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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|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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|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 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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|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 | |||
}} | }} | ||
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|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 | |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. | ||
* | * | ||
* | * | ||
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|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 | |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. | ||
* | * | ||
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|name=Piecing C | |name=Piecing C | ||
|input=j.214B/D/BD | |input=j.214B/D/BD | ||
|description= * Isla briefly halts her air momentum and attacks directly beneath her. Hits overhead | |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. | |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. | ||
}} | }} | ||
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* 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. | * 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. | * 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. | * 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 while | |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. | ||
}} | }} | ||
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|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. | |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. | ||
|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. | |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. | ||
* | * | ||
* | * | ||
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|name=Brake | |name=Brake | ||
|input=214B/D~D | |input=214B/D~D | ||
|description= * Isla halts her forward dash and is able to act again after a brief recovery. 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. 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. | ||
* | * | ||
* | * | ||
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|name=Throwie A | |name=Throwie A | ||
|input=214D/BD~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. Punishable on block. | |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. | ||
* | * | ||
* | * | ||
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|name=Throwie B | |name=Throwie B | ||
|input=214D/BD~B | |input=214D/BD~B | ||
|description2= * The purple hands perform a quick sweep leading to a soft knockdown on hit. Combos on hit | |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. | ||
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|name=Throwie C | |name=Throwie C | ||
|input=214D/BD~C | |input=214D/BD~C | ||
|description= * Isla jumps forward off the purple hands. While airborne she is able to perform | |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. | ||
Holding 4 causes Isla to jump straight up. | |||
*If done after 214BD Isla has access to her | *If done after 214BD Isla has access to her double jumps as well. | ||
* | * | ||
* | * |
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 |
---|