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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 her long-ranged grab. Combined with her ability to maintain offstage presence due to her floaty nature, Isabelle's mix of fast and ranged aerials make edgeguarding one of the focal points of her strengths.
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The inability to tech grounded meteor smashes also gives sweetspotted clean down aerial limited combo potential at higher percents as well. Finally, up and down aerials have her always swing two turnips as opposed to also one or three like Villager, making them more consistent overall up aerial is a good follow-up from up tilt, is useful for juggling, and the clean hit can even act as a situational KOing move near the upper blast line, while down aerial's clean hit is capable of meteor smashing if sweetspotted, while otherwise launching opponents on the Sakurai angle, enabling it to be used for edgeguarding. Forward and back aerials have her fire slingshot projectiles 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. Neutral aerial is Isabelle's fastest aerial and her best out of shield option, and it is a sex kick that can be used to combo into Isabelle's other moves or break out of combos. Isabelle's aerials autocancel in a short hop and each one has a distinct perk. Her smash attacks also have some utility as well: forward smash is her strongest grounded KOing option if sweetspotted up smash hits twice and is her best vertical KO move while also comboing into up aerial at low percents and down smash is a semi-spike that can be used for KOing near the ledge, edgeguarding, and 2 frame punishes. Neutral attack is Isabelle's fastest grounded move, and while it is a weak single-hit move, it can be used to combo into her smash attacks at high percentages, and can also be used to jab lock opponents reliably forward tilt is useful for spacing thanks to its decent knockback and range, while also serving as a situational KOing move at higher percents near the ledge up tilt can be used for combos and juggles thanks to its relatively fast speed and low knockback down tilt possesses decent range, while the sweetspot close to her is a respectably powerful KOing option at high percents and dash attack is a projectile that can be used off of platforms against opponents on the ground or on lower platforms, and it can also be used near the ledge for edgeguarding or potentially as a 2 frame punish. Isabelle's grounded moves have their utility mainly due to their range and low startup, as all of her standard grounded moves have less than 10 frames of startup barring her grab. Moreover, Isabelle also has multiple attacks that are unique to her (such as all three of her smash attacks), while even the moves she shares with Villager have different animations and mechanics. However, Isabelle is also lighter and floatier, has faster grounded and aerial mobility, and cannot wall jump. As a semi- clone of her fellow Animal Crossing fighter Villager, she is similar to him in many aspects. Isabelle is a moderately short and floaty lightweight with slow overall mobility. Isabelle must then be defeated on Town and City (the Ω form is used in World of Light). Have Isabelle join the player's party in World of Light.Clear Classic Mode with Pikachu or any character in its unlock tree, being the 5th character unlocked after Mega Man.matches, with Isabelle being the 21st character to be unlocked. 5.1 Most historically significant players.