Difference between revisions of "The King of Fighters XV/Isla/Strategy"

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214 B: Immediate hyper hop forward (Must connect early to be in range)
214 B: Immediate hyper hop forward (Must connect early to be in range)


*Safe Jump Video*
 
* Safe Jump Video *
{{#ev:youtube|C9WOkcBjqRU|||'''Isla Safe Jumps by B Cole'''|frame}}
{{#ev:youtube|C9WOkcBjqRU|||'''Isla Safe Jumps by B Cole'''|frame}}



Latest revision as of 14:23, 13 February 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

General Gameplan

Neutral

Pressure

Mixups

Defense

Safejumps

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)

214D, A: Wait for a moment and forward hop

214BD, B: 2A, hyper hop forward

air 214 B/D (on standing or crouching opponent): Wait for a moment, 2A, forward hop


Safe jumps on soft knockdown with recovery roll:

214 B: Immediate hyper hop forward (Must connect early to be in range)


  • Safe Jump Video *
Isla Safe Jumps by B Cole

Countering Isla

External Resources

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters