Overview
Playstyle
C-Isabella exists |
Pros |
Cons |
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Statistics
Trait
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"Minerva’s Light": During specific sword attacks, Isabella’s sword will blink. If the opponent hits her during this brief period, she will parry the attack, and her attack will be a guaranteed Counter Hit that staggers the opponent.
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Health
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1000
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Mobility
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Dash
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Move Overview
Universal Mechanics
Craze Tech
Empress Parry 5CT
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
|
96
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N/A
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1
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20
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-
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crumple
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N/A
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Dire
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N/A
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Counter that launches on air hit and crumples on ground hit. Technically not guaranteed but hard to make miss.
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Throws
Mort au Carrefour 5GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
|
120
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Throw Tech
|
4
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-
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-
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+22
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N/A
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|
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Adieu 4GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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4
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-
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-
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+22
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N/A
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Rose Epineuse j.5GP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Throw Tech
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2
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-
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-
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+23
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N/A
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Standard air throw, gives combo on raw hit.
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Heartbreaker
Heartbreaker 4CT while blocking
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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32
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Mid
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17
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-
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-
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+1
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-23
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Ajit's heartbreaker, uses far 5SP's animation.
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Normals
Standing
5LP (close), 4P
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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36
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Mid
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4
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2
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-
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5
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-3
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Combos into itself at close range.
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5LP (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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52
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Mid
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8
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2
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-
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3
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-6
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|
5SP (close)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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104
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Mid
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6
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2
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-
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+3
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-3
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5SP (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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104
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Mid
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14
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2
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-
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0
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-6
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5LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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44
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Mid
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4
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3
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-
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+3
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-2
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5SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Mid
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9
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2
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-
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+1
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-5
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Crouching
2LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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36
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Mid
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44
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2
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-
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3
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-1
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2SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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104
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Mid
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12
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2
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-
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+2
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-6
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2LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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4
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Low
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6
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2
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-
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+3
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-1
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2SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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120
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Low
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13
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2
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-
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-3
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-9
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Jumping
j.5LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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48
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Overhead
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5
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2
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-
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-
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-
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j.5SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Overhead
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9
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2
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-
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-
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-
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j.5LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Overhead
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6
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7
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-
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-
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-
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j.5SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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84
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Overhead
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9
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3
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-
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-
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-
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Command Normals
Coup de pied Tornade 6LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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96
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Mid
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14
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2
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-
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+
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-6
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Dire
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N/A
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Command normal with no dire counter effect, so it's a valuable combo piece when you hit one.
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Coupe-pin 6SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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104
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Overhead
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21
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1
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-
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+3
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-6
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Dire
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Crumple
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Glissade de la Jonquille 3SK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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104
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-
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10
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7
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-
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+41
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-8
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Dire
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Crumple
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Oiseau Moqueur j.2LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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80
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Overhead
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8
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4
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-
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-
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-
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Counter
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N/A
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Launching air normal. You can cancel all air normals into this
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Specials
Coupeuse d'herbe 236P
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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120
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Mid
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19
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-
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-
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+2
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-5
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Dire
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Crumple
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Unique fireball that targets a point on the floor. LP is roughly at the tip of 5C and SP is at roughly double the distance. Combos from max range pokes.
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Eclat de Lune 623P
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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LP
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136
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Mid
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15
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2
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-
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+14
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-9
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Dire
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Power Launch
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SP
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160
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Mid
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25
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2
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-
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+3
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-11
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Dire
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Power Launch
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Incredibly slow reversal.
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Grace de la Princesse 236K
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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LK
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144
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Mid
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9
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9
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-
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+3
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-3
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Dire
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Wall bounce
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Advancing tackle. Has consistent frame data on hit/block even when meaty.
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SK
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144
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Mid
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13
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10
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-
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tumble/wall stick
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-13
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Dire
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Wall Bounce
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Combo tool. Does have variable advantage on block but is likely always punishable.
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Contre de l'hirondelle j.214P
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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LP
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136
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Overhead
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13
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4
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-
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Depends
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Depends
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Dire
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Ground Bounce
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Not a counter. Advantage depends on height, low heights give a combo and are plus on block. Launches on ground hit and bounces on air hit.
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SP
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136
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Overhead
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13
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4
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-
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Depends
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Depends
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Dire
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Ground Bounce
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Isabella floats higher and further forward on this version so it can be more evasive, but you are less likely to get a combo or be safe.
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Dispersion de Petales 214P
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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LP
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136
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Mid
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14
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-
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-
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+19
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-8
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Dire
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Wall Bounce
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SP
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160
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Mid
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21
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-
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-
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+19
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-8
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Dire
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Wall Bounce
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Isabella throws out a flower and takes an iai stance. She can cancel with 44 for a backdash, 66 for a forward dash, or K to stand in place. She releases her attack if you release SP.
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Supers
All-Out Attack
Envergure de la Libellule 214214P
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
|
248
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Mid
|
1
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40
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-
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+24
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N/A
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Dire
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N/A
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Counter super with insane active frames. Hits high up so it can be used as an antiair.
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Jardin de Gurriers 236236P
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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fireball
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232
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Mid
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8
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45
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-
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+24
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-12
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Dire
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N/A
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Isabella shoots out a fireball and then slices it. Will not combo from max range pokes.
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All-Out EX
Flux de l'Ombre Nocturne 214214KK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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320
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Mid
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8
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3
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-
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+40
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-14
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Dire
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N/A
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Dashing super that combos from pokes. Travels about 3/5 of the screen.
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All-Out Destruction
Prarie Tellurique 214214KK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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Punish State
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Dire Effect
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400
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Mid
|
5
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6
|
-
|
+58
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-18
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Dire
|
N/A
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General Gameplan
Neutral
Pressure
Defense
Combos
Condition
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Notation
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Damage
|
Notes
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Normal starter, grounded opponent, midscreen
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- 5B > 5C > 6C > 236D, 5B > 5C > 6C > 214A
|
269
|
|
[? (Video)] |
Grounded BNB. If you get a ground hit outside of 6C range you won't have any followup outside of lv2 super. |
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Normal starter, grounded opponent, corner
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- 5B > 5C > 6C > 236D, 5B > 5C > 214A, 2A > 5C > 6C > 214A
|
306
|
|
[? (Video)] |
Corner combo. the link out of 214A is an awkward timing but it is consistent. |
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Misc
After forward throw, run up and do 5B. After back throw, jump and do jD. On a DP or super punish, 236A starter into the 624A route gives the most damage.
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