JoJo's Bizarre Adventure: Heritage for the Future/Iggy/Combos: Difference between revisions

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==Basic combos==
===s.5A > s.5A > s.5B > s.5C xx s.[4]6+C===
Iggy's BnB. Does a surprisingly good amount of damage for how short and simple it is. Can be confirmed into with j.B/C. Unsafe on hit.
===s.2A > s.5B > s.5C xx s.[4]6+C===
A version of iggy's BnB, but it starts from a low. Will hit characters with low hurtboxes, since s.5A whiffs on some crouching characters. Keep in mind that you can't do 2 s.2As in this combo. Unsafe on hit.
===s.2A > s.2A > s.2B > s.2C===
Another incredibly simple magic series, but it's all Iggy really has. Does less damage than the other combos, but against stand off opponents it is safe on hit and knocks down, possibly giving Oki.
===2A WC S + 5A > s.5B > s.5C===
The first combo but you walk cancel into it with 2A.
===2A WC S + 2A > s.2B > s.2C===
The second combo but you walk cancel into it with 2A.
===2B xx 236+AA, 6B===
Can be used as okizeme. Does decent damage. The 6B isn't hard to follow up, and leads into a hard knockdown. In the corner, you can add another 6B, but you need to be fast, as hitting the opponent as they are being knocked down will reset them and allow them to tech. You can spam up to 5 2As without worrying about them being reset, but it does less damage than a second 6B. That being said, if the opponent isn't spamming ABC to tech, they may be surprised by the sudden reset, giving you a free throw.
===2B 2A xx 236AA 6B===
The previous combo, but you add a very meaty 2B to the mix. Only works in corner due to the distance. adds a liiiiittle bit of damage, but it's gonna be hard to land due to how long the 2B has to be out for. Only really going to be used to catch mashers on their wakeup in the corner.
===6B xx 63214+C, 2A(x5), 6B xx [2]8+C===
Can also be used as okizeme. Does great damage for no meter. The amount of 2As can vary, but doing 5 starting immediately after the cancel allows you to easely time the followup. The 6B has to hit right as they're released, so the [2]8+C can juggle after.
===6B/2B xx 214s... (tandem followup)===
Easy tandem confirms.
===s.j.C [can be done from airdash] > s.665B/C xx 214S... (tandem followup)===
Basic route into tandem. The dashing attack needs to be done as fast as possible.
==Tandem Enders==
Iggy's tandem is one of his bigger sources of damage. It combos easily by itself and does not require any close following, but you can add substantial damage and guarantee enders by rolling to get to the other side and spam Iggy's fast and chainable 2A.
Confirm into it with 6B/2B/s.66B/s.663B. Your tandem enders are:
===(Tandem ends)...6B xx 63214+C, 2A(x5), 6B xx [2]8+C===
Same as the normal confirm.
===6B xx A A 6 B C===
At first glance this seems not as useful, as it's 1 meter more for barely more damage than the 0 bar ender, and it doesn't give you any good options afterwards either. But it does do slightly more damage, which can make it useful for finishing off an opponent with style.
===6B xx 236+AA, 6B===
Same as above, except it's easier to execute. It's not worth it, though. Stick to the first one.
===2A, 2A xx 236+S===
If you miscounted your reps, you can end the combo with this if you weren't able to get your 6b off. Only really used in that scenario, as the first ender is infinitely better.
Iggy doesn't have much in the way of elaborate stand crash setups, but you can easely bank on stand crashes with his tandem. His s.j.B/C do good stand gauge damage and can quickly lead to stand crashes. After a confirmed stand crash you can just do 214+S or a s.665B into it.<br><youtube>7swXeCrv1xw</youtube>
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[[Category:JoJo's Bizarre Adventure]]
[[Category:JoJo's Bizarre Adventure]]

Revision as of 07:08, 18 March 2021

Basic combos

s.5A > s.5A > s.5B > s.5C xx s.[4]6+C

Iggy's BnB. Does a surprisingly good amount of damage for how short and simple it is. Can be confirmed into with j.B/C. Unsafe on hit.

s.2A > s.5B > s.5C xx s.[4]6+C

A version of iggy's BnB, but it starts from a low. Will hit characters with low hurtboxes, since s.5A whiffs on some crouching characters. Keep in mind that you can't do 2 s.2As in this combo. Unsafe on hit.

s.2A > s.2A > s.2B > s.2C

Another incredibly simple magic series, but it's all Iggy really has. Does less damage than the other combos, but against stand off opponents it is safe on hit and knocks down, possibly giving Oki.

2A WC S + 5A > s.5B > s.5C

The first combo but you walk cancel into it with 2A.

2A WC S + 2A > s.2B > s.2C

The second combo but you walk cancel into it with 2A.

2B xx 236+AA, 6B

Can be used as okizeme. Does decent damage. The 6B isn't hard to follow up, and leads into a hard knockdown. In the corner, you can add another 6B, but you need to be fast, as hitting the opponent as they are being knocked down will reset them and allow them to tech. You can spam up to 5 2As without worrying about them being reset, but it does less damage than a second 6B. That being said, if the opponent isn't spamming ABC to tech, they may be surprised by the sudden reset, giving you a free throw.

2B 2A xx 236AA 6B

The previous combo, but you add a very meaty 2B to the mix. Only works in corner due to the distance. adds a liiiiittle bit of damage, but it's gonna be hard to land due to how long the 2B has to be out for. Only really going to be used to catch mashers on their wakeup in the corner.

6B xx 63214+C, 2A(x5), 6B xx [2]8+C

Can also be used as okizeme. Does great damage for no meter. The amount of 2As can vary, but doing 5 starting immediately after the cancel allows you to easely time the followup. The 6B has to hit right as they're released, so the [2]8+C can juggle after.

6B/2B xx 214s... (tandem followup)

Easy tandem confirms.

s.j.C [can be done from airdash] > s.665B/C xx 214S... (tandem followup)

Basic route into tandem. The dashing attack needs to be done as fast as possible.

Tandem Enders

Iggy's tandem is one of his bigger sources of damage. It combos easily by itself and does not require any close following, but you can add substantial damage and guarantee enders by rolling to get to the other side and spam Iggy's fast and chainable 2A.

Confirm into it with 6B/2B/s.66B/s.663B. Your tandem enders are:

(Tandem ends)...6B xx 63214+C, 2A(x5), 6B xx [2]8+C

Same as the normal confirm.

6B xx A A 6 B C

At first glance this seems not as useful, as it's 1 meter more for barely more damage than the 0 bar ender, and it doesn't give you any good options afterwards either. But it does do slightly more damage, which can make it useful for finishing off an opponent with style.

6B xx 236+AA, 6B

Same as above, except it's easier to execute. It's not worth it, though. Stick to the first one.

2A, 2A xx 236+S

If you miscounted your reps, you can end the combo with this if you weren't able to get your 6b off. Only really used in that scenario, as the first ender is infinitely better.

Iggy doesn't have much in the way of elaborate stand crash setups, but you can easely bank on stand crashes with his tandem. His s.j.B/C do good stand gauge damage and can quickly lead to stand crashes. After a confirmed stand crash you can just do 214+S or a s.665B into it.

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