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.
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.
(*) = 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.
- All-City - (close) / +
- Crossing Out - (close) / +
- Command Normals
- Cloud - +
- Designs - +
- Special Moves
- Fill-in - + / (*)
- Scribe - + / (*)
- To Front - + / (*)
- ┗Brake -
- ┗Throwie A - (After To Front or EX)
- ┗Throwie B - (After To Front or EX)
- ┗Throwie C - (After To Front or EX)
- ┗Piecing A - + (*)
- ┗Piecing B - +
- ┗Piecing C - + / (*)
- 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
Quick Combo Reference
5C > 6B > j.214B/D
2B > 2A > 214B
( = 184
( = 125
2B > 2A > 214B > [SC] 214214P, 214D~A
5C > 6B > j.236BD > 623BD~236D
( = 302
( = 351
5C > 6B > j.236BD > 623D > [SC] j.236236K
2B > 2A > 214BD~A > 623B > [SC] j.236236K
( = 430
( = 344
3D > BC > [MAX] 5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K
5C > 6B > j.236BD > 623BD~236D > [SC] j.236236K
( = 449
( = 470
(far) 5C > 214B > [SC] 214214P > 214D > [SC] 236236BD
3D > BC > [MAX] 5C > 214B > [SC] 214214P > 214D > 2141236CD
( = 518
( = 568
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.
- Meterless invincible DP.
- Uses meter well and builds it just as quick.
- Standing pokes have incredible range (especially 5C and CD).
- Extremely easy to use cross-up with j.D.
- Highly mobile thanks to her fast walk/run speed and double jumps.
- Limited reversal options beyond her DP.
- Susceptible to anti-airs if too predictable with her command jumps.
Far Standing Normals
Close Standing Normals
Super Special Moves
Back to Back
Air Back to Back
Climax Super Special Moves
King of Piece: I&A