Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2B > f.A
80
Fantastic low light confirm thanks to f.A's great range and good cancel routes.
j.A/B/C > f.A
63/93
Another amazing starter that combines both the speed and range of her jump-ins with the amazing range of her far A. You can pick up combos from incredibly spaced jump-ins.
j.X > cl.C
136
When outside of cl.C > 6B range, you have to stop at cl.C and use a grounded special. Apart from the meterless 214D~A combo, this starter behaves as a "Light Starter"
f.C
70
Long and cancelable button that uses mostly the same cancels as f.A. Single hit confirmable into 214B and 214BD.
Heavy Starters
Combo
Damage
Notes
j.X > cl.C > 6B
176
Standard jump-in starter. 6B will whiff at some ranges even when cl.C hits. Try to recognise this spacing and opt for a different combo after cl.C. If 6B connects on block, cancel into 236B for safety. 6B may whiff in some strings leaving Isla very vulnerable.
cl.D > 6B
122
Most damaging combo starter. Use when you can in punishes. Otherwise a worse cl.C.
Other Starters
Combo
Damage
Notes
CD
75
3D > MAX
65
Low with great range. Good pressure starter if blocked. Does not low profile as much as you'd think.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
138
0
Rush combo ending in a special move
cl.A > A > A > C
214
1
Rush combo ending in a super
cl.A > A > A > D
325
2
Rush combo ending in a Max super
cl.A > A > A > A
449
3
Rush combo ending in a Climax super
Beginner Combo
Combo
Damage
Location
Notes
2B > 2B > f.A > 214B
148
0
Anywhere
Basic light low confirm. Good combo to know, won't let you down.
j.C > cl.C > 6B > j.214D
181
0
Anywhere
Basic heavy confirm. If j.C > cl.C get blocked, try not to do 6B or you could get punished.
2B > 2B > f.A > 214BD~A, 623B
249
0.5
Anywhere
Good way to start using your meter.
j.C > cl.C > 6B > j.236BD, 214D~A
336
0.5
Anywhere
Using some meter, but with heavy buttons. Really good combo. Hold D after inputting 214D to make the link more lenient.
2B > 2B > f.A > 214B > 214214A/AC, 214D~A
317/421
1/2
Anywhere
After the super, chase the opponent down with 214D~A. Hold D after inputting 214D to make the link more lenient.
Basic low confirm. Single-hit confirmable from f.C.
f.C > 214D~A
181
190
Anywhere
Must be close to combo. Rarely worth it.
Heavy Starter > j.214D
244
240
Anywhere
Really good damage with a great knockdown for safe-jumping. 6B will whiff at some ranges, and in others j.214D won't combo (the latter will only happen from some jump-ins.)
j.X > cl.C > 214D~A
241
260
Anywhere
Another reliable combo for when you're too far for cl.C > 6B to connect.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Light Starter > 214BD~A, 623B
249
170
0.5
0.3
Anywhere
Really great way to spend a bit of bar. Single-hit confirmable from f.C.
Heavy Starter > j.236BD, 214D~A
336
300
0.5
0.3
Anywhere
Loses 3 damage over 623D ender, but the knockdown is significantly better and always worth the trade.
Heavy Starter > j.236BD, 214B, cl.D
382
330
0.5
0.4
Corner
Have to do both 214B and cl.D deceptively early.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
Light Starter > 214B > 214214A/C, 214D~A
317
290
Anywhere
Another fantastic use of meter. Great damage and great knockdown. Single-hit confirmable from f.C.
Light Starter > 214B > 214214A/C, dl.236A, 623D
356
290
Corner
Works near mid-screen. Delay the 236A slightly after the pop-up from the super, then link into the 623D as early as possible.
Heavy Starter > j.236BD, 623BD ~ j.236D
384
240
Anywhere
Reliable meter burner for solid damage and a mediocre knockdown, but good corner carry.
Heavy Starter > j.236BD, dl.623BD ~ dl.j.214D
395
240
Anywhere
Tricky combo, but better damage and way better Oki than the above combo. The trick is to delay the 623BD as much as possible, but not to delay the 214D quite as much.
Heavy Starter > j.236BD, 623BD ~ j.236D, cl.D
453
310
Corner
Works near mid-screen. Basic mid-screen BnB but you can link into cl.D in the corner, adding a good chunk of damage.
Works near mid-screen. Just an absurd amount of damage for so little meter.
Heavy Starter > j.236BD, 214B > 214214A/C, 214D~A
455
380
1.5 Bar
Anywhere
Great damage, great corner carry, great knockdown.
Heavy Starter > j.236BD, dl.214B > 214214A/C, dl.236A, 623D
505
380
1.5 Bar
Corner
Works near mid-screen. 214B must be delayed slightly in the corner for the super cancel. Alternatively, 214D can be used for consistency at a slight loss in damage.
Great damage, great corner carry, great knockdown.
Heavy Starter > j.236BD, dl.214B > 214214AC, dl.236A, 623D
596
380
2.5 Bar
Corner
Works near mid-screen. 214B must be delayed slightly in the corner for the super cancel. Alternatively, 214D can be used for consistency at a slight loss in damage.