's followup paint explosion travels much faster and farther, about 90% of the screen, while going through other normal projectiles. Ground portion of move hits OTG. | |||
}} | }} | ||
===Scribe=== | ===Scribe=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=isla_623b,isla_623d,isla_623bd | ||
|name=Scribe | |name=Scribe | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|description2= * 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 | |description3=*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 cancel into j.236B, j.236D, and j.214B/D on hit. j.236D is usually the preferred option, as it allows for a cl.D juggle anywhere on screen after. | ||
* | * | ||
* | * | ||
}} | }} | ||
===To Front=== | ===To Front=== | ||
{{ | {{FrameDataCargo-KOFXV | ||
| | |moveId=isla_214b,isla_214d,isla_214bd | ||
|name=To Front | |name=To Front | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|description3= * Isla dashes forward and performs a kick if she reaches her opponent during the dash. If she doesn't then she enters a fairly long recovery period. B version is quick, comboing from lights and leads to an easy super cancel. This is usually safe if spaced properly due to pushback. When cancelled from far C at further ranges, this won't be a true blockstring, meaning savvy opponents can reversal through and punish. | |||
The D version is slower to start up and actually weaker than the B version, but also has follow-ups which will be discussed below. | |||
The EX version combos from lights and has enhanced follow ups. | |||
| | |||
* | * | ||
* | * | ||
}} | }} | ||
{{ | |||
===Brake=== | |||
| | {{FrameDataCargo-KOFXV | ||
|moveId=isla_214b/d_d | |||
|name=Brake | |name=Brake | ||
|input=D | |input=214B/D~D | ||
|description= * Isla halts her forward dash and is able to act again after a brief recovery. This works from any version of 214K. You can use this after far C or CD cancels to reset your pressure if the opponent decides to not press. If CD hit, Isla can still connect a combo. | |||
|description= * Isla halts her forward dash and is able to act again after a brief recovery. | |||
* | * | ||
* | * | ||
}} | }} | ||
{{ | |||
===Throwie A=== | |||
| | {{FrameDataCargo-KOFXV | ||
|moveId=isla_214d_a,isla_214bd_a | |||
|name=Throwie A | |name=Throwie A | ||
|input=A | |input=214D/BD~A | ||
|description2= * The purple hands hit the opponent for a hard knockdown. Combos on hit and is the preferred meterless ender for 214D, leading to a safe jump. Punishable on block. | |||
| | |||
*If done after 214BD the purple hands dribble the opponent and leave them in a ground bounce state allowing Isla to juggle into | *If done after 214BD the purple hands dribble the opponent and leave them in a ground bounce state allowing Isla to juggle into 623K or any normal for a reset. | ||
* | * | ||
* | * | ||
}} | }} | ||
{{ | |||
===Throwie B=== | |||
| | {{FrameDataCargo-KOFXV | ||
|moveId=isla_214d_b,isla_214bd_b | |||
|name=Throwie B | |name=Throwie B | ||
|input=B | |input=214D/BD~B | ||
|description2= * The purple hands perform a quick sweep leading to a soft knockdown on hit. Combos on hit and only -7 on block and pushes out pretty well, making it pretty difficult for most of the cast to punish on block. | |||
| | |||
*EX version is safe on block. | *EX version is safe on block. | ||
* | * | ||
* | * | ||
}} | }} | ||
{{ | |||
===Throwie C=== | |||
| | {{FrameDataCargo-KOFXV | ||
|moveId=isla_214d/bd_c | |||
|name=Throwie C | |name=Throwie C | ||
|input=C | |input=214D/BD~C | ||
|description= * Isla jumps forward off the purple hands. While airborne she is able to perform air normals or air special moves but not any of her double jump specials. You can use this to attempt to continue pressure after a hit or blocked 214D, but a savvy opponent will reversal you with ease. | |||
|description= * Isla jumps forward off the purple hands. While airborne she is able to perform | |||
*If done after 214BD Isla has access to her | Holding 4 causes Isla to jump straight up. | ||
*If done after 214BD Isla has access to her double jumps as well. | |||
* | * | ||
* | * | ||
}} | }} | ||
==Super Special Moves== | ==Super Special Moves== | ||
{{ | ===Back to Back=== | ||
{{FrameDataCargo-KOFXV | |||
| | |moveId=isla_236236b/d,isla_236236bd | ||
|name=Back to Back | |name=Back to Back | ||
|input= | |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. | |||
}} | |||
*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 | ===Air Back to Back=== | ||
{{FrameDataCargo-KOFXV | |||
|moveId=isla_j236236b/d,isla_j236236bd | |||
|name=Air Back to Back | |||
|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. | |||
}} | }} | ||
===Wild Style=== | |||
{{FrameDataCargo-KOFXV | |||
{{ | |moveId=isla_214214a/c,isla_214214ac | ||
| | |||
|name=Wild Style | |name=Wild Style | ||
|input= | |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. | |||
* | |||
}} | }} | ||
==Climax Super Special Moves== | |||
===King of Piece: I&A=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=isla_214236cd | |||
|name=King of Piece: I&A | |||
|input=214236CD | |||
|description= * Fully invincible and hits a short distance in front of Isla. Fairly standard climax super. | |description= * Fully invincible and hits a short distance in front of Isla. Fairly standard climax super. | ||
* | * | ||
* | * | ||
}} | }} | ||
==Misc== | ==Misc== | ||
==Videos== | ==Videos== |
Revision as of 03:37, 1 February 2023
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 |
---|
Far B
stand B
st.B
st.B |
---|
Far C
stand C
st.C
st.C |
---|
Far D
stand D
st.D
st.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
All-City
(close) 4/6C
(close) 4/6C |
---|
Crossing Out
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Cloud
6B
6B |
---|
Designs
3D
3D |
---|
Special Moves
Drips Forward
Drips Forward
j.236A/C
j.236A/C |
---|
Drips Backward
Drips Backward
j.214A
j.214A |
---|
Drips Vertical
Drips Vertical
j.214C
j.214C |
---|
Piecing A
Piecing A
j.236B/BD
j.236B/BD |
---|
Piecing B
Piecing B
j.236D
j.236D |
---|
Piecing C
Piecing C
j.214B/D/BD
j.214B/D/BD |
---|
Fill-In
Fill-In
236A/C/AC
236A/C/AC |
---|
Scribe
Scribe
623B/D/BD
623B/D/BD |
---|
To Front
To Front
214B/D/BD
214B/D/BD |
---|
Brake
Brake
214B/D~D
214B/D~D |
---|
Throwie A
Throwie A
214D/BD~A
214D/BD~A |
---|
Throwie B
Throwie B
214D/BD~B
214D/BD~B |
---|
Throwie C
Throwie C
214D/BD~C
214D/BD~C |
---|
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 |
---|
Climax Super Special Moves
King of Piece: I&A
King of Piece: I&A
214236CD
214236CD |
---|