Difference between revisions of "The King of Fighters XV/Isla/Strategy"
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GunMetalXIV (talk | contribs) (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") |
Coliflowerz (talk | contribs) |
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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
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)