JoJo's Bizarre Adventure: Heritage for the Future/Rubber Soul/Combos

From SuperCombo Wiki

Basic Combos

d.2A, 2A, 2A xx 4S

Basic blockstring.
Relatively safe on block/pushblock.
Great for starting Tech Chases or to set up 4S Jab Resets.

d.2A xx 5S

Alternative Tech Chase starter.
Can be punishable on hit if the opponent is hit more than once before getting launched.

5A CrC 5B xx 4S

Rubber Soul's Crouch Cancel Link.
2 frame link that leads to a tech chase or can be followed-up with 6S and dashing jabs in the corner, where it's more useful.

4S hj.A xx j.S j.S

4S launcher that leads to okizeme on Stand OFF/Passive Stand opponents.
Useful to catch opponents off-guard just outside their range or as a medium range fast punish.
Won't work on Stand OFF Kaks and Vice.

d.2A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 d.j.A (wait for wrap launch) j.S (j.S)

Basic BnB
Fair damage, leads to okizeme.
Make sure to hitconfirm into 214A as it's punishable on block.
Use 2A against Alessi and 5A against Iggy and Pet Shop after wrap connects.

d.2A 2A 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen, wait for wrap launch) 236+AA, d.5A, (wait for last hit) 5A xx 5S

Basic BnB into 236+AA
Midscreen Only.
Decent damage at the expense of okizeme.

d.2[A] xx 214]A[ (d.5A/2A)*3 hyperjump, backdash, (wait for wrap launch) 236+AA d.5A, (wait) 5A xx 5S

Unscaled Wrap Confirm
Rubber's dashing attacks don't trigger scaling nor IPS.
Great for fast punishes, high risk/high reward on its own otherwise.
Midscreen Only.
Avoid using against characters with high defense values or low health as it won't be nearly as effective.


236 Starters

236A/B/C can provide a safer approach or help catching dash-ins or whiffed attacks while playing defensively.

Using it as a starter won't trigger IPS but it will scale the combo later on due to being a multi-hit move.

236X > d.2A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

236 Starter into BnB
Might have to add an extra jab if done up close.
Very low commitment approach.
Fair damage.

236X > d.j.A 2A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 d.j.A (wait for wrap launch) j.S

Overhead variation of the mixup
Medium range only.
Not as safe as the low variation but can be used to bait GCs and reversals if the jump is delayed enough.
Fair damage.

236X roll d.5A 5A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*5 d.j.A (wait for wrap launch) j.S

Fully invincible starter
Used mainly to go through attacks with invincible startups or to avoid poorly timed punishes right after doing 236A and still be able to confirm into a combo after recovering.
Medium range only.
Fair damage.

Combo Extenders

Extenders are useful for hitconfirming into wrap and for increasing Rubber's damage output overall.

d.2[A]/d.5[A] xx 236]A[ d.5A/2A 5A, 2[A] xx 214]A[ d.2A/5A (5A/2A)*5 j.A (wait for wrap launch) j.S

BnB with 236 extender
Bad scaling.
May not work on some crouching opponents.
If the 236 extender is used after IPS is triggered, it will make the combo very prone to IPS.

d.5A/d.2A, 2A/5A xx 6+S d.5A, 5A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

BnB with 6S extender
May not work on most crouching opponents.
Fairly tight.
Decent damage.

d.5A/d.2A xx 2S d.5A, 5A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

BnB with 2S extender
Universal extender.
Fairly tight.
Decent damage.

late d.2A, 5B xx 6S d.5A, 5A, 2A xx 6+S, d.5A, 5A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 hj.A (wait for wrap launch) j.S

d.2A 5B Confirm
d.2A needs to hit the opponent on its latest frames for it to link into 5B.
Corner only follow-up, works better against characters with wide hurtboxes.

j.A xx j.S d.2A xx 2S d.5A, 5A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen), (wait for wrap launch) 236+AA 5A

Optimal BnB off j.A Starter with 2S extender and 236+AA ender
Very hard to execute.
Good damage for 1 meter.
Midscreen Only.

Vortex Combos

These are wrapless combos that are meant to be used in okizeme. 50/50s that guarantee another hard knockdown without relying on tick grabs. Use them unpredictably alongside cross-ups and tick grabs to keep the opponent shut down.

2[A] xx 236]A[ d.5A, 5A xx 5S

Basic Low Starter
Very easy to execute.
Bad damage but gets the job done.
Works as a good tick grab setup after d.5A/d.2A.

j.S (close to the ground) d.2A, 2A, 2A xx 5S

Basic Overhead Starter
Universal.
Cancel into 5S as soon as the last 2A hits.
Fairly tight.
Good damage for 5 hits

2A xx 6+S, d.5A, 5A, 5A xx 5S

Optimal Low Starter Midscreen
Very Tight.
Don't cancel your dash too early or your follow-up won't reach.
Use 5A before 5S instead of 2A against Rubber Soul, Midler and Pet Shop.

2S d.2A, 5A, 2A xx 6S/2S d.5A, 5A, 2A xx 5S/4S

Optimal Low Starter in the corner
Universal.
Using 2S as a starter allows Rubber to use a combo extender without triggering IPS

2A 5A CrC 5B xx 6S d.5A 5A 2A xx 5S/4S

Optimal Low Starter in the corner
Fairly tight. Decent damage.

j.S (close to the ground) d.2A/d.5A, 5A xx 6+S, d.5A, 5A, 5A xx 5S/4S

Optimal Overhead Starter on tall crouching characters
Works on the Josephs, DIOs and Polnareff.
Very tight but good damage for a wrapless combo.

2A xx 2S d.2A 2A 2A xx 5S

Optimal Low Confirm on wide characters
Works on Iggy, Khan, Alessi and Devo midscreen.
Fairly tight.

j.S (close to the ground) d.2A, 2A xx 2S d.2A, 2A, 2A xx 5S/4S

Optimal Overhead Starter on wide crouching characters
Works on Iggy, Khan, Alessi and Devo midscreen.
Universal Overhead Confirm in the corner.
Very tight midscreen, not that hard to execute in the corner.
Great damage for a wrapless combo.

j.S (close to the ground) d.2A 2S d.2A, 2A, 2A xx 5S/4S

Optimal Overhead Starter
Universal.
Most damaging wrapless combo without the use of loops.
Very hard to execute consistently.

(dash through Pet Shop) d.2[A] xx 214]A[ d.5A 5A xx 6S d.5A 5A 5A xx 5S/4S

Dashing Cross-up Okizeme on Petshop
Dash through Pet Shop during his wakeup animation.
Buffer 236 facing the other way around (214)
Requires very specific timing.
Character specific.

(dash through Pet Shop) 2S d.5A 5A 5A xx 5S

Optimal Dashing Cross-up Okizeme on Petshop
Requires very specific timing.
Character specific.
Good damage for a wrapless combo.

Loops

All of Rubber Soul's combo extenders can be looped in the corner for more damage.

236X (d.5A, 5A, 2[A] xx 236]A[)*n d.5A 5A, 2[A] xx 214]A[, d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

236 loop
Corner Only.
Very prone to IPS.
Scales badly.

d.5A/d.2A, 2A/5A xx (6+S d.5A, 5A, 2A)*n xx 214A, d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

6S loop
Corner Only.
Fairly tight.

d.5A/d.2A, 2A/5A xx (2S, d.5A, 5A, 2A)*n xx 214A, d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

2S loop
Corner only. Universal.
Extremely tight.
Very good damage.

d.5A/d.2A, (5A CrC 5B xx 6S d.5A, 5A)*n 2[A]xx 214]A[ d.5A/2A (5A/2A)*5 j.A (wait for wrap launch) j.S

CrC Loop
Corner only, character dependent, very tight.
Good damage.

Counter Follow-Ups

214+S (3 hits) d.j.S

Basic j.S follow-up.
Leads to okizeme.

214+S (2 hits) d.j.A xx j.S

Basic j.S follow-up.
If one of the three counter attacks whiffs, an extra j.A can be added.

214+S (1 hit) hj.C xx j.S j.S

Optimal j.S follow-up.
If two of the three counter attacks whiff, this follow-up can be done to maximize damage while still getting okizeme.

214+S > d.j.C xx j.S d.j.A xx j.S

Optimal j.S follow-up (Alessi Variation)
The initial hits of the counter don't add up to the combo counter if they hit Alessi's stand instead of Alessi himself.

214+S (wait for last hit) 236+AA d.5A (wait) 5A xx 5S

Does significant damage for 1 meter at the expense of okizeme.
Timing may vary depending on the number of hits that connect and opponent's fallspeed.

d.2C xx 214S (wait for last hit) d.j.S

Dashing Stand Attack + 214+S
The countered attack has to interact with the counter's hurtbox instead of Yellow Temperance's drill attack.
Extremely situational.

d.2A, 2A xx 4S dash (wait for down tech) 214S (wait for last hit) roll 360

Backbreaker follow-up
The opponent needs to be launched at a certain height.
Great damage.
Leads to okizeme.

d.2A xx 4S, dash (wait for down tech) 214+S (wait for Iggy to almost hit the ground) 214+A d.2A, (d.5A)*2 hh. backdash 5A~ backdash (wait for wrap launch) 236+AA d.5A, (wait) 5A xx 5S

Iggy-only follow-up.
Very situational.
Insane damage.

Guard Cancel Follow-Ups

GC d.j.A xx j.S

Guard Cancel follow-up against Stand OFF/Passive Stand characters
Requires precise timing.
Good damage for a GC follow-up while still getting okizeme.

GC !SC d.j.S d.j.A xx j.S

Optimal Guard Cancel follow-up against Stand ON characters
Very good damage for a GC follow-up while still getting okizeme.

GC !SC j.C xx j.S

Alternative Optimal GC follow-up against Stand ON characters
Useful when the spacing for the previous follow-up isn't ideal or against characters who can't get hit by j.A xx j.S reliably like Kaks or Vice.
An extra j.S can be added at the end if they are high enough in the air.

GC !SC d.j.C xx d.j.S d.j.A xx j.S

Optimal Guard Cancel follow-up (Alessi Variation)
The initial hit of the GC doesn't add up to the combo counter if it hits Alessi's stand instead of Alessi himself.

GC !SC d.j.A xx j.S

Sideswitch Guard Cancel follow-up against Stand ON characters
Use it while being cornered to corner the opponent instead.
Requires very precise timing.
Stylish.

GC !SC sideswitch roll j.C xx j.S

Optimal Sideswitch Guard Cancel follow-up against Stand ON characters
Use it while being cornered to corner the opponent instead.
Requires precise timing.
Stylish.

Grab Follow-Ups

Grab > d.5B

Basic Grab follow-up
Can be cancelled into 5S/4S if the opponent doesn't tech fast enough (though punishable) or 236+AA to try and catch punish attempts or setup a mixup.
Doesn't work on Pet Shop and Vanilla Ice.

Grab > d.5A/d.2A (xx 5S)

Basic Grab follow-up
Works on some characters.
Can potentially lead to a tick grab or a UB wrap if the opponent doesn't tech in time.

Grab > 5C~ xx 6S

Alternative Grab follow-up
Works on Iggy and Alessi.
Great range and fairly safe.
Cancel the stand grab recovery into a stand normal before inputting 6S.

Grab > j.C~ xx j.S

Optimal Iggy-only follow-up
Cancel the stand grab recovery into a stand normal before inputting j.S.
Leads to okizeme.

Backbreaker Confirms

hh.A (close to the ground) 360

Basic confirm off a single hit.
Buffer 360 as you're falling.
Punishable on hit.

j.B/j.C (close to the ground) 360

Basic confirm off a single hit.
Buffer 360 as you're falling.
Punishable on hit.

deep d.5A xx 360

Fairly tight.
Has to be done point blank.
Delaying the super a bit after the jab connects may make it more consistent.
Punishable on hit.

deep d.2A xx 360

Fairly tight.
Has to be done point blank.
Delaying the super a bit after the jab connects may make it more consistent.
Punishable on hit.

deep d.5C xx 360

Extremely tight.
Has to be done point blank.
Punishable on hit.

deep d.2C xx 360

Extremely tight.
Has to be done point blank.
Punishable on hit.

236X d.j.A (close to the ground) 360

236 Starter into backbreaker confirm
Buffer 360 as you're falling.
Punishable on hit.
No reason to go for this other than for style points.

236X d.sh.A (close to the ground) d.5A/d.2A xx 360

236 Starter into Backbreaker Confirm
Buffer dash as you're falling.
Very hard to execute.
Punishable on hit.
No reason to go for this other than for style points.

4S hj.A xx j.S 360 (right before the opponent hits the ground)

j.S Backbreaker Confirm
Corner only.
Safe on hit, leads to okizeme.
Very Stylish.

4S hj.A xx j.S d.5C (right before the opponent hits the ground) xx 360

Midscreen j.S Backbreaker Confirm
d.5C has to hit frame perfect the frame before the opponent hits the ground.
Punishable on hit.
Very Stylish.

j.S (close to the ground) d.2A xx 2S d.2A, 2A, 2A xx 360

Overhead Starter Backbreaker Confirm on Devo
Doll needs to be on the other side of the screen to create a fake corner that will pull Devo towards the super.
Punishable on hit but Doll placement may make it hard for Devo to get a full punish.
Very stylish

J.S Unblockable Reset

Stand ON opponents are vulnerable on their first landing frame after getting hit by j.S (an Untechable Launcher) while being airborne.
Rubber Soul can take advantage of this and catch their landing with a low meaty attack to get a free combo.
d.2A/d.2B/s.2C follow-ups whiff on DIO and Midler.
4S is a great way to set it up on the ground.

4S hj.A j.S d.sh.S !UBR d.2[A] xx 214]A[ (d.5A/2A)*3 hj. backdash (wait for wrap launch) 236+AA d.5A, (wait for last hit) 5A xx 5S

j.S UB Reset + Unscaled Wrap Confirm
d.2A has 4 active frames so it shouldn't be too hard to time correctly.
Insane damage.
Midscreen Only.

4S hj.A xx j.S !UBR 360 > j.A/j.B xx j.S, j.A xx j.S

j.S UB Reset + Backbreaker
Safe on hit, leads to okizeme.
Timing may vary depending on the opponent's fallspeed, buffer 360 as Yellow Temperance disappears.
Can be used outside the corner with a different starter.
Works on Dio and Vanilla Ice as well, whiffs on Midler if she isn't pressing anything, which may seem counterintuitive.
Corner-only follow-up is very tight and character specific.

4S hj.A xx j.S !UBR d.2C xx 6S d.5A, 5A, 2A xx 6+S d.5A, 5A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*5 hj.A (wait for wrap launch) j.S

j.S UB Reset + d.2C Meaty
Most damaging meaty option, particularly good in the corner.
d.5C can be used against DIO but has to hit frame perfect.
Stylish.

4S hj.A j.S j.S !UBR d.5[A] xx 214]A[ (d.5A/2A)*3 hj. backdash (wait for wrap launch) 236+AA d.5A (wait) 5A xx 5S

j.S UB Reset (Vanilla Ice Variation)
Use d.5A instead of d.2A to meaty Vice's deceptively tall landing hurtbox.
Useful for punishing some S. ON Vice moves such as his s.236C, s.421, s.623+AA, IAD and meterbuild.

Jab Unblockable Reset

After launching the opponent at certain heights, Rubber can jab them on their last airborne frame right before hitting the ground to force them to land on their feet.
Just like with Stand ON opponents, Stand OFF/Passive Stand Characters can't block on their first landing frame after being hit or doing a jumping attack, which means Rubber can freely combo after the jab if 2S were to be used to catch this landing frame.

4S hj.A xx j.S (wait for the opponent to almost hit the ground) d.5A/d.2A xx !UBR 2S d.5A 5A 2[A] xx 214]A[ d.5A/d.2A (5A/2A)*5 d.j.A (wait for wrap launch) j.S

Jab UB Reset
Khan's and both Hols' and DIOs' last airborne frame can be meatied with d.2A.

214S > d.j.S (wait for the opponent to almost hit the ground) 5A/2A xx !UBR 2S d.5A 5A 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen), (wait for wrap launch) 236+AA d.5A, (wait) 5A xx 5S

Counter follow-up into Jab UB Reset

GC > d.j.A xx j.S (wait for the opponent to almost hit the ground) d.5A/d.2A xx !UBR 2S d.5A 5A 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen and wait for wrap launch) 236+AA d.5A, (wait) 5A xx 5S

Guard Cancel follow-up into Jab UB Reset

360 > j.B xx j.S 2A xx !UBR 2S (Jab UB Reset) d.5A/d.2A, 5A, 2A xx 6S/2S d.5A/d.2A, 5A, 2[A] xx 214]A[ d.5A/d.2A (5A/2A)*5 d.j.A (wait for wrap launch) j.S

Backbreaker follow-up into Jab UB Reset
Corner-only.

236+AA (wait for last hit of the super) 5A/2A xx !UBR 2S d.5A 5A 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen and wait for wrap launch) 236+AA, d.5A, (wait) 5A xx 5S

236+AA into Jab UB Reset
Rubber can convert into BnB even at Fullscreen using 236+AA.
Perfect follow-up after clipping the opponent in projectile wars or for punishing certain moves.

j.A xx j.S d.2A, 2A xx 6+S d.5A, 5A, 2A xx 4S/5S !SC d.2A xx !UBR 2S d.5A 5A 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen and wait for wrap launch) 236+AA d.5A, (wait) 5A xx 5S

Stand Crash into Jab UB Reset
Rubber can get a Jab UB Reset off any grounded stand crash combo caused by 4S/5S.
Using d.5A instead of d.2A after the stand crash won't result in a reset.

j.S (close to the ground) d.2A 2A, 2[A] xx 214]A[ d.2A 5A*2 d.j.A backdash 5A~ backdash (wait for Iggy to almost hit the ground) 214A d.2A 5A*2 d.j.A backdash (wait for Iggy to almost hit the ground) d.2A xx !UBR 2S d.5A 5A 2[A] xx 214]A[ d.2A...

BnB on Iggy into Jab UB Reset
The Jab UB Reset can be set up consistently after a wrap launch against Iggy.
Can be looped indefinitely.

j.S (close to the ground) d.2A 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (wait for wrap launch) j.S (wait for the opponent to almost hit the ground) d.5A/d.2A xx !UBR 2S d.5A 5A 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (wait for wrap launch) j.S d.5A/2A xx 2S...

Basic BnB into Jab UB Reset
Can be looped indefinitely.

4S Unblockable Reset

As showcased before, 5S and 4S cause a hard knockdown against Stand OFF/Passive Stand characters once the combo counter goes beyond 5 and 7 hits respectively.

However, on Stand ON opponents they behave as an untechable launcher with max scaling, and as such, the opponent is unable to block on their first landing frame. If an attack hits them during that frame, it will result in an unblockable reset.
br> Under optimal circumstances, Rubber has a 11f window to act after doing 4S before they fully recover, but in order to get close enough to do a proper follow-up from all distances, he must link two dashing jabs together, which is possible when the first one hits on its latest active frames.
This cuts down the acting window to 4f and makes the dashing follow-up either a 1f or 2f depending on how tight the meaty was, making it one of the tighest links Rubber can exhibit.

j.A 2[A] xx 236]A[ d.5A, 5A xx 4S !UBR d.2A, 2[A] xx 214]A[ d.5A/d.2A...

4S UB Reset

j.A 2[A] xx 236]A[ d.5A, 5A xx 4S !UBR late d.2A, d.2[A] xx 214]A[ d.5A/d.2A (5A/2A)*2 d.j.A (dash to the other side of the screen and wait for wrap launch) 236+AA, d.5A, (wait) 5A xx 5S

Overhead Starter into Unscaled Wrap Confirm
It's possible to convert into an unscaled wrap at any point in a combo against S.ON characters thanks to the 4S UB Reset.

236+X d.j.A 2[A] xx 236]A[ d.5A, 5A xx 4S !UBR d.2A, 5A CrC 5B xx 6S !SC d.5A 2S d.5A, 5A, 2[A] xx 214]A[ d.5A/d.2A...

CrC Stand Crash Midscreen Combo
Small Stand Gauge Only.

4S d.j.A j.S j.S !UBR d.5A 2[A] xx 214]A[ d.5A/d.2A 5A/2A xx 4S !UBR d.5A, 5A/2A xx 6S d.5A, 5A, 2A xx 4S d.2A, 5A, 2A xx 4S !SC d.2A xx !UBR 2S (Jab UB Reset) d.5A, 5A, 2A xx 6S d.5A, 5A, 2[A] xx 214]A[ d.5A/d.2A (5A/2A)*5 j.A (wait for wrap launch) j.S

4S UB Reset (Vanilla Ice Variation)
Use d.5A instead of d.2A to meaty Vice's deceptively tall landing hurtbox.

4S hj.A j.S !UBR d.2C(2) xx 6S d.5A, 5A 2S d.5A, 5A, 2A xx 4S d.2A, 5A/2A xx 6S d.5A, 5A, 2A xx 4S d.2A, 5A, 2A xx 4S !SC d.2A xx !UBR 2S d.5A, 5A, 2A xx 6S d.5A, 5A, 2[A] xx 214]A[ d.5A/d.2A (5A/2A)*5 j.A (wait for wrap launch) j.S

Corner ToD example off j.S UB Reset on Small Stand Gauge
4S UB Resets can be looped in the corner.
IPS free, Meterless.

4S hj.A j.S !UBR d.2[A] xx 236+]A[ d.5A, 5A xx 4S !UBR d.2A, 5A/2A xx 4S !UBR d.2A, 5A/2A xx 4S !UBR d.2A, 5A/2A xx 6S d.5A, 5A, 2A xx 4S !SC d.2A xx !UBR 2S d.5A, 5A, 2A xx 6S d.5A, 5A, 2[A] xx 214]A[ d.5A/d.2A (5A/2A)*5 j.A (wait for wrap launch) j.S 5A xx 5S

Corner ToD example off j.S UB Reset on Medium Stand Gauge
236+A extenders give better frame advantage for closer follow-ups.
IPS free, Meterless.


j.A xx j.S d.2A, 5A, 2A xx 6S d.5A, 5A xx 4S (!UBR d.2A, d.5A/d.2A xx 6S d.5A, 5A, 2A xx 4S)*3 !SC d.2A xx !UBR 2S d.5A, 5A, 2[A] xx 214]A[ d.5A/d.2A (5A/2A)*5 j.A (wait for wrap launch) j.S

Corner ToD example off j.S UB Reset on Medium Stand Gauge
Dash in as soon as possible after 4S for d.2A to link into d.5A.
Also works Midscreen.
IPS free, Meterless.

j.S d.2A, 5A CrC 5B xx 6S d.5A, 5A, 2A xx 4S (!UBR d.2A, d.5A/d.2A xx 6S d.5A, 5A, 2A xx 4S)*3 !UBR d.2A, d.5A/d.2A, 5A CrC 5B SC! xx 236+AA

Corner ToD example w/236+AA finisher on New Kakyoin
Dash in as soon as possible after 4S for d.2A to link into d.5A.

4S hj.A j.S !UBR d.2[A] xx 236+]A[ d.5A, 5A xx 4S !UBR d.2A, d.5A/2A xx 4S !UBR d.2A, d.2[A] xx 214]A[ d.5A/d.2A (5A/2A)*3 j.A (wait for wrap launch) j.S (wait for the opponent to almost hit the ground) d.5A/d.2A xx !UBR 2S d.5A, 5A, 2[A] xx 214]A[ d.5A/2A (5A/2A)*2 d.j.A (wait for wrap launch) 236+AA
4S hj.A j.S !UBR d.2[A] xx 236]A[ d.5A, 5A xx 4S !UBR late d.2A, d.5A xx 6S d.5A, 5A 2S d.5A, 5A, 2[A] xx 214]A[ d.2A 5A*2 d.j.A backdash 5A~ backdash (wait for Iggy to almost hit the ground) 214A d.2A 5A*2 d.j.A backdash (wait for Iggy to almost hit the ground) d.2A !UBR 2S d.2A, 2A, 2[A] xx 214]A[ d.2A 5A hj.A backdash (wait for Iggy to almost hit the ground) 360

Midscreen Iggy ToD
The epitome of Rubber Soul's Combo Potential.
All combo extenders, UB Resets, S moves and specials in one combo.

Game Navigation

General
Controls
System Info
In-depth System Info
FAQ
Active
Avdol
Devo
DIO
Iggy
Jotaro
Kakyoin
Midler
New Kakyoin
Polnareff
Vanilla Ice
Weapon
Alessi
Chaka
Old Joseph
Passive
Black Polnareff
Boingo
Hol Horse
Khan
Mariah
Petshop
Rubber Soul
Shadow Dio
Young Joseph