Battle Craze!!/Isabella/S-Side

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Overview

Playstyle
link S-Isabella exists
Pros Cons
  • Something cool :)
  • Something not cool :(

Statistics

Trait "Minerva’s Lust": Counter Hits and Dire Counter Hits deal bonus damage and have longer hit stun.
Health 1000
Mobility Run

Move Overview

Universal Mechanics

Craze Tech

Concentration
5CT with less than 3 bars of craze
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 1 - - N/A N/A Dire N/A

Spends red health to gain craze meter

Rage Burst
5CT with full craze
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 1 - - 1 N/A Dire N/A

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.

Short Hop
4CT,6CT
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 22 - - N/A N/A Dire N/A

A hop that goes over lows. Airborne for duration.

Defensive Roll
1CT,3CT
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
N/A N/A 28 - - N/A N/A Dire N/A

A roll that low profiles.

Spot Dodge
2CT
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
Parry N/A N/A 36 - - N/A N/A Dire N/A

A Dodge in place. Has some invuln and is low profile for the whole recovery

Throws

Crossroads Killing
5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
8 Throw Tech 4 - - +29 N/A

Comboable forward throw.

Sendoff
4GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +44 N/A

Comboable back throw. Notably has much higher frame advantage than forward throw.

Thorny Rose
j.5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 2 - - +23 N/A

Standard air throw, gives combo on raw hit.

Heartbreaker

Heartbreaker
4CT while blocking
AJIT HB.png
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23

Ajit's heartbreaker, uses far 5SP's animation.

Normals

Standing

5LP (close), 4P
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 2 - 5 -3

Combos into itself at close range.

5LP (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
52 Mid 8 2 - 3 -6


5SP (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
104 Mid 6 2 - +3 -3
5SP (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
104 Mid 14 2 - 0 -6


5LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Mid 4 3 - +3 -2
5SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 9 2 - +1 -5

Crouching

2LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 44 2 - 3 -1


2SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
104 Mid 12 2 - +2 -6


2LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
4 Low 6 2 - +3 -1


2SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 13 2 - -3 -9


Jumping

j.5LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
48 Overhead 5 2 - - -


j.5SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Overhead 9 2 - - -


j.5LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Overhead 6 7 - - -


j.5SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
84 Overhead 9 3 - - -


Command Normals

6LK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Mid 14 2 - + -6 Dire N/A

Command normal with no dire counter effect, so it's a valuable combo piece when you hit one.


Pine Cutter
6SP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
104 Overhead 21 1 - +3 -6 Dire Crumple


Daffodil Slide
3SK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
104 - 10 7 - +41 -8 Dire Crumple


Mockingbird
j.2LK
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
80 Overhead 8 4 - - - Counter N/A

Launching air normal.


Specials

Trimming Meadow
236P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid 19 - - -5 point blank -9 point blank Dire Crumple

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.


Sun's Brilliance
623P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 68,68(136) Mid 13 4 - -9 -8 Dire Power Launch
SP 152 (76,76) Mid 20 4 - +3 -13 Dire Power Launch


Stroll in the Wind
236K
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK - Mid 4 7 - +15 -25 Dire None

command dash that is also a counter.

SK - Mid - - - - - Dire None

command dash that is also a counter.


Crashing Wave
214K
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LK 136 Mid 14 2 - +1 -5 Dire Crumple

Restand move, usually keeps the opponent in command throw range but doesn't always keep the opponent in throw range.

SK 136 Mid 24 2 - Crumple -5 Dire Crumple

Puts the opponent in a crumple but retains their grounded/airborne state.


Petals Gather
624P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 168 Throw 7 1 - KD - Dire Wall Bounce

Command grab with a larger hitbox than her normal grab. Highest damage special move.

SP 168 Throw 28 1 - KD - Dire Wall Bounce

Slower, dashing version of the command grab. Same properties on hit as the light move.


Swallow Counter
j.214P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 136 Overhead 13 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 Overhead 13 4 - Depends Depends Dire 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.

Supers

All-Out Attack

Dragonfly Flight
214214P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
226 Mid 9 2 - KD -29 Dire N/A

Reversal super. Very high hitbox so it can be used to antiair.


Garden of Warriors
236236P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
fireball 223 Mid 10 until the wall - +12 -10 Dire N/A

Fullscreen air unblockable fireball super. Has followup.

Version Damage Guard Startup Active 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.


All-Out Destruction

Telluric Meadow
214214KK
Damage Guard Startup Active Recovery Adv Hit 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.

General Gameplan

Neutral

Pressure

Defense

Combos

Condition Notation 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.
2D starter, air opponent
  • 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.
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.
623C starter, Dire counter
  • (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.

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

General
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IkueCLS
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BernieCLS
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