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The King of Fighters XV/Isla/Strategy
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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 *