Overview
Playstyle
S-Isabella exists |
Pros |
Cons |
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|
Statistics
Trait
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"Minerva’s Lust": Counter Hits and Dire Counter Hits deal bonus damage and have longer hit stun.
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Health
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1000
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Mobility
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Run
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Move Overview
Universal Mechanics
Craze Tech
Concentration 5CT with less than 3 bars of craze
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
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Punish State
|
Dire Effect
|
N/A
|
N/A
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1
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-
|
-
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N/A
|
N/A
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Dire
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N/A
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Spends red health to gain craze meter
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Rage Burst 5CT with full craze
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Damage
|
Guard
|
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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N/A
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N/A
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1
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-
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-
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1
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N/A
|
Dire
|
N/A
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A burst that you can do while grounded or in grounded hitstun. Lets you reset to neutral, removes your craze gauge, and gives you a damage boost. You cannot do this in mid air so be careful to use it before you get launched.
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Short Hop 4CT,6CT
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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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N/A
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N/A
|
22
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-
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-
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N/A
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N/A
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Dire
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N/A
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A hop that goes over lows. Airborne for duration.
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Defensive Roll 1CT,3CT
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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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N/A
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N/A
|
28
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-
|
-
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N/A
|
N/A
|
Dire
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N/A
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A roll that low profiles.
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Spot Dodge 2CT
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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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Parry
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N/A
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N/A
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36
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-
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-
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N/A
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N/A
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Dire
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N/A
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A Dodge in place. Has some invuln and is low profile for the whole recovery
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Throws
Crossroads Killing 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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8
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Throw Tech
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4
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-
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-
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+29
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N/A
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|
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Sendoff 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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+44
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N/A
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Comboable back throw. Notably has much higher frame advantage than forward throw.
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Thorny Rose 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
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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Pine Cutter 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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Daffodil Slide 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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Mockingbird 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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Specials
Trimming Meadow 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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-5 point blank
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-9 point blank
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Dire
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Crumple
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Ground fireball that has slow startup and is unsafe close up. Leaves a gap when you cancel into it on block. SP is faster and LP is slower.
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Sun's Brilliance 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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68,68(136)
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Mid
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13
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4
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-
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-9
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-8
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Dire
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Power Launch
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SP
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152 (76,76)
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Mid
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20
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4
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-
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+3
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-13
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Dire
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Power Launch
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Stroll in the Wind 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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-
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Mid
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4
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7
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-
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+15
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-25
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Dire
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None
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command dash that is also a counter.
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SK
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-
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Mid
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-
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-
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-
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-
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-
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Dire
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None
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command dash that is also a counter.
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Crashing Wave 214K
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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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136
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Mid
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14
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2
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-
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+1
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-5
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Dire
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Crumple
|
Restand move, usually keeps the opponent in command throw range but doesn't always keep the opponent in throw range.
|
SK
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136
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Mid
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24
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2
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-
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Crumple
|
-5
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Dire
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Crumple
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Puts the opponent in a crumple but retains their grounded/airborne state.
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Petals Gather 624P
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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
|
LP
|
168
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Throw
|
7
|
1
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-
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KD
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-
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Dire
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Wall Bounce
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Command grab with a larger hitbox than her normal grab. Highest damage special move.
|
SP
|
168
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Throw
|
28
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1
|
-
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KD
|
-
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Dire
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Wall Bounce
|
Slower, dashing version of the command grab. Same properties on hit as the light move.
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Swallow Counter 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
|
Dire Effect
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LP
|
136
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Overhead
|
13
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4
|
-
|
Depends
|
Depends
|
Dire
|
Ground Bounce
|
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.
|
SP
|
136
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Overhead
|
13
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4
|
-
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Depends
|
Depends
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Dire
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Ground Bounce
|
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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Supers
All-Out Attack
Dragonfly Flight 214214P
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Damage
|
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
|
226
|
Mid
|
9
|
2
|
-
|
KD
|
-29
|
Dire
|
N/A
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Reversal super. Very high hitbox so it can be used to antiair.
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Garden of Warriors 236236P
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Version
|
Damage
|
Guard
|
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
|
fireball
|
223
|
Mid
|
10
|
until the wall
|
-
|
+12
|
-10
|
Dire
|
N/A
|
Fullscreen air unblockable fireball super. Has followup.
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Version
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
followup
|
196
|
Mid
|
-
|
1
|
-
|
wallsplat
|
-6
|
Dire
|
N/A
|
Fireball followup, can be done on whiff at a certain distance. Costs 1 extra bar. Bigger than it looks.
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|
All-Out Destruction
Telluric Meadow 214214KK
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Damage
|
Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
|
Punish State
|
Dire Effect
|
400
|
Mid
|
5
|
6
|
-
|
+58
|
-18
|
Dire
|
N/A
|
High damage level 3. Does silly amounts of damage when hit as a dire counter.
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|
General Gameplan
Neutral
Pressure
Defense
Combos
Condition
|
Notation
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Damage
|
Notes
|
|
Normal starter, grounded opponent
|
- 5B > 5C > 6C > 623A, 5B > 5C > 9C, 2A > 2C > 3D
|
274
|
|
[? (Video)] |
Grounded BNB. If you get a ground hit outside of 6C range you won't have any followup outside of fireball super. You can cancel 3D into 623A or supers for more damage, but this gives a worse kd. |
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|
2D starter, air opponent
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- 2D > 9C > 214D, 6C, 2A > 2C > 3D
|
255
|
|
[? (Video)] |
Basic combo from your best grounded antiair. On a trade you might be able to pick up with 2C into a small combo instead. |
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|
Grounded starter, Dire counter
|
- (Dire CH) 5B > 5C > 6B > 624A, (j9B > dl.C > land), 5B > 5C > 9C > 214D, 6C, 2A > 2C > 3D
|
368/382
|
|
[? (Video)] |
You should route your dire ch hits through 624a if you're in range. You can do the jump extension if you aren't near the corner. If you're too far for this, you can use the next combo. |
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|
623C starter, Dire counter
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- (Dire CH) 623C, j9B > dl.C > land, 5B > 5C, 5B > 5C > 623A (second dire), j9B > dl.C > land, 5B > 5C > 9C > 214D, 6C, 2A > 2C > 3D
|
416
|
|
[? (Video)] |
The portion after the second dire is what you do from a far dire hit with a normal. |
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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.
Battle Craze Navigation