Editing Isabelle (SSBU)
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Isabelle's aerials [[autocancel]] in a short hop. [[Neutral aerial]] is Isabelle's fastest aerial and typically her best out of shield option, and has [[sex kick]] properties that enable it to combo into Isabelle's other moves or break out of combos. [[Forward aerial|Forward]] and [[back aerial]]s involve her firing slingshot pellets that are useful for approaching, spacing and edgeguarding; back aerial has slower startup but less ending lag than forward aerial, and is stronger as well. Finally, [[Up aerial|up]] and [[down aerial]]s have her always swing two turnips as opposed to also one or three like Villager, making them more consistent overall. With her ability to maintain offstage presence, due to her floaty nature, Isabelle's mix of fast and long-ranged aerials make edgeguarding one of the focal points of her strengths. | Isabelle's aerials [[autocancel]] in a short hop. [[Neutral aerial]] is Isabelle's fastest aerial and typically her best out of shield option, and has [[sex kick]] properties that enable it to combo into Isabelle's other moves or break out of combos. [[Forward aerial|Forward]] and [[back aerial]]s involve her firing slingshot pellets that are useful for approaching, spacing and edgeguarding; back aerial has slower startup but less ending lag than forward aerial, and is stronger as well. Finally, [[Up aerial|up]] and [[down aerial]]s have her always swing two turnips as opposed to also one or three like Villager, making them more consistent overall. With her ability to maintain offstage presence, due to her floaty nature, Isabelle's mix of fast and long-ranged aerials make edgeguarding one of the focal points of her strengths. | ||
Isabelle's [[grab]] game also has some utility. Isabelle uses a net as part of her tether grab, which has a longer range than normal grabs, but more startup and ending lag as a result. Isabelle can notably use her grab to pocket items. [[Down throw]] can be used to initiate aerial combos, [[forward throw]] can setup edgeguards rather effectively, and [[back throw]] is a potent KO throw, being among the strongest back throws in the game. [[Up throw]] deals decent damage, but its lack of utility other than setting up a juggling scenario otherwise makes it Isabelle's least useful throw. | Isabelle's [[grab]] game also has some utility. Isabelle uses a net as part of her tether grab, which has a longer range than normal grabs, but more startup and ending lag as a result; however, Isabelle does not have a grab aerial in spite of said long-ranged grab. Isabelle can notably use her grab to pocket items. [[Down throw]] can be used to initiate aerial combos, [[forward throw]] can setup edgeguards rather effectively, and [[back throw]] is a potent KO throw, being among the strongest back throws in the game. [[Up throw]] deals decent damage, but its lack of utility other than setting up a juggling scenario otherwise makes it Isabelle's least useful throw. | ||
Isabelle sports versatile special moves. Her neutral special, [[Pocket]], allows her to steal an opponent's projectile and send it back at them, helping to discourage [[projectile camping]] against her. Her down special, [[Lloid Trap]], has her planting Lloid into the ground. Lloid Trap will active whenever an opponent walks over Lloid or can be activated manually, making it useful for surprising opponents, though it also takes notable time to plant and leaves her vulnerable, not being active until frame 51. However, despite this flaw, Lloid establishes another notable strength Isabelle possesses, ledge trapping; when planted in the correct position, Lloid alone can cover rolling and jumping get up's while Isabelle herself can attempt to cover other get-up options, allowing her to have an easier time maintaining advantage. | Isabelle sports versatile special moves. Her neutral special, [[Pocket]], allows her to steal an opponent's projectile and send it back at them, helping to discourage [[projectile camping]] against her. Her down special, [[Lloid Trap]], has her planting Lloid into the ground. Lloid Trap will active whenever an opponent walks over Lloid or can be activated manually, making it useful for surprising opponents, though it also takes notable time to plant and leaves her vulnerable, not being active until frame 51. However, despite this flaw, Lloid establishes another notable strength Isabelle possesses, ledge trapping; when planted in the correct position, Lloid alone can cover rolling and jumping get up's while Isabelle herself can attempt to cover other get-up options, allowing her to have an easier time maintaining advantage. |