Isabelle vs Villager

Villager Matchup (Isabelle)

Isabelle vs Villager

Isabelle vs Villager is a control matchup where Pocket twists the projectile war, so the key is punishing Villager's heavier grounded buttons and cashing out on ledgetraps against Balloon Trip landings.

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Matchup Summary (Win Condition and Game Plan)

This is a control matchup where both characters have zoning tools, but Villager’s Pocket means Isabelle loses the pace quickly if she mindlessly throws out Lloid Trap or slingshot aerials straight down the lane.
Villager is excellent at building a wall with slingshot, Lloid Rocket, and Bowling Ball, yet his ground speed and close-range turnover are not especially strong. The frame table shows Jab 1-2, Rapid Jab Finisher, every tilt, dash attack, up smash, and down smash are all punishable by OOS Nair (8f), OOS Uair (9f), Up Smash (9f), or Grab (10f).
By contrast, neutral air, forward air, back air, up air, down air, and forward smash do not give Isabelle a reliable in-place punish. If she keeps trying to swing anyway, Villager simply gets to reset slingshot pressure or another landing mix. It is more stable to punish only the grounded buttons the table actually gives, then cover the retreat and landing with fair, bair, Fishing Rod, and Lloid Trap for the second touch.
The win condition is to avoid stretching the straight projectile war forever, push Villager to the corner once, and ledgetrap jump getup, roll, and Balloon Trip landing together with Lloid Trap and Fishing Rod. Balloon Trip has excellent distance, but it does not win space by forcing through with a big hitbox, so Isabelle should usually keep stage control instead of overchasing offstage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldIsabelle OOS Candidate MovesBarely Missed Moves
Jab 13-16
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Jab 23-18
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Rapid Jab3/8/12…
Rapid Jab Finisher4/5-28
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Forward Tilt8-16
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Up Tilt7/22-34/-19
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Down Tilt9-17/-18
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Dash Attack9…-22
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (16f)
Forward Smash25-4
  • None
Up Smash12…-8
  • OOS Nair (8f)
  • OOS Uair (+1)
  • Up Smash (+1)
  • Grab (+2)
Down Smash9/29-35/-15
  • OOS Nair (8f)
  • OOS Uair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Fair (13f)
  • OOS Dair (14f)
  • OOS Bair (+1)
Neutral Air3-4/-5
  • None
Forward Air10-4
  • None
Back Air13-3
  • None
Up Air6-7/-8/-8
  • None
  • OOS Nair (+1)
  • OOS Uair (+2)
  • Up Smash (+2)
  • Grab (+3)
Down Air11-7/-8/-8
  • None
  • OOS Nair (+1)
  • OOS Uair (+2)
  • Up Smash (+2)
  • Grab (+3)
Neutral B8 (Start of projectile pocket)**
Side B52+27
  • None
Up B**
Down B—, 5
Grab14
Dash Grab16
Pivot Grab17

Win Condition Checklist

  • Because Pocket distorts the projectile exchange, do not spam Lloid Trap or slingshot aerials straight in front. Offset your height with walking and short hops, then touch Villager first with fair, bair, or Fishing Rod.
  • After blocking Jab 1-2, Rapid Jab Finisher, forward tilt, up tilt, down tilt, dash attack, up smash, or down smash, always take the turn back with OOS Nair (8f), OOS Uair (9f), Up Smash (9f), or Grab (10f).
  • After blocking neutral air, forward air, back air, up air, down air, or forward smash, do not force an in-place punish. Cover the drift-back and landing with fair, bair, Fishing Rod, and Lloid Trap and win on the next contact.
  • Once Villager is cornered, prioritize ledgetrap control over deep offstage chases. Keep Lloid Trap one step ahead and use Fishing Rod, fair, bair, and uair to watch jump getup, ledge options, and Balloon Trip landings together.
  • When Isabelle gets smothered up close, do not insist on weak shield scrambles. Reset to midrange, then wait for Villager’s heavier grounded buttons to become punishable again.

Actions to Avoid

  • Do not keep feeding straight-line Lloid Trap setups or slingshot aerials into a matchup where Pocket and slingshot can steal the rhythm of the projectile war.
  • Do not swing out of shield after every blocked aerial or forward smash and hand Villager free whiff punishes after moves the table does not actually cover.
  • Do not force point-blank Fishing Rod or Lloid Trap placement and let jab, tilts, or dash attack stuff the startup before the trap matters.
  • Do not overchase Balloon Trip offstage for a flashy finish and give up the ledgetrap that Isabelle wins this matchup with more consistently.

Reference Links

Related Pages