JoJo's Bizarre Adventure: Heritage for the Future/Iggy/Movelist

From SuperCombo Wiki

Movelist

Normals

Stand Off

5A
Iggy 5a.png
Startup Active Recovery Damage Guard
5 2 17 3 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -8 -11 5A
Special/Super
Air UB
  • Can chain into itself
  • Worse than 2A in almost every way, no real reason to use this move


5B
Iggy 5b.png
Startup Active Recovery Damage Guard
10 3 23 6 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 -9 -17 Special/Super Air UB
  • Shrinks Iggy's hurtbox dramatically.
  • Don't let the 10f start-up fool you, because the move moves Iggy forward slightly it's effectively pretty quick.
  • Usable as a cross-under normal that can then confirm into 236aa among other things.


6B
Iggy 6b.png
Startup Active Recovery Damage Guard
21 2 25 10 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -10 -23 Special/Super -
  • Hits overhead
  • Too small to be used in neutral, mainly used for oki
  • Can combo into supers or negative edge 63214B
  • Certain characters can jump out of it on wakeup, while others can't


5C (Close)
Iggy Close 5c.png
Startup Active Recovery Damage Guard
10 22 2 9 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 -6 -24 236S/214S Air UB
  • Hits 3 times
  • Can only cancel into 236S and tandem
  • Hitbox still comes out even if you get hit out of it
  • Can be good as an anti air
  • Also good for catching people neutral jumping out of oki


5C (Far)
Iggy Far 5c.png
Startup Active Recovery Damage Guard
12 6 10 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -2 -12 236S/214S -
  • Can only cancel into 236S or tandem
  • Extremely disjointed poke, can even beat moves like Avdol 2C
  • Basically iggys only ranged option in stand off besides his charge moves
  • Fairly slow startup and can't hit jumping opponents, but it’s still hard to punish even if you jump over
  • Very strong button, use it a lot


2A
Iggy 2a.png
Startup Active Recovery Damage Guard
4 4 8 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+8 +6 +3 2A
Special/Super
-
  • Can chain into itself
  • Good frame data and disjoint make this a good small range poke
  • Also good tick grab tool and combo starter


2B
Iggy 2b.png
The meaty of your dreams (until they hold 8)
Startup Active Recovery Damage Guard
6 20 4 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -10 -18 Special/Super -
  • Mainly used as a meaty or to catch people's landings
  • Extreme low profile, will go under a lot of higher aerials and certain grounded moves
  • Most characters can jump out of it when used as a meaty after grab
  • Can be +9 on block if you hit someone at its last active frame


2C
Iggy 2c.png
Startup Active Recovery Damage Guard
4 9 12 11 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -4 -17 236S/214S Air UB
  • Can only cancel into 236S or tandem
  • Mostly used as a combo ender after tandems to get a hard knockdown
  • Can sometimes be used as an anti air but has a bad hurtbox


j.A
Iggy j.c (1).png
Startup Active Recovery Damage Guard
2 Until landing - 3 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +6 - -
  • Can be used instead of other jumping attacks for cmd oki in order avoid activating IPS


j.B
Iggy j.c (1).png
Iggy j.c (2).png
Startup Active Recovery Damage Guard
2 Until Landing - 8 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +6 - -
  • Hits 2 times
  • Also no reason to use this


j.C
Iggy j.c (1).png
Iggy j.c (2).png
Startup Active Recovery Damage Guard
2 Until landing - 10 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+12 +10 +6 - -
  • Hits 2 times
  • The good one, has higher damage than both of the others with no drawbacks
  • Has only 2 frames of startup
  • Can be a good anti air


d.5A/B
Iggy 5b.png
Are you sensing a theme here
Startup Active Recovery Damage Guard
10 3 23 5 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -9 -15 Special/Super Air UB
  • Worse version of d.5C


d.5C
Iggy 5b.png
Iggy d.5c (2).png
Startup Active Recovery Damage Guard
10 9 17 8 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10 -11 -15 Special/Super Air UB
  • Hits 2 times
  • Can confirm into 236AA
  • Ok approaching option


d.2A/B/C
Iggy 2b.png
Startup Active Recovery Damage Guard
6 20 4 7 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -10 -18 Special/Super -
  • Just 2B but it goes slightly farther


6C/4C (Close)
Iggy Grab.png
Startup Active Recovery Damage Guard
- - - 17 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - Air UB
  • Knocks opponents down near Iggy, gives time for oki
  • Has a long range, which combined with Iggy's fast walking speed makes this exceptionally easy to hit
  • Very strong option to have, considering how many oki options Iggy has to work with
  • Iggy's grab is unique compared to other knockdowns. On the first frame of waking up on most knockdowns, the only thing you are allowed to do is block. This doesn't apply to Iggy, meaning people can use frame 1 reversals to get out of his oki, and can jump out of his 2B and sometimes his 6B.
  • Keep in mind this only applies to his grab, meaning any other source of oki will have normal knockdown properties.
  • The oki he gets can range from very good to almost nonexistant depending on the character's wakeup speed. Wakeup speeds are different from Iggy's grab than other knockdowns. There's a chart showing the advantage in the Strategy section.


Stand On

S.5A
Iggy s.5a.png
Startup Active Recovery Damage Guard
5 3 11 4 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -5 Special/Super IPS=No Scales=yes
Air-UB
  • Decent combo starter
  • Usually outclassed by s.2A, but this one can do slightly more damage


S.5B
Iggy s.5b (1).png
Iggy s.5b (2).png
Iggy s.5b (3).png
Startup Active Recovery Damage Guard
8 4 13 11 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -2 -10 Special/Super IPS=No Scaling=Yes
Air-UB
  • Mainly combo filler
  • Ok anti air


S.5C
Iggy s.5c (1).png
Iggy s.5c (2).png
Programming is hard
Startup Active Recovery Damage Guard
9 7 19 13 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -9 -21 Special/Super IPS=No Scaling=Yes
Air-UB
  • Would be a good poke if the hitbox actually matched the animation.


S.5C (Chain)
Iggy 236s (1).png
Iggy 236s (2).png
Iggy 236s (3).png
Startup Active Recovery Damage Guard
5 ? 15 9 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -1 -10 Special/Super IPS=No Scaling=Yes
Air-UB
  • Can only get this move when chained into
  • Combo filler


S.6C
Iggy s.6c.png
Iggy s.6c (2).png
Totally didn't release my charge early just then
Startup Active Recovery Damage Guard
12 15 4 5 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -7 -10 Special/Super IPS=No Scaling=no
Air-UB
  • Decent poke but harder to use without accidentally doing charge moves.
  • Going stand on and then using the move helps with that
  • Can be plus on hit, block and push block if spaced well


S.2A
Iggy s.2a.png
Startup Active Recovery Damage Guard
4 4 9 5 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -1 -4 Special/Super IPS=No Scaling=Yes
Air-UB
  • Main combo starter and the low in his stand on high/low game
  • Somewhat punishable due to the sub-par recovery.


S.2B
Iggy s.2b (1).png
Iggy s.2b (2).png
Startup Active Recovery Damage Guard
4 4 9 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
3 2 -6 Special/Super IPS=No Scaling=Yes
Air-UB
  • Strong counterpoke, important in matchups like Alessi and Kak
  • Also Iggy's main meterbuild option


s.2C
Iggy s.2c.png
Startup Active Recovery Damage Guard
10 4 38 13 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -24 -37 Special/Super IPS=No Scaling=Yes
Air-UB
  • Is special cancellable unlike the chained version
  • Launches instead of knocking down
  • Generally not used over the chained version


s.2C (Chain)
Iggy s.2c.png
Startup Active Recovery Damage Guard
9 17 19 13 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
KD -24 -37 - IPS=No Scaling=Yes
Air-UB
  • Safest combo ender, but lower damage and punishable against Stand On characters
  • Has more limited oki options than grab, but isn't able to be reversaled
  • Insanely active for no reason


S.J.A
Iggy s.j.a.png
The fastest Iads in the west
Startup Active Recovery Damage Guard
4 4 until landing 4 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
5 - - - IPS=No Scales=Yes
  • Very fast but less-damaging option out of air dashing for those sick unreactable Iads.
  • Can be used as a quick air to air sometimes


S.J.B
Iggy S.J.B (1).png
Iggy j.s.b (2).png
Iggy s.j.b (3).png
Startup Active Recovery Damage Guard
8 4 until landing 11 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - IPS=No Scales=Yes
  • Mainly used as a tech chase tool or air to air against people above you


S.J.C
Iggy s.j.c (1).png
Iggy s.j.c (2).png
Startup Active Recovery Damage Guard
8 2 until landing 13 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - nothing IPS=No Scales=Yes
  • Very strong air to air
  • Most common jump in
  • Does a lot of stand gauge damage


d.s.5A
Iggy d.s.5a.png
Startup Active Recovery Damage Guard
4 3 16 4 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -7 -10 Special/Super Air UB
  • Not very good


d.s.5B
Iggy d.s.5b.png
Startup Active Recovery Damage Guard
9 4 15 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
0 -1 -12 Special/Super Air UB
  • Dashing version of chain s.5C
  • Mainly used to combo into tandem after standcrash


d.s.5C
Iggy d.s.5c.png
Startup Active Recovery Damage Guard
3 4 20 11 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8 -9 -17 Special/Super Air UB
  • Dashing version of s.5B
  • Iggy’s most useful dashing normal
  • Very fast with a decent hitbox
  • Useful after making someone block an aerial
  • Fairly unsafe on block and hit, should usually be cancelled into teleport


d.s.2A
Iggy d.s.2a.png
Startup Active Recovery Damage Guard
4 4 15 3 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-6 -7 -1 Special/Super -
  • Can be used for tick throws but it has a lot of recovery


d.s.2B
Iggy d.s.2b.png
Startup Active Recovery Damage Guard
4 4 15 10 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 -4 -12 Special/Super Air UB
  • s.2B with more recovery


d.s.2C
Iggy d.s.2c.png
Startup Active Recovery Damage Guard
9 4 33 11 Low
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launch -19 -32 Special/Super -
  • About the same as regular s.2C, use it for similar things


S.J.2C
Iggy s.j.2c.png
As if it wasn’t hard enough to anti air Iggy
Startup Active Recovery Damage Guard
10 until landing 28 10 High
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - nothing IPS=No Scales=No
  • Divekick style move that halts Iggy's momentum
  • Causes a knockdown on standing opponents. If the opponent is crouching they recover instantly and kill you
  • Not a great move on it's own thanks to the bad hurtbox and how unsafe it is
  • At the same time, it can be used out of glide if you get yourself in a bad situation. Even if it doesn't work, just having the move will make people have to think about whether or not to anti air you.


S.4C/S.6C (Close)
Iggy Grab.png
Startup Active Recovery Damage Guard
- - - 17 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -
  • The same as stand off grab.
  • Not used as much given how slow Stand on Iggy is

Specials


Glider
s.j.[8]
Iggy glide.png
Making people hate you 101
Startup Active Recovery Damage Guard
- - - 1(A)
2(B)
3(C)
Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -
  • Hold 8 to keep floating and release to drop, lasts for about 3 seconds
  • Iggy loses his double jump to have this
  • You cannot airdash and float in the same jump.
  • Iggy can block during this, but blocking an attack causes you to drop out of the glide.
  • Pressing an attack will cause Iggy to drop a sandball. A drops it the furthest out and does the least damage, while C drops right below Iggy and does the most damage.
  • After doing a certain amount of sandballs, there is a cooldown before you can use more. (3 for A, 2 for B, 1 for C) You can bypass this limit by alternating between the A and B sandballs.

Easily one of Iggy's strongest tools, if not his strongest. First, there's the glide itself. Combining this with his airdash and divekick, this can make Iggy very unpredictable in the air, since he can easily change or halt his momentum. It can also be used as a fast instant overhead that you can combo off of. And then there's the sandballs. This is an insanely low risk projectile that you can just throw out with little fear of being punished. Just a simple superjump means that no anti air can hit you, and even if you get air to aired somehow, you just block it. The only real threat you have is if someone rolls behind you, but you still have C sandball and divekick to catch people doing that. Also, since you can block while throwing out sandballs, this move will just flat out beat every air to air in the game. And you can also use it on oki to give yourself time for a high/low/grab mixup. You might notice that the sandballs only do 1 or 2 damage, but that isn't as big of a problem as it seems. If you can get the sandball to launch, you can usually follow up with an S.J.B. And even on ground hits you can get an aerial or some pressure. And the sanballs also still do chip, so blocking isn't very effective against them. They can bring you down to 1 health, and if Iggy gets to that point, he's almost unbeatable. This is one of the best projectiles in the game, do not overlook this move.


Sand Crush
[4]6A/B/C
Iggy 4 charge (1).png
Iggy 4 charge (2).png
Your punishable on hit combo ender
Startup Active Recovery Damage Guard
15 - 14 8(S.Off)
19(S.On)
Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9(S.On) -15 -17(S.On) - Air UB
  • The Fool charges forward, distance depends on the button
  • In stand on Iggy will also charge forward with his stand
  • Is air unblockable for some reason

The stand off version of this move is generally used as a quick, long range poke. It's a strong roundstart option and can catch a lot of people off guard. However, it does very low damage, the Fool has a hurtbox, and the Fool takes a while to come back, locking Iggy out of a big portion of his moveset. The stand on version is mainly used as a combo ender or a long range punish tool. Be aware that this move is punishable on hit, but it also has a good amount of pushback. That means some characters will have a harder time punishing it. It goes fullscreen, so you can use it to punish slow projectiles. Be aware that this move is very punishable on block, though.


Sand Uprising
[2]8A/B/C
Iggy 2 charge (2).png
Startup Active Recovery Damage Guard
5 - - 14 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launches - - - -
  • The Fool charges up, distance depends on the button
  • In stand on Iggy will also charge up with his stand
  • Is NOT air unblockable
  • Stand on version is invulnerable during startup

Mainly used as an anti air. It's a fairly decent one, but it does require a charge. The stand on version can also be decent to use when you're getting pressured, since it knocks the opponent away and has i-frames. Just remember this is also fairly unsafe.


Sand Magic
623 or 421A/B/C
Startup Active Recovery Damage Guard
2 - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -
  • A teleport. 623 teleports him forward, while 421 teleports him back
  • No difference between buttons
  • Decent approach option versus some zoners
  • Can also be used to make certain buttons safe like s.d.5c
  • Punishable, so use sparingly.


Sand Clutch
63214A/B/C
Iggy 63214.png
More dogs
Startup Active Recovery Damage Guard
15 - - 24 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Launches - - - -
  • A slow moving command grab. The buttons determine how far it goes
  • When the hitbox touches the opponent, they are trapped and dealt damage until they are knocked away.
  • In stand off Iggy can hit the opponent while they're trapped, in stand on he just sleeps.
  • Can be combo'd into from 6B and a very meaty 2B.

Not very good in neutral, so mainly used for oki. These are the main part of his unblockable setups, and you can read more about them in the Strategy section. These are also really good to catch people hold up back on wakeup. Don't use the stand on version.


Stand Activation Attack
236S
Iggy 236s (1).png
Iggy 236s (2).png
Startup Active Recovery Damage Guard
9 4 15 7 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-1 -1 -13 - Air UB
  • Mainly just a tool used to make yourself safe after moves like 5C or 2B.
  • Can be used as a low damage combo ender.


Guard Cancel (623A/B/C While Blocking)
Iggy 2 charge (2).png
Startup Active Recovery Damage Guard
5 2 17 8 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
38 32 26 - -

Iggy performs his Sand Uprising for his Guard Cancel. A decent Guard Cancel with good invincibility.

  • Because of it's hitbox, it can hit aerial opponents well.
  • Has a decent range.
  • Launch is techable.
  • Iggy travels up with The Fool when in Stand On.


Supers

Big Sand Wave
236AA
Iggy 236aa (1).png
Iggy 236aa (4).png
Iggy 236aa (5).png
Startup Active Recovery Damage Guard
6 5 - 38 Mid
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - IPS = No SC = No
  • A big sand wave, as the name suggests. Goes fullscreen.
  • In stand on Iggy will ride the wave.
  • Knocks down mid screen, but in the corner the opponent can tech, destroying your oki.
  • Very inconsistent on air hit.
  • Will beat guard cancels a lot of the time
  • In stand off you can get a decent 50/50 when they block the first hit by running up and doing 2a or j.c.
  • Stand on version isn’t great, use tandem instead


Startup Active Recovery Damage Guard
5 31 1 39 Grab
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -
  • A raging demon, basically a slow moving command grab that does a lot of damage
  • Very easy to jump out of, so it isn’t a great oki tool
  • Can be used as a high damage combo ender, though it is harder to combo into


Tandem
214S
Startup Active Recovery Damage Guard
- - - - -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
- - - - -
  • Standard tandem, mainly used as combo filler and a reversal.
  • For Iggy, you usually just want to do A B C reps, then roll behind the opponent and mash 2a.

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