Isabelle Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

Welcome to Game8's Smash Ultimate Wiki!

Recent SSBU Updates
Pyra / Mythra Guide: Matchup Chart and Combos
All Update and Patch Note History

Official Patch Notes for 11.0.0 Out Now!
Ver. 11.0.0 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Isabelle Guide

This is a guide to using Isabelle in Super Smash Bros. Ultimate. Isabelle's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Isabelle's matchups, counters, and tier list placement can all be found here.

Isabelle Tier and Overview

Stats and General Info

Isabelle
Isabelle Image
Game Series Animal Crossing
Smash Bros. Debut SSBU
Fighter Number 68
Unlock Order 21
Number of Jumps 2
Weight 88 Units (65/87)
Dash Speed 1.48 (76/87)
Air Speed 1.02 (51/87)
Fast Fall Speed 2.08 (78/87)
Special Attributes None

Tier List Placement

SSBU Isabelle Icon D Tier Tier

A character with several unique projectiles

Isabelle, similar to Villager, is a character that excels in zoning and defensive play. She can use her forward aerial (which is a projectile) as well as down special to rack up damage, and then use one of her smashes, her Dair, or edgeguard the opponent to land a KO. Her side special is a command grab, which is great for catching opponents offstage to finish them off.

Isabelle is best played patiently and from a safe distance, as she struggles up close. She also can have a hard time KOing, so it is important to keep the zoning up until an opportunity to KO presents itself. As a floaty lightweight, Isabelle is KOed rather early, and somewhat easily juggled. If you get put above opponents, try and be defensive with your landing to reset the neutral game.

See Our Tier List Here!

Isabelle's Strengths and Weaknesses

Strengths ・Can zone out opponents with Slingshot, Lloid Rocket, and Fishing Rod
・Great at edgeguarding
=・Excellent ledgetrapping with Lloid Rocket and Fishing Rod
Weaknesses ・Struggles to kill without an edgeguard
・Struggles to fight at close range
・Somewhat easily edgeguarded
・Slow and floaty
・Lightweight and easily KOed

Isabelle Matchup Chart

Matchup Chart

Isabelle Image
-2
PalutenaPikachu
-1
ChromCloudFalcoFoxGreninjaHeroIkeInklingJokerLinkLucinaMarioMarthMega ManMii SwordfighterMin MinMr. Game & WatchOlimarPichuPokemon TrainerRosalina & LumaRoySephirothSheikShulkTerryToon LinkWolfYoshiYoung LinkZero Suit Samus
0
BayonettaBowserBylethCaptain FalconCorrinDiddy KongDuck HuntKenLucasLuigiMeta KnightMewtwoMii BrawlerMii GunnerNessPac-ManPeach/DaisyPit/Dark PitR.O.B.RidleyRobinRyuSamus/Dark SamusSnakeSonicVillagerWarioZelda
+1
Banjo & KazooieDonkey KongGanondorfIce ClimbersIncineroarKing DededeKing K. RoolSteveWii Fit Trainer
+2
Piranha Plant

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Isabelle.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Isabelle Combos

Bread and Butter Combo List
Up Tilt → Up Tilt (Up Air)
(0%~30%, 10~30% for Up Air to connect)
Dair (Meteor Effect) → Up Smash
(From 40%)
Side Special (Up Throw) → Up Air
(0%~20%)
Advanced Combo List
Dash Attack → Up Tilt → Up Air
(0%~10%)
Nair (falling) → Up Tilt → Up Tilt → Up Air
(0%~10%)
Down Throw → Fair → Fast Fall → Fair

Bread and Butter Combo Guides

Up Tilt → Up Tilt( → Up Air)

A basic and short combo for Isabelle. At 0%, the following up air will not result in a true combo. The following up air will only connect at 10% until 30%. If the enemy is higher than that, it is better to use up air immediately after the first up tilt.

Dair → Up Smash

This is a great combo to kill enemies with high percentages that are standing on platforms or on stages with low ceilings. To make the combo work, your down air should apply a Meteor effect in order for up smash to connect.

Side Special (Up Throw) → Up Air

Isabelle's side special can be angled differently when enemies are caught. After hitting the enemy, throw them upward and immediately follow it up with an up air.

Advanced Combo Guides

Dash Attack → Up Tilt → Up Air

Dash attack then immediately follow it up with an up tilt in to an up air. To make the combo work, your dash attack should hit at very close range. The damage will be the same but your up tilt will be out of range if your dash attack hits at a longer range.

Nair (falling) → Up Tilt → Up Tilt → Up Air

A combo that can only be done against enemies that are in very low percents. However, this combo can quickly rack up damage, making it very useful.

Down Throw → Fair → Fast Fall → Fair

You will need to fast fall quickly after the first forward air to make the second forward air connect.

Isabelle Frame Data and Moveset

Best Out of Shield Options

Move Frames
Neutral Air 8 Frames
Up Smash 9 Frames
Up Air 9 Frames

While Isabelle doesn't have a ton of quick moves that can be used out of shield, neutral air is a pretty good option, making it the go-to move to use as a get-off-me tool from shield. It has pretty quick startup, a lingering hitbox, and can lead into combos. For opponents directly in front of Isabelle, up smash can be used, although the upper part of the hitbox comes out a bit later, making up air a better anti-air out of shield option.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
2.4 3

Jab

Isabelle's Jab has an extremely fast start-up frame. It only has one hit and it doesn't knock enemies back so it's not a good get-off-me tool. Instead, it is used when standing at the ledge, or for jab locks.

At higher percents, it can combo into tilts, as well as a down smash.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
12.0 7
Dash Attack (Weak Hit) 7.2 13
Forward Tilt
(← or → + A)
10.8 8
Up Tilt
(↑ + A)
9.6 6
Down Tilt
(↓ + A)
15.6/9.6 9

Dash Attack

Isabelle's dash attack is great for its quick startup and long range. It's mainly used for catching landings or approach, but it is also a decent whiff punish out of a dash back. Since its hitbox can go below the ledge, it can also be used to two-frame opponents and prevent their recovery.

Forward Tilt

Isabelle's forward tilt has a fast startup. Thanks to its decent range, it is used as a spacing tool, and can be used to try and cover an opponent's ledge getup. It also works as a quick whiff punish.

Up Tilt

Isabelle's up tilt is a fast attack that hits an arc above her. In addition to the upward attack, the initial swing starts on her back side, so use it against enemies that land behind you or as an anti-air move.

Down Tilt

Isabelle's down tilt is good for dealing damage and knockback. Since the move hits low to the ground, you can use it against enemies that are grabbing the ledge. Other than that, forward tilt is usually the better option, so use down tilt when you want to hit an opponent from the ledge or to knock them upward.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
20.4 14
Forward Smash (Weak Hit) 9.6 16
Up Smash Hit 1
(Smash ↑ + A)
2.4 9
Up Smash HIt 2 14.4 14
Down Smash
(Smash ↓ + A)
12.0 8
Down Smash 2 9.6 12

Forward Smash

Isabelle's forward smash has good damage and knockback. The range is narrow and is pointed horizontally so you can only hit enemies on the ground near you. It's a move that's difficult to hit, but if you do, you can get KOs against opponents at around 100%.

Up Smash

Isabelle's up smash can deal decent damage and has a strong vertical knockback. Like forward smash, it's a move that has a small hitbox, but it's possible to rack up around 40% damage by using it out of a jab lock.

Down Smash

Isabelle's down smash is fast, but has rather low knockback. Since sends opponents at a low angle, it can be followed up with side special to try and get an edgeguard.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air
(A + no direction while airborne)
12.0 5
Neutral Air (Weak Hit) 7.2 8
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
8.4 10
Forward Air (Weak Hit 1) 4.8 13
Forward Air (Weak Hit 2) 3.0 19
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
10.8 13
Back Air (Weak Hit 1) 6.0 16
Back Air (Weak Hit 2) 3.6 22
Up Air
(↑ + A While Airborne)
12.0 6
Up Air (Weak Hit) 6.0 8
Down Air
(↓ + A While Airborne)
12.0 11
Down Air (Weak Hit) 6.0 13

Neutral Air

Isabelle's neutral air has fast start-up. In addition to that, it has a long lasting hitbox that hits on both sides of Isabelle, so it's a great get-off-me tool.

Forward Air

Isabelle's forward air has a long range. It's unique in being a projectile aerial attack. The closer you are to the opponent, the greater the damage and knockback. It is mostly used as a poking tool due to its short end lag, but it can be used to combo an opponent to the blast zone as well. Zoning with the slingshot as well as Isabelle's special attacks gives them a fairly powerful zoning playstyle.

Back Air

Isabelle's back air is very similar to her forward air in terms of range, but in the other direction. The damage and knockback are stronger than that of forward air, at the price of a slower startup. It can't be used for combos, but it can be used as a KO option. Generally forward air is used for poking and comboing, while back air is used to finish off an opponent's stock.

Up Air

Isabelle's up air has quick startup, and is motly used to juggle opponents in disadvantage, and as a combo tool.

Down Air

Isabelle's down air has a meteor smash effect at the startup of the move. The later frames will deal damage and knockback so the entire move is good as an offstage edgeguarding tool.

Specials

1v1 Damage (%) Startup Frames
Neutral Special - Failure
(B)
- 8
Neutral Special - Pocket Projectile - 15
Neutral Special - Pocket, Throw (Projectiles, etc.) Returns it with a ~1.9 multiplier 9
Neutral Special - Pocket, Throw (Barrels, etc.) - 24
Neutral Special - Pocket, Use (Food, etc.) - 17
Side Special - Fishing Rod
(← or → + B)
- 21
Side Special - Reel In - 2
Side Special - Throw Forward 18.6 15
Side Special - Throw Back 15.8 13
Side Special - Throw Up 16.5 22
Side Special - Throw Down 3.3/12.3 18/22
Up Special
(↑ + B)
- -
Down Special - Launch
(↓ + B)
- ?
Down Special Hit 1-2 1.92 9/17
Down Special Hit 3-5 1.08 25/34/43
Down Special - Finisher 14.4 51
Down Special - Explosion 12.0 2

Neutral Special (Pocket)

Isabelle pockets a nearby item or projectile for her netural special. Pocketed items can be taken out and thrown by pressing the special button again. The pocketed projectile will be returned with 1.9x the damage.

The hitbox for pocketing is large. Isabelle is also granded brief intangiblity at the beggining of the special, which doesn't apply to when you remove the item or projectile. If you're attacked while taking out the item or projectile, it will be dropped and disappear.

This move is very powerful in certain matchups, such as against Link or Diddy Kong, since she can pocket their items (Remote Bomb / Banana) and prevent them from making use of them for an entire stock, severely limiting their neutral options.

Side Special (Fishing Rod)

Isabelle's Side special makes use of her fishing rod. Hitting enemies will hook them, and Isabelle can throw them in a chosen direction. The hitbox is active both while the bait is being thrown and when it is being reeled in.

In addition to being used as an attack, it can also grab items and be used as a tether recovery tool that can grab the ledge. It can also be used to prevent opponents' recoveries by throwing the line offstage. It is also useful to use against opponents waiting at the ledge, making it one of her most versatile tools. Despite grabbing opponents, it does not work on a shielding opponent.

Up Special (Balloon Trip)

Isabelle rises up by rising on two balloons in her up special. Pressing and holding the special button will cause Isabelle to rise up higher, while pressing the normal attack button results in Isabelle detaching from the balloons and going into helplessness. Isabelle will also detach from the balloons automatically after a few seconds. The balloons can also be popped by attacks from opponents. Note that if the special is immediately repeated and the helium hasn't been recharged, Isabelle will only have one balloon, and she won't be able to travel as far.

Down Special (Lloid Trap)

Isabelle's down special allows her to bury a Lloid in the ground. It will automatically appear when enemies step on it, or if you use down special again. Since it automatically fires when an enemy goes near it, you can limit their movement options and force them into making a bad decision.

The initial trap planting is somewhat slow however, so only use it when you are safe from enemy attacks. The buried Lloid will also get destroyed if attacked by an enemy, and it will damage Isabelle if she's near it. Be sure to plant it anytime you have the chance!

Grab / Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 14
Dash Grab - 15
Pivot Grab - 17
Forward Throw
(← or → While Grabbing)
10.8 15
Back Throw
(← or → While Grabbing)
13.2 14
Up Throw
(↑ While Grabbing)
12.0 20
Down Throw
(↓ While Grabbing)
7.2 18

Forward Throw

Isabelle's forward throw sends her opponent forward. It can't be used to combo, so use it when you want to get your opponent off the stage.

Back Throw

Isabelle's back throw sends her opponent backward. It can't be used for combos, but it has a strong knockback, so you can throw the opponent from the edge for a reliable KO at higher percents.

Up Throw

Isabelle's up throw sends her opponent upward. It can't be used for combos, but it can be used to juggle, so use it against opponents with a poor disadvantage state.

Down Throw

Isabelle's down throw slams her opponent to the ground and knocks them upward. It can be comboed into a forward air, so it's good for racking up damage.

Final Smash

Attack How to Use Effect
Dream Town Hall Press B after obtaining the Smash Ball Tom Nook and the Nooklings are summoned to build a Town Hall around the opponent. After finishing, the building explodes, dealing massive damage and knockback.

Isabelle Balance Changes

Version 11.0.0 Balance Patch

Change
General Matched the vulnerability with other fighters when falling in place.

Version 8.0.0 Balance Patch

Change
Dash Attack Increased attack speed.
Up Tilt Attack Reduced vulnerability.
Up Smash Attack Increased attack speed.
Up Air Attack Extended launch distance.
Down Air Attack Increased attack speed.

Version 4.0.0 Balance Patch

Change
Basic Movements Extended distance of forward and backward dodging.
Neutral Attack 1 Made it easier to hit multiple times.
Up Smash Attack Extended launch distance.
Extended launch distance of upward throws.
Increased the speed of the grab detection.
Down Special Increased attack speed of the Lloid attack.

Version 3.1.0 Balance Patch

Change
Opponents will not get caught when the hook is not moving quickly.
After the hook touches the ground and the hook is yanked back, opponents can be caught.

Version 3.0.0 Balance Patch

Change
Back Air Attack Reduced the power against shields.
Forward Air Attack Reduced the power against shields.

Version 2.0.0 Balance Patch

Change
Neutral Air Attack Shortened the landing time and the amount of time you cannot grab edges after using the move.

How to Unlock Isabelle

Unlocking Via Smash Mode
21st Fighter Unlocked
After unlocking Little Mac, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 5 times using Pikachu.
Unlocking via World of Light
Eastern Town (Take the bus from Northwestern Town)

There are three ways to unlock Isabelle. Completing any of these, then defeating Isabelle when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Isabelle Alt Costumes and Skins

Isabelle Alternate Costumes

Isabelle Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

    The Like Feature

    You can save a comment for later by giving it a Like.
    As a member:Get access to several features!

    Opinions about an article or post go here.
    Opinions about an article or post
    We at Game8 thank you for your support.
    In order for us to make the best articles possible, share your corrections, opinions, and thoughts about "Isabelle Guide: Matchup Chart and Combos" with us!
    When reporting a problem, please be as specific as possible in providing details such as what conditions the problem occurred under and what kind of effects it had.

    New Comment

    • >>[6]
      Depends on who it is you struggle against. I'd say generally someone like Wolf or Palu is a good secondary for any character. Byleth's largest drawback is mobility and frame data, so a character with faster options and movement is your best bet.

    • >>[4]
      Hi! We actually have a section on Marth's matchups here:
      https://game8.co/games/SSBU/archives/281194#hl_2
      As Marth has great range and framedata, a good matchup will be a character that can whiff punish with quick burst options, and have a way to get in and find an opening! Quick characters with excellent frame data, like Pika, Greninja, or Sheik, ZSS, or Sonic are our top recommendations!
      Thank you for using our guides!

    All rights reserved

    Back to the Top
    Cookies help us deliver our services. By using our services, you agree to our use of cookies. Learn more