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

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(Created page with "{{CharNavbox_XV}} ==General Gameplan== ==Neutral== ==Pressure== ==Mixups== ==Defense== ==Safejumps== ==Countering Isla== ==External Resources== {{Navbox XV}} Category:Isla Category:The King of Fighters XV")
 
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==Safejumps==
==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)


==Countering Isla==
==Countering Isla==

Revision as of 20:05, 8 April 2022

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)

Countering Isla

External Resources

Navigation

The King of Fighters XV
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